Source-linked AI summary

Plot Writing From Pre-Trained Language Models

Yiping Jin, Vishakha Kadam, Dittaya Wanvarie

arXiv:2206.03021v1cs.CL

TL;DR

Long-form story generation lacks global structure, producing incohesive, repetitive, and content-poor narratives, while existing content plans often require fine-tuning. SCRATCHPLOT uses off-the-shelf PLMs to compose content plans, generate conditioned stories and endings, and rank story-ending pairs. It achieves superior human and automatic evaluation results against its baselines.

  • Problem

    Long-form story-generation PLMs lack global structure, while existing content plans often cannot be used without fine-tuning and may encourage predictable action sequences.

    Source: §1 · pp. 1–2
  • Method

    SCRATCHPLOT prompts an off-the-shelf PLM to compose a content plan, generates the story body and ending from it, and ranks candidate endings with additional PLMs.

    Source: §1 · p. 2, §2 · p. 3
  • Results

    SCRATCHPLOT achieves better story quality than fine-tuned parallel-data baselines and a standard-prompting PLM in human and automatic evaluations.

    Source: §1 · p. 2, §5 · p. 8
  • Takeaways & Limitations

    Unsupervised content planning with pretrained language models can retain the benefits of planning without fine-tuning and support cohesive, contentful story generation.

    Source: §1 · p. 2, §5 · p. 8

    The reported experiments generate only English stories, and potential deployment risks are attributed to large pretrained language models rather than specifically to SCRATCHPLOT.

    Source: §1 · p. 2, Ethical Considerations · p. 9

Abstract

from arXiv · show

Pre-trained language models (PLMs) fail to generate long-form narrative text because they do not consider global structure. As a result, the generated texts are often incohesive, repetitive, or lack content. Recent work in story generation reintroduced explicit content planning in the form of prompts, keywords, or semantic frames. Trained on large parallel corpora, these models can generate more logical event sequences and thus more contentful stories. However, these intermediate representations are often not in natural language and cannot be utilized by PLMs without fine-tuning. We propose generating story plots using off-the-shelf PLMs while maintaining the benefit of content planning to generate cohesive and contentful stories. Our proposed method, ScratchPlot, first prompts a PLM to compose a content plan. Then, we generate the story's body and ending conditioned on the content plan. Furthermore, we take a generate-and-rank approach by using additional PLMs to rank the generated (story, ending) pairs. We benchmark our method with various baselines and achieved superior results in both human and automatic evaluation.

1 Introduction

Long-form story generation struggles with global planning, coherence, common sense, and repetition, while existing content plans often require fine-tuning. SCRATCHPLOT instead uses off-the-shelf PLMs to plan story attributes and generate conditioned stories, achieving better human and automatic evaluations than its baselines.

1 Introduction

  • Long-form story generation often produces incohesive, repetitive, or content-poor narratives because language models lack global planning, discourse coherence, and common sense.Individual sentences may appear fluent and logical while failing to fit together as a whole.Source: §1 · p. 1
  • Existing story-generation systems use prompts, keywords, semantic frames, or summaries as explicit content plans to improve event sequences.These approaches reintroduce planning into a field otherwise dominated by end-to-end learning.Source: §1 · p. 1
  • Natural-language-incompatible content plans cannot generally be understood by PLMs without fine-tuning on parallel data, while supervised plans may reproduce predictable common-sense routines rather than interesting stories.The paper identifies lack of natural-language compatibility and reduced surprise as limitations of prior planning approaches.Source: §1 · pp. 1–2
  • SCRATCHPLOT prompts an off-the-shelf PLM to plan location, characters, genre, and theme, then generates the story and ranks candidate endings.The framework progressively composes the story without fine-tuning, using the planned attributes as conditioning information.Source: Figure 1 · p. 1, §1 · p. 2
  • SCRATCHPLOT yields better stories than fine-tuned parallel-data baselines and standard-prompting PLMs in automatic and human evaluations.The experiments were conducted on English stories, although the authors state that the approach could extend to other languages with suitable PLMs and task descriptions.Source: §1 · p. 2

2 Plot Generation From Scratch

SCRATCHPLOT progressively generates plot elements, a story body, and an explicit ending with off-the-shelf PLMs. It ranks sampled story-ending pairs using coherence and perplexity signals.

