Abstract: | This dissertation describes the design and implementation of a system which is able to generate narrative text describing sequences of states and events across a range of domains. Following Davey's Proteus sentence planner, competence is first achieved in narration of the game of noughts-and-crosses (tic-tac-toe), where the input to narration is a reconstructed encapsulation of the primitive game elements. The domain of narration is then expanded to blocks-world and whist-like card-play. A partial implementation of Sowa's Conceptual Graph formalism in SICStus Prolog is used for knowledge representation and inference. This has proved effective, although rather inefficient. Surface realisation is by Prolog definite clause grammar. Results from all three domains are presented and evaluated. Performance in the noughts-and-crosses domain approaches that of Proteus, with simplifications in the production of referring expressions. Performance in the other domains is fair, but there are weaknesses in sentence construction, and coverage of these domains remains underdeveloped.
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