Okay I had outline something something about pression and problem description, now how do you generate that? When I pose the activity/behavior/situation/attitude I had no real idea until I got to sleep, then I had to wake up to note instant insight
they always happen the exact same moment your head hit the pillow ... annoying!
First I shift the naming to something more readable:
Character action/state (behavior/attitude)
World action/state (activity/situation)
There is two way to generate from them:
1. Implicitly
Generate a world and a bunch of agent with some more or less random parameters and let them pressure agents' needs, from need generate story. If you have wolf pack near a village it's a threat (potential lowering of hp) you can use a solver to select an appropriate goals to release tension. Once that goal is generate you can further add complication alog the goal resolution quite easily.
2. Explicitly
Select a specific need, then generate a world using a solver that purposefully provide pressure and tool to relieve that pressure. It's simply asking what is the story is about, fortunately for me my theme generation take care of that.
But how do you code the semantics? Let's say you go explicit and you want a simple story about behavior and lack of satisfaction. The world can generate a mother, set it to abusive and define the target need of abusive (survival, relationship, satisfaction), it's lack of satisfaction so we choose behavior that prevent the protagonist satisfaction, create a solution and create the path to that solution. Basically in a nutshell, it's much easier to define now actual implementation now we have a direction, adjective (parameter) of agent define the general dynamics, we are able to generate stake. Right now i'm not considering mixing story atom together at all, most human story are usually complex layering of simple atomic story, even the simplest one (for example tracking all the simple relationship between agent are mini arc onto themselves).