  • SCRATCHPLOT samples location, characters, genre, and theme sequentially, while modeling dependencies such as genre influencing theme.Source: §2 · p. 2
  • Self-debiasing encourages generated geographical units and names to differ across task descriptions, while other plot elements are generated without it.Source: §2 · p. 2
  • The method fuses sampled plot elements into one task description and generates the story, using male and female character values for the character element.Source: §2 · p. 2
  • Because GPT-2 lacks an end-of-sequence token, the story body is generated to a fixed length and truncated at the last complete sentence.Source: §2 · p. 2
  • A separate task description generates a short ending from the story body and stops at the first closing quotation mark.Source: §2 · p. 3
  • SCRATCHPLOT ranks sampled story-ending pairs with BERT next-sentence prediction and conditioned perplexity to detect coherence and ending quality.Source: §2 · p. 3

3 Experiments

Experiments compare SCRATCHPLOT and ranking methods with baselines using human evaluations, automatic diversity measures, and the Story Cloze Test. SCRATCHPLOT performs best overall, while perplexity is the preferred ending-ranking method.

RQ1: Ending ranking

  • PPL selected more favorable story endings than NSP or random selection in human evaluation, so the authors used PPL for subsequent experiments.On the Story Cloze Test, NSP and PPL performed comparably with DSSM, while PPL outperformed NSP without requiring in-domain training.Source: §3 · pp. 4–5

RQ2: SCRATCHPLOT comparison

  • Plan-and-write generated logically sequenced but less diverse stories with poorer plots and characters, whereas ProGen often produced illogical stories from keyword-like plans.The comparison suggests keyword lists work better for short, simple stories than for nuanced cohesive stories.Source: §3 · pp. 5–6
  • SCRATCHPLOT performed best on naturalness, interestingness, and cohesiveness compared with the baselines, with especially pronounced gains in interestingness.The human evaluation used scores from 1 to 5 and compared multiple story-generation systems.Source: §3 · p. 6, Table 5 · p. 6

RQ3: Unsupervised content planning

  • SCRATCHPLOT outperformed the baseline without content planning on all evaluated story aspects, showing benefits from content plans even when generated plans contain noise.Some generated themes were ambiguous or nonsensical, although locations and person names were generated with high quality.Source: §3 · p. 6
  • The baseline without explicit content planning produced less diverse stories and more within-story repetitions, while SCRATCHPLOT showed natural progression instead of late-story looping.The qualitative looping behavior is described as neural text degeneration.Source: §3 · p. 6, Table 7 · p. 6

4 Related Work

Prior story-generation work uses explicit content plans, while ScratchPlot instead samples heterogeneous plot elements from off-the-shelf PLMs without fine-tuning and uses natural-language instructions for endings.

4.1 Story Content Planning

  • Earlier systems used prompts, keywords, semantic frames, summaries, predicate-argument tuples, or latent vectors as intermediate story representations.Source: §4.1 · pp. 6, 8
  • ProGen progressively refines keyword representations through multiple fine-tuned seq2seq stages before generating the final story.Source: §4.1 · p. 8
  • Heterogeneous plot elements such as cast, location, and genre serve as ScratchPlot’s content plan, which is sampled from PLMs without fine-tuning.Source: §4.1 · p. 8

4.2 Story Ending Generation

  • Story-ending work ranges from commonsense-story datasets and external knowledge retrieval to discourse tokens marking introduction, body, and conclusion.Source: §4.2 · p. 8
  • ScratchPlot uses natural-language instructions rather than trainable embeddings to signal story endings while relying on PLMs without explicit reasoning.Source: §4.2 · p. 8
  • Conditional perplexity was demonstrated to be a more reliable story-ending metric than BERT next-sentence prediction in RQ1.Source: §4.2 · p. 8

5 Conclusion

SCRATCHPLOT performs unsupervised content planning for story generation using only pretrained language models. It achieves strong results against supervised baselines and a PLM without content plans.

  • SCRATCHPLOT performs unsupervised content planning for story generation using only pretrained language models.Source: §5 · p. 8
  • SCRATCHPLOT achieves strong results compared with supervised baselines fine-tuned on large parallel corpora and a PLM without access to content plans.Source: §5 · p. 8

Ethical Considerations

The method is intended for creative text composition, but PLM-related risks include memorization, real-person names, and inappropriate or disrespectful stories. Content curation or filtering can mitigate some risks.

