Behaviour representation and management making use of the narrative knowledge representation language

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Abstract

This chapter illustrates some of the different knowledge representation and inference tools used by a high-level, fully implemented conceptual language, NKRL (Narrative Knowledge Representation Language), to deal with the most common types of human “behaviours”. All possible kinds of multimedia “narratives”, fictional or non-fictional, can be seen in fact as streams of elementary events that concern the behaviours, in the most general meaning of this term, of some specific characters. These try to attain a specific result, experience particular situations, manipulate some (concrete or abstract) materials, send or receive messages, buy, sell, deliver, etc. Being able to deal in a correct (and computer-usable) way with narratives implies then being able to deal correctly with the behaviours of the concerned characters.

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Piero, G. (2012). Behaviour representation and management making use of the narrative knowledge representation language. In Behavior Computing: Modeling, Analysis, Mining and Decision (pp. 37–56). Springer-Verlag London Ltd. https://doi.org/10.1007/978-1-4471-2969-1_3

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