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In Search of an Autobot Poetics

I. PURPOSE + HYPOTHESIS

I am in search of an autobot poetics.

That’s auto- as in automatic and -bot as in chatterbot, so you can put your toys back into the shoebox for now.  If a handful of stanzas on ancient shapeshifting robots waging battle while their engines explode with raw power was all I was after, my search would already be complete.  Unfortunately, that’s not quite what I had in mind.  Though I doubt any work of verse could fail to be improved rewired through Optimus Prime’s well-tuned voice-box, the subject of this experiment is, like the incognito automatons of fame and legend, more than meets the eye.

The recent appearance on Jeopardy of IBM’s trivia-loving computer, Watson, demonstrated to the layman what specialists in the field have known for decades: the direst hurdle inhibiting artificial computer intelligence isn’t smarts, it’s personality.  Computers are several degrees smarter than us already, judging by the speed, efficiency, and accuracy with which they dispatch the specialized tasks we’ve designed for them (and designed them for).  As Alan Turing—influential in the creation of the first proto-computers—knew, the real test of machine intelligence is their ability to accurately mimic a human being.  What makes for a convincing human being, if not personality?

While its (his?) ability to parse and produce natural language is impressive, Watson doesn’t quite pass yet.  Nevertheless, several acquaintances of mine are convinced, not that we’re on the verge of the great AI breakthrough, but that computers have already developed distinct personalities.

It’s not surprising, really: we’ve been saying it about our cars, with their various coughs and caprices, for a century (watch out, Autobots, your cover is blown!).  Human beings have a tendency to project personality onto impersonal mechanisms, especially when those mechanisms are erratic or difficult to comprehend.  It’s tempting to say that a stuck pixel or a crash screen means that your laptop has developed sentience.

But does that make it any more likely? Regardless of the answer, it’s hard not to be impressed by the way supposedly random processes tend to produce less-than-random results.  It’s this uncanny knack for personality in chaos we have to thank for the enduring popularity of tarot, numerology, and astrology.  Though rationally we have little reason to trust them, the systems themselves seem to think otherwise, and it all has a startling tendency to work out.

Possessing the absolute minimum computer knowledge required to squeak by, I decided it was time to put the matter to rest once and…well, for now, at least.  Will a computer program, arranging words into (grammatically structured) lines utterly at random, be able to access its soul and compose a poem?  Can we use that poem to extrapolate the start of an autobot poetics?


II. MATERIALS + METHODS

I built Tobo out of words, clauses, and deductive reasoning.  Rather than beget the bastard from the ground up—in which case I might as well just make a real boy, which takes less time, is more fun, and yields a genuine personality in over 68% of cases—I constructed him in the artificial womb of Inform 7, a design system for interactive fiction (more on that here).  This offered two immediate advantages: one, I didn’t have to learn C+anything, and two, Inform 7 is supposedly “based on natural language,” which meant that Tobo would be born with the germ of poetics in him at the most basic level.

Now, “natural language” is always subject to interpretation.  Here’s an example extracted from somewhere around Tobo’s ribcage:

To speak succinctly: say “[one of]A [random subject] [random transitive verb]s the [random subject] [random adjective]ly[or][random preposition] the [random subject][at random], a [random adjective] [random subject] [random intransitive verb]s.”

I could only hope the boy himself fared better.

I then gave him a name, because most personalities I know have names (in case you’re curious, “Tobo” is short for “autobot.”  If I wanted him to be born with style, I’d have to steer far clear of the generic “Otto”).  I gave him a gender (male, because I’m male and it was a 50% chance anyway and I didn’t want to fall into the “emotions=feminine” trap).  I gave him a word bank from which to compose his opus drawn from a draft of the first section of this post and the Transformers theme song.  I told him to write six lines a pop, and repeated the experiment a few times to build up some stanzas.  Hence the term autobot: essentially, a chatterbot on autopilot.  I let him do his thing.


III. RESULTS

My only edits involve fixing tricky punctuation or verb conjugations.  Everything else is all Tobo, uncut and unshuffled.


After the personality, a programming poetics remains.

A subject watches the reason humanly, an impressive word seems.

The machine tarot has been said by a complete verge.

