One of my goals of this project is to have a story be spit out in the same way a theorem is proved or a the next move of a chess game is computed by searching lots of possibilities. There’s also an element of probability that needs to come in to play too, of course. (If everything were 100% deterministic, you’d get the same story each time.)
Here are a couple of resources I found that might help in modeling all of this. I’m not sure whether they’re too low-level for what I’m trying to accomplish, though:
I think the next step after random name generation is assigning a personality type to each of the generated characters. I’ve found this, which appears to be a good start:
Hopefully I won’t run afoul of any copyright laws using this internally.
Once a personality type is assigned, then different world events can trigger different reactions based on personality type. Also, a character needs to have goals which are consistent with their personality type. Not sure how I’m going to do this yet.
Here’s Harible’s very first “story”. I’ve gone against Chip‘s name database and have a boy coming across one to three girls.
Nathen was walking and came across Nicole and Lina.