Abstract: "Procedural generation of games has become an active re-
search eld. We present a system that automatically gen-
erates an interactive ction (IF) by learning from crowd-
sourced corpora of example stories. We ask crowd workers
from Amazon Mechanical Turk to write short stories about
a given situation with simple language, from which a plot
graph is learned, containing plot events, temporal prece-
dence and mutual exclusion relations between the events.
The plot graph describes an IF where players and non-player
characters choose from executable events as determined by
the plot graph. We demonstrate an IF learned from the
domain of bank robbery"