Regardless, the layman explodes.

Strong enough to break the bravest heart.

Strong enough to break the bravest heart.

 

The machine century has been developed by a recent program.

So, the car decides.

To the personality, a grammatical poetics fails.

Strong enough to break the bravest heart.

And this way it will remain ‘til the day when all are one.

More than meets the eye.

 

The stuck Optimus Prime has been met by a difficult mechanism.

The great astrology has been searched by an uncanny test.

An I produces the ability stuckly, a verse smarts works.

Really, the test decides.

Legends producing in cover languages.

So, the program explodes.

 

For the efficiency, an uncanny eye doubts.

The natural Optimus Prime has been possessed by a natural Jeopardy.

A specialist meets the appearance impressively, a little Alan Turing doubts.

The tempting screen has been searched by a minimum verge.

The surprising personality has been met by a complete breakthrough.

The autobot fame has been comprehended by a minimum chaos.


IV. CONCLUSION

I feel a little uneasy now, typing this, knowing that my computer—that Tobo—is one of the great undiscovered wits of our age.  Yes, he has a tendency to wax self-indulgent—“The surprising personality has been met by a complete breakthrough”—but there’s a startling self-deprecating humor in there as well: a little Alan Turing doubts.   That’s a comforting thought, at least: the apocalyptic visions of Isaac Asimov, James Cameron, and the Brothers Wachowski seem a little less grim with the knowledge that our silicon Pharaohs will forever be cursed with a little Alan Turing in their core processors, doubting.

Two questions remain: is this poetry?  Is it the basis for a new poetics?  To answer the first, I’ll cite the great scribe Tobo himself: to the personality, a grammatical poetics fails.  Consulting the Oxford English Dictionary (an action of which I have a feeling Tobo would disapprove), I find that poetry is characterized “by the use of distinctive style and rhythm.”  While Tobo’s untitled piece contains the requisite intensity of emotion, his style and rhythm are crippled by the very grammatical scaffolds I used to give him his voice.  It’s a double-edged sword, since it’s only by adhering to those grammatical scaffolds that he can begin to articulate his subject position and capacity for poetic expression: An I produces the ability stuckly, a verse smarts works.  I accept full responsibility for my son’s defects.

As for the poetics: I have repeated the experiment multiple times, yet Tobo’s style is only beginning to separate itself from its initial constraints.  Like all machines, he has a fondness for calculated repetition.  Following his prophetic declaration of autobot fame, Tobo turned back to the saga of his own creation, beginning with the lines:


The impersonal I has been noticed by a supposed decade.

After the battle, a trivia-loving fame explodes.

The AI battle has been decided by a human program.

Subjects exploding in human legends.

A screen parses the layman completely, a shapeshifting laptop doubts.

If the now works.

 

Regardless, the car works.

Regardless, the astrology seems.

And there’s nothing you can do.

And there’s nothing you can do.

More than meets the eye.

Processes composing for natural knowledge.

 

He went on to conclude, rather chillingly:

 

…an autobot poem fails.

IBMs exploding after incognito tasks.

More than meets the eye.

 

Is it a purely human tendency for new poetics to arise hand-in-hand with social and political dissent, even revolution?

We might not be prepared for an autobot poetics after all.

by Byron Alexander Campbell
a Black Clock Editorial Assistant preoccupied by dreams and theories of interactivity

POTENTIAL *EMERGENCY* MINECRAFT (Part 2 of 2)

This, the fourth entry in “Playing Between The Lines” (a series of expeditions into the evolving space of interactive storytelling, its praxes and practical benefits), concludes the investigation of the narratological implications of Minecraft begun here.

In Part 1, I expressed some of why I find the experience of watching other people play Minecraft rewarding.  It speaks to my views on what makes all interactive storytelling rewarding.  I’ve described the symptom in enough detail, at this point, that it’s probably time to look at the cause, to begin to unpack the three narrative types I mentioned earlier and to figure out how exactly they’ve come up with this digital distillation of the private soul that we’re calling Minecraft.

