Scotus wrote on Architects:

We plan two different kinds of answer to this question because two different kind of prose must be generated: 1) prose describing the physical surroundings for each player's interface, and 2) prose used by characters in the FaerieMUD world to tell stories, convince others to do things, and whatever else they may wish to use stories for.

The first kind of prose is not likely to be very flowery. It will be more varied than the average MUD because of the effects of relationship objects and perception objects (which cause each person to "see" a slightly different view of the FaerieMUD world). But, other than some effects of culture, it will be -- well -- prosaic.

The second kind of prose is much more important. Stories in FaerieMUD are supposed to be able affect other people, so it is important to write them in as interesting a prose style as possible. We will have little control over how well players write such stories (well, more than you might expect, but still damn little). A certain number we will be able to write ourselves, but that quickly becomes a time-consuming and difficult matter. The key, I believe, will be in leveraging the work of writing some ourselves into something the servers can use to generate their own.

— --

The first kind lends itself to WordNet. The second requires influence from different developmental objects to be weighted against each topic to be discussed, and appropriate words and phrasings to be used from each object.

In some cases it will be necessary to remember how a thing has been described. Detail may be added or removed, and synonyms may be used, but contradictions must be avoided. Therefore, if a character fails a Metalworking check to identify the type of metal an item is made of, the result of the failure (the idea that the item is made of Iron, not Steel) must be preserved.

Alexis Li? - 07 Dec 2001

— --

The second kind also has some basis to work off of, a template of sorts. The models being used for stories will be able to classify any given story as both one of thirty-some different types of stories and as a connection between concepts in a path-like structure (stories are generally linear as opposed to 2 or 3 dimensional (although the space through which the line travels will likely be multi-dimentional in some way)). From these two templates, as i mentioned in a previous email, the characters and settings can easily be filled in. The point at which serious prose generation will then occur is after the idea of the story is fully expressible (at least to the computer). But again, i've only really outlined that part of storytelling that isn't prose generation, leaving the final step in the air...

Stillflame - 11 Dec 2001