  • SCRATCHPLOT is intended for creative text composition rather than factual reporting about real persons or anecdotes.Source: Ethical Considerations · p. 9
  • PLMs may partially recall training data, and the paper notes that the originality of generated stories cannot feasibly be measured.Source: Ethical Considerations · p. 9
  • The system sometimes generates famous real-person names and may produce inappropriate or disrespectful stories for particular populations.Source: Ethical Considerations · p. 9
  • Manual curation or automatic content filtering can be deployed to mitigate inappropriate generations.Source: Ethical Considerations · p. 9

A Full List of Task Descriptions

The appendix lists task descriptions and heuristic post-processing rules used to clean plot elements and enforce essential content constraints.

A Full List of Task Descriptions

B Post-Processing

  • Post-processing removes trailing punctuation from phrase outputs and filters continuations that repeat words from task descriptions.Source: B Post-Processing · p. 11
  • First- and second-person pronouns are filtered because they often produce generic or opinionated plot elements.Source: B Post-Processing · p. 11
  • Generated stories are filtered when they contain fewer than two essential elements: a male name, female name, or location.Source: B Post-Processing · pp. 11–12
  • The appendix summarizes which post-processing rules apply to each output type.Source: B Post-Processing · p. 12

C Additional Experimental Setups

The experiments use PLM-specific tokenization and NLTK-based processing for diversity, repetition, and self-BLEU calculations. Generation runs on a 16GB GPU, takes about one minute per story, and requires no fine-tuning.

  • NLTK word tokenization supports diversity and repetition calculations, while self-BLEU averages sentence_bleu scores across dataset examples.Each example serves as the reference in one self-BLEU round.Source: C Additional Experimental Setups · p. 12
  • Generation takes roughly 1 minute per story because the system produces multiple bodies and endings before scoring and selecting the best candidate.Source: C Additional Experimental Setups · p. 12
  • Inference uses an NVIDIA Quadro P5000 GPU with 16GB vRAM, but CPU inference is possible because the method requires no fine-tuning.The authors report comparable quality when using GPT2-medium instead of GPT2-XL under resource constraints.Source: C Additional Experimental Setups · p. 12

D Details of Crowdsource Evaluation

The crowdsource evaluations were conducted on Toloka, with separate descriptions of annotation tasks, quality control, and annotator statistics.

D.1 Annotation Task Specifications

The evaluation separates story-quality dimensions into focused tasks and compares story endings pairwise, while applying worker screening and ongoing quality controls.

D.1 Annotation Task Specifications

  • Fine-grained evaluation assigns each story a 1-to-5 rating for individual aspects so annotators can focus on one aspect without context switching.Source: §D.1 · p. 12
  • Naturalness measures whether a story is fluent, understandable, and linguistically natural, allowing minor grammatical errors that do not affect comprehension.Source: §D.1 · p. 12
  • Interestingness asks whether a story would interest readers familiar with its genre, whereas cohesiveness evaluates logical consistency, character continuity, and event sequences.Source: §D.1 · p. 12
  • Figures document the annotation interface, instructions, audience filter, and post-processing steps used across the evaluation tasks.Source: §D.1 · p. 13, Figure 4 · p. 13, Table 10 · p. 13
  • Story-ending evaluation uses pairwise judgments of relevance, logic, conclusiveness, and thoughtfulness.Source: §D.1 · p. 13

D.2 Quality Control

  • Quality control selects fluent English speakers among the top-rated 20% who pass training, then limits workloads and removes likely bots or unreliable workers.Source: §D.2 · p. 13

D.3 Annotation Task Stats

The annotation study reports task payments, completion times, worker-pool sizes, and a total evaluation budget, with figures illustrating interfaces and pool statistics.

  • Fine-grained evaluation tasks paid $0.05 each, took about 30 seconds on average, and used around 40 crowdworkers per aspect.The reported average earning was $6 per hour.Source: §D.3 · p. 13
  • Story-ending evaluations paid $0.1 per task, required about 1 minute 13 seconds on average, and involved 20 crowdworkers.Source: §D.3 · p. 13
  • The total budget for all crowdsource evaluations was $300, including worker payments, bonuses, and platform fees.Source: §D.3 · p. 13
  • Figures provide examples of interfaces and annotation instructions for interestingness, naturalness, cohesiveness, story endings, and pool statistics.Source: Figure 5 · p. 14, Figure 6 · p. 14, Figure 7 · p. 15
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