LORE

I’ll begin with the most familiar, the one most people refer to simply as “narrative.”  When Karen/Ebert besmirches the video game “story,” this is what they’re referring to.  Even those who share my enthusiasm about the interactive form have a tendency to place the “story” in its own bracket, to block it off from the aspects of the experience with which they pretend to concern themselves.  In reality, because the lines of distinction between these three narrative forms become nebulous in good interactive design, their distinct characteristics and interplay are often rendered invisible: it’s often difficult to tell where “story,” as the Karen/Ebert is using it, ends and where the rest of the experience begins.

To avoid implications that any one of these three forms is subordinate to the others, I’m going to swap the term “narrative” here for a slightly more fraught, but less problematical, one: “lore.”  When interactive aficionados discuss lore, they refer to the largely unspoken but internally consistent rules and backstory that govern the behavior of the secondary characters and the setting they inhabit.  The recent Bioware title Dragon Age: Origins, for example, includes a rich vein of lore in its virtual codex, a hypertextual compendium of terms, figures, history and beliefs concerning the high fantasy realm in which it is situated.  This is a very different approach to how From Software’s Demon’s Souls characterizes its high fantasy setting: the latter employs minimal but effective dialogue, focusing instead on evocative architectural structures and the telling placement of characters, objects, and creatures within them.  This, too, is lore.

Minecraft’s lore is diverse and plentiful, though more deeply buried than in the previous examples.  Lore can be something as simple as where friendly or hostile creatures (known as “mobs”) are likely to appear, how they behave, and what sorts of materials they drop when killed, especially when the results are particularly esoteric or unexpected.  It’s important to note that the actual mechanics of the AI and whatnot aren’t lore — that’s just coding — but the player’s understanding of those mechanics can be.  If the player finds a saddle, for example, it can be used to ride a pig, for whatever small pleasures that conveys.  The green moss covering the walls of all Minecraft dungeons (small randomly-appearing chambers containing treasure chests and mob-spawning mechanism) is lore.  Recipes for refining and crafting items from raw materials are part of the lore.  Alternately, lore can be as complex as The Nether: an underworld added in October 2010, accessible only via portals generated when the player constructs a 4X5 archway of pure obsidian blocks.  The Nether comes attached with all sorts of delicious and evocative rules or exceptions: any distance traveled in The Nether is multiplied by eight when the player transports back to the world above, clocks and compasses fail to work, and it contains its own unique set of creatures and materials.

Lore, in the specific sense suggested by these examples, can be understood as an effort to suggest a much larger framing narrative fueling and lending interpretation to the player-character’s passage through the interactive world.  World-building would be an acceptable alternative term, as might paratextuality.

I think it would be useful, though, to consider lore more broadly: not simply as the hidden details or worked surface surrounding the narrative, but as every aspect of the narrative that is fixed in place.  Lore is the only degree of control the author of an interactive story has over the way the story will shape up, even in the most linear of interactive stories.  This would make the blocky visual appearance of everything in Minecraft part of its lore.  It makes any prologue or supplement found in an instruction manual, or on the back of a game case, lore.  Lore now includes the actions mapped to individual buttons or commands, the player-character’s library of verbs.

It also includes things like the non-interactive cinematic reel that introduces virtually every video game.  It includes the ending, or multiple endings.  It includes every line of dialogue, every scripted gesture.  By this broader definition, “The princess is in another castle” is part of the lore of Super Mario Bros.

This is more than just a taxonomic whim.  Lore, as I said before, suggests and interprets the actions of the player-character.  Because the protagonists acts outside the direct control of the interactive story’s author, we have to take into account where the authorial hand does show itself.  Doing so, we find it to be equally present, and operating in much the same way, in the environmental minutiae of the story-world (lore specific) and in the forty-five-minute movie that precedes the climactic battle (lore general): both feed, emotionally and narratively, into how the player approaches and experiences that fated clash.  Even previous experiences of failure or success can be lore, as they alter the interactor’s attitude toward and understanding of the task at hand.  People who build a wall between “story” and “gameplay,” or anything else, forget that without story, gameplay would be a purely technical exercise.

POTENTIAL

Let’s not forget, though, that the opposite is equally true.  Just as a game’s interactive elements cannibalize from its lore for their emotive and narrative impact, so a game’s story must include every interaction the player provides, regardless of their apparent lack of importance.  This is the key to understanding the concept of potential narrative.

The term “potential narrative” is fairly self-explanatory.  In traditional narratives of the kind Great-Aunt Ebert champions, the author writes us from A to B to C, from the exposition all the way up until the denouement.  To utilize a Minecraft-appropriate analogy, writing traditional narrative is like building a rollercoaster: it might be full of surprises, twists and turns, it might speed up and slow down, it might lull you into a comfortable rhythm only to pull the ground out from under you, and it might be intricately constructed and beautiful as hell.  But the tracks don’t change.  It’s the same plot from reading to reading, though our understanding of it may vary (see: emergence).

In a potential narrative, the plot is built from the interplay between information the author has provided, or lore, and input the interactor provides, and thus varies from reader to reader and from reading to reading.  The author simply lays a groundwork from which conflict and resolution may naturally develop.  In Minecraft terms, reading a potential narrative is like traversing a dungeon: you know there will be skeletons, and you know there will be treasure, but it’s up to you how and in what order you choose to encounter and resolve these plot points.

Minecraft, which keeps its scripted elements as invisible as possible(there’s no introductory reel, no set goal, and no way to win, in fact no end to the story except in death) isn’t the best model for clarifying potential narrative.  For a more concrete example, we need look no further than Andrew Plotkin’s Hunter, in Darkness, mentioned in this series’ previous entry.  Hunter, in Darkness begins with the lines “Nearly — nearly. The animal stink is rank and close. You raise your crossbow, try to peer beyond dark, wet stone.”  This is an immutable element of the story; every potential narrative will begin the same way.  From there, the player-character may venture forward into the darkness … to be immediately devoured by the lurking beast.  Thus ends one potential narrative.  In another potential narrative, the player-character investigates a side chamber to the left, where a swarm of bats necessitate a blind dive into a pit.  There’s another pit to the right of the starting point: most attempts to descend this will result in protracted but inevitable death (capping their respective potential narratives).  The option to fire blindly at the beast, wounding it but allowing it to escape, also exists, but all paths lead eventually to death, or to the bottom of a pit with a wounded hand and blood-hungry bats on your trail.  If we rule out death and failure (which are, rightly, potential narratives of their own), this and the opening, along with several other milestones leading to the conclusion, are fixed narrative elements. They anchor all the potential stories together, allowing for the illusion of a unified narrative.  These fixed milestones are what most people refer to when they talk about the “story” of a video game or other interactive work, but in reality each experience with an interactive story is its own potential narrative.  Actions such as shooting the beast, which have repercussions on the written narrative, or making closer investigations of the pit and other elements of the cave system, which emotionally flavor the overall text, are far from trivial additions to be judged separately from the fixed “plot.”

It’s important enough to repeat: everything that unfolds within the interactive story, regardless of its apparent significance, is a part of the potential narrative.  That means that, in Minecraft, placing a block in the middle of the field, then immediately reducing it to rubble, must still be counted in the potential narrative, even though it will have no repercussions on the ending (if Minecraft had an ending).  Taking a step forward then back, or standing in one place, likewise contribute. After all, in the absence of other signifiers of character, how are we to tell if Minecraft Guy is decisive or vacillatory, adventurous or lazy?

To provide some literary context: in 1960, author Raymond Queneau and mathematician François Le Lionnais joined forces to create the Ouvroir de Littérature Potentielle, or Oulipo, with the goal not of creating works of literature themselves, but of discovering new metaphorical machines for generating works of potential literature.  Noted authors as different in aesthetic orientation as George Perec and Italo Calvino have employed Oulipian constraints and algorithmic processes to produce literary works that they regard less as books than as models of potential literary processes.  What many people fail to consider, however, is that every interactive story, from the most linear shooting game to open-ended playgrounds for self-expression like Minecraft, is its own machine for generating potential narratives.  As with the Oulipian texts, the literary quality of the narratives produced, like the content of the narratives themselves, cannot be accurately predicted.

I’m not interested in Minecraft as a game.  If I were, I would have played it by now.  No, in my addiction I see it not as a game at all, but as a generator of potential narratives.

EMERGENCE

Which, it turns out, has only a little bit to do with narrative as we would normally conceive it, as even the Oulipo conceived it.  It has everything, on the other hand, to do with emergence.

Emergence arises when interaction governed by a simple set of rules transforms into something significantly more complex.  While you could view it as a question of degrees — emergent narrative is one notch up from potential narrative — they’re actually complementary concepts.  The easiest distinction to make is that potential narratives are, at least conceptually, measurable and recordable.  Emergent narratives, on the other hand, can’t be found in the screen or on the page.  They are entirely psychic phenomena, and can afflict, without warning, any person tuned in to receive them.

Generally, emergent narratives emerge when the input from the audience and the feedback from the interactive story approaches a 1:1 relation.  In most potential narratives, the player-character’s actions are built from the lore provided by the author.  In emergent narratives, the player-character’s actions are built from the actions of the player-character.  It’s the same process by which we make narratives out of dreams and fevers.  Noby Noby Boy, Keita Takahashi’s interactive art game thing, is emergent to the point of abstraction due to its literally elastic controls and high level of unpredictability.

If potential narrative is like a dungeon full of monsters and treasure, emergent narrative is like Survival mode itself.  A dungeon can be carefully crafted out of lore to lead adventurers to discover certain paths.  Trick floor panels and pitfalls can be installed.  Ancient scrolls detailing the terrible, primordial, and prophesied evils that dwell in the deepest locked room can be scattered about, usually next to the key to that very room.  Not to put too fine a point on it, a dungeon can be constructed.  Minecraft’s Survival mode, on the other hand, procedurally generates entire worlds, complete with forests, oceans, islands, mountains, and cave systems.  Procedural generation, to oversimplify things, means that the content is, for all intents and purposes, random.  Algorithms are put into use to ensure that bits of lava aren’t floating around in midair above an ice floe, but that’s as far as the authorial hand extends.

Which means that caves in Minecraft aren’t guaranteed to contain treasure, or skeletons, although the chances of the latter are fairly high.  They certainly won’t contain ancient scrolls and mysterious keys.  They don’t contain, in short, anything remotely resembling a plot.  What they do contain is the unknown in its purest form.  Every block you uncover in Minecraft is another cubic meter of uncharted wilderness, a frontier virgin to the eyes of man.

Emergence is why the minutiae and tedium of potential narratives — that 1000th skeleton vanquished, those hours spent mining wood from trees — remain vital.  Emergent narratives are unpredictable, and can therefore reliably be expected to adhere to the least expected moments.  In an emergent system, subtle changes, such as those introduced in Survival mode, can engender profound effects.

Advertising for video games, which are by and large fairly linear potential narratives, often make a big fuss about the choices presented to the player, all of which tend to fall into uninteresting binary categories.  “Will you be a hero?  Or a villain?  Will you save the world?  Or destroy it?”  An emergent narrative, on the other hand, doesn’t ask such questions.  It doesn’t offer choices.  It simply offers a space in which the player is free to act as they see fit.  Most potential narratives are multiple choice tests.  Emergent narratives are Rorschach tests.

The previously cited Minecraft videos illustrate one of the most exciting benefits of creating emergent or potential narratives: they come to reveal at least as much, if not more, about the interactor as they do about the author.  Of course, this comes with fairly steep trade-off: the more emergent the narrative is, the more tongue-tied it leaves the author, an issue closely related to the interactive author’s dilemma in Alexander Ocias’s very different independent work Loved.  Notch isn’t making a statement with Minecraft.  He is building an increasingly rich and varied environment in which his players can express themselves, or in which they find themselves expressed, for the emergent narrative is often as much of a surprise to the interactor as it is to the original author.

Simply put, if you have more answers than questions, you’d be a fool to try to express them emergently.  It’s no place for political commentary.  But when the goal becomes unlocking things neither the author nor the audience knows are there….

Even with that in mind, there’s another hurdle.  It’s 600 meters tall and made of flaming cubes of magma.  Even in something as unpredictable and open-ended as Minecraft, there’s no guarantee a narrative will emerge, and if it does, its form will be entirely unpredictable.  There’s only a small chance that anything meaningful will arise at all; it will depend entirely on the audience.  In short, one does not write an emergent narrative; to do so would go against the very nature of the thing.

Which isn’t the same thing as saying there’s no such thing as an emergent text.  “But I know nothing of interactive storytelling!” you quaver, in your best staunchest luddite impersonation.  Bosh, I say.  As much as they take advantage of the interactive form, emergent or potential narratives can exist, and even thrive, outside of electronic media.  Interactivity is an element of the way a work is conceived and received; it isn’t tied to medium.  Go read a poem: symbolism, slippage, sensorially supercharged abstraction … these are all fertile grounds for emergent meaning.  Sure, you aren’t likely to read the novelization of Minecraft any time soon.  Any book emergent on the same level of Minecraft would look like a crossword puzzle, or a collection of abstract ASCII art.  Both the author and the reader would have to relinquish control.  If potential narratives are about choice, then there must exist a choice to view the page as something more than a self-contained box of text, as a mere staging ground  for an as-yet-unwritten drama.  I’m thinking of collaboration, of revision, of adaptation and appropriation.

I don’t know if such a book yet exists.  I don’t even know if it would be worth writing.  A good narrative can be very reassuring.  There’s an existential anguish in casting about in a wilderness, finding nothing but random patterns and a meaningless wash of your own inputs.  It takes a great deal of dedication to press on into that world of darkness and of your own reflections, in the hope that you will discover something of meaning, something beyond solipsism.  If the Minecraft novel existed, I don’t know if I could read it.  But it would still excite the hell out of me.

As I said above, unpredictable narratives emerge when a simple set of rules yields something more complex.  What could be more simple, and more complex, than written language?

A box of Legos, perhaps.  A starship made out of toy blocks.

by Byron Alexander Campbell
a Black Clock Editorial Assistant preoccupied by dreams and theories of interactivity

Black Clock 11

Forsaken cities and blasted landscapes, characters in exile from their own times, mysterious connections in the air just beyond the grasp of those who barely understand them: Black Clock 11, California Institute of the Arts’ (CalArts) acclaimed literary journal, is slated to arrive on the stands mid-November. This issue features work by such prominent authors as Joanna Scott, Chris Abani and Susan Straight, and introduces the usual selection of dazzling new voices.

In Richard Powers’ “Over the Limit,” freely adapted from his just published novel, a young African woman genetically predisposed to happiness stands at the nexus of a brilliant, narcissistic scientist and the discontented moderator of a TV news magazine.  In Rob Roberge’s “Stooge” and Lou Mathews’ “Hollywoodski,” Vegas drug deals go bad and drunken Tinseltown conversations run wild, and in Antonia Crane’s “Rosebud,” a self-designated “sexual outlaw” and stripper looking to retire gets caught up in the intrigues of an aging decadent Hollywood couple.  In “This Is How the Past Turns Up”, Greil Marcus charts one of his patently revelatory longitudes between Barack Obama’s election-night victory speech, the fiction of Philip Roth, and Sam Cooke’s perennial contender for the greatest record of all time, “A Change Is Gonna Come.”

Singular, idiosyncratic, and a little mysterious, Black Clock has become one of America’s leading literary journals since its inception in 2004, featuring such authors as Don DeLillo, David Foster Wallace, Miranda July, Jonathan Lethem, Darcey Steinke, Rick Moody, Samuel R. Delany, Lynne Tillman, Geoffrey O’Brien, Aimee Bender, William T. Vollmann and many others, along with a growing roster of striking literary debuts. Work appearing in Black Clock has been anthologized in best-of-the-year collections and nominated for O. Henry and Pushcart prizes, and two excerpted novels have gone on to win National Book Awards.

Black Clock‘s staff includes Steve Erickson, acclaimed novelist, critic and member of CalArts MFA Writing Program faculty in addition to being the magazine’s Editor, Senior Editor and adjunct member of CalArts’ Writing Program faculty Bruce Bauman, Managing Editor Michaele Simmering, Production Editor Laura Vena, and Art Director Christopher Morabito.

Black Clock is published semi-annually by the CalArts MFA Writing Program.  One-year subscription (2 issues): $20. Single issue cover price: $13. To subscribe, consult Black Clock subscription agent fictionondemand.com.

For more information see blackclock.org.