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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

Interacting with Andrew Plotkin

This is the second entry in “Playing Between The Lines,” a series of expeditions into the evolving space of interactive storytelling, its praxes and practical benefits.

Last time, we examined certain properties of interactive storytelling and discussed their implications for literature as a whole. What this inquiry failed to address, of course, was the fact that one of the oldest forms of computer entertainment has been straddling the border between literature and the interactive since the mid-’70s. Often misrepresented as a dead genre, interactive fiction, sometimes known as text adventures and often abbreviated IF, has enjoyed a steady but stealthy renaissance in the past twenty years, thanks to the contributions of independent authors such as Andrew Plotkin.

On his Kickstarter page, Plotkin refers to himself as “a hacker, game designer, and general messer-around of code, art, and language.” Winner of eighteen total XYZZY awards, the IF equivalent of the Oscars, Plotkin has also made numerous technical contributions that have helped make the form more widely accessible. In July 2010 he gave a lecture that attempted to describe IF for readers and writers of traditional fiction, providing a much more elegant and comprehensive introduction than I could hope to. He’s also compiled a page of decent introductory works in the form.

Near the beginning of November, Plotkin made the shocking announcement that he would be quitting his day-job to write interactive fiction, which has been almost exclusively freely-distributed since 1989, full-time. Within a single day, his announced goal of $8,000 in pledges to kickstart this enterprise had already been surpassed, with total pledges exceeding $31,000 as of the sixth of December–a strong indication of the respect the author commands. His first commercially distributed work will be Hadean Lands, available semi-exclusively on the iPhone, iPad, and iPod Touch, a teaser of which is available here.

While all of Plotkin’s major IF works are available to experience in-browser at his website, three in particular are worth singling out. Shade begins in a dark, cramped apartment, but it is not long before the bleak, arid atmosphere, and the overwhelming sense of melancholy, begin weighing down the walls of your tiny existence. Spider and Web is a Rashomon-esque reimagining of the relationship between the interactor’s input and the story–or in this case, stories–consequently constructed. Lastly, Hunter, in Darkness draws inspiration from the classic computer game Hunt The Wumpus, imbuing it with a palpable sense of dread, darkness, and the terror of survival.

Recently, Black Clock had the opportunity to do some old-school interaction with Plotkin, the kind that involves two human beings swapping ideas. In this case, we asked him a few questions about his past and present work, as well as his vision regarding the possibilities of the form in which he works.

BLACK CLOCK: You’re best known as an author of interactive fiction. What exactly does that mean? Just what is it you do?

ANDREW PLOTKIN: I write programs that simulate a story world in an interesting, explorable way.

I build adventure games with a familiar command-line interface, in which the player types simple text commands and the game responds with textual output.

I write stories with a head-thumping abundance of setting and description, inexplicably in the second-person point of view, which give the reader just enough influence over insignificant details to feel responsible for the protagonist’s mistakes.

I take part in a retro school of game design which hearkens back to 1975 (and which was commercially extinct by 1990).

I take part in a forward-looking school of game design which experiments and innovates much faster, and with far more freedom, than the “real” game industry.

Ever heard someone say “twisty maze of little passages, all alike”? Or “it’s dark, you are likely to be eaten by a grue”? I write those.

Alongside people like Graham Nelson, Adam Cadre, and Emily Short, you’re one of the biggest names in independently-developed IF. What’s your proudest contribution?

I hate to choose. Not because of excessive modesty (I’m no more humble than the next guy), but because comparing art with craft is hard. Was it more valuable to create a new IF virtual machine that people now rely on, to come up with a clever dissection of IF storytelling through unreliable narration, or to write an introspective, allusive game that pointed IF beyond the genre adventure story?

Okay, I’m really no more humble than the next guy. The point is, I’m differently proud of software tools, narrative tools, and stories. I’d like to say that I’m most proud of inventing a new rule-based programming paradigm, but after years of thrashing I still haven’t succeeded in inventing it!

On that note, in what role–programmer or writer–do you feel more comfortable?  Or do you inhabit a space between?

I am completely comfortable as a programmer. Programming is easy; you turn the pieces around until they’re elephant-shaped, and then you add anything necessary to hold them in the shape of an elephant, and presto, it’s an elephant. Sometimes you have to knock a bit in half to make the ear look right. I was a programmer to begin with–I mean, from age nine at latest, and we didn’t even have a computer until I was ten–and programming is what I’ve done to make a living.

That is to say: writing is the hard part for me. I haven’t had any formal training in writing, so I’ve had to invent what I do based on the works that I read. See previous question.

I can divide the question up further: I am comfortable writing text, but I’m uncertain writing stories. (This is both cause and effect. IF gives you lots of text to write, even in a game with a slender story, or no story at all. Talent is what you pursue.) If you accused me of pushing those structural boundaries, or writing allusively, in order to gloss over stories that I’m not confident about–I wouldn’t deny it.

You’ve been active in making IF accessible to a more general audience. Do you imagine a future where IF, or some variation thereof, has become as ubiquitous as traditional books?

Imagine? I imagine futures in which people play IF while drifting on very slow glacier-barges across the Mediterranean icefields, pausing occasionally to fight off narratively-starved hordes of extremely literate snow-crabs. Imagining these things is easy.

I don’t find it likely that IF will become as popular as books (that is, books in general)–nor as popular as games (games in general). It’s a narrower medium, and it will have a narrower, more dedicated audience.

But if you were asking me about some new genre of book, I’d inevitably tell you it’s not as popular as books in general. That’s always the wrong question. I think IF could be as ubiquitous as (say) fantasy noir detective stories, or as popular as casual tower-defense games. IF could develop a following that isn’t scattered and disconnected–regular players could be hooked up to authors writing regularly. With discussion and criticism in the literary press.

Then we’d be complaining that our subgenre isn’t as popular as farming teenage vampires, but it’s always something, right?

Speaking of books, have any non-interactive works of fiction been of particular influence to your IF? Or does it change with every project?

You can recognize particular influences–setting, tone, or event–from all sorts of sources. Heliopause riffs on the lyric space opera of Jack Williamson and George R. R. Martin. Hunter has a claustrophobic moment inspired by an Alan Garner novel. Delightful Wallpaper is notionally set in an Edward Gorey illustration.

(I like to remind people that Delightful Wallpaper was inspired by House of Leaves, because the influence is completely undetectable. Except that there’s a house. The book was the start of a thought process, which went off around several corners.)

These aren’t interesting answers. The more fundamental influences…. When I look at prose I try to remember the textures that Patricia McKillip writes. Dave Duncan, and more recently Brandon Sanderson, are great at constructing fictional tools (devices, magics) that interact in subtle, systematic, and surprising ways. C. J. Cherryh can portray a setting, universe and all, just by framing a character’s point of view. Diana Wynne Jones describes the fantastical by grounding it in the reader’s unconscious knowledge of the real world. I try to do all these things.

What element or work of IF first reeled you in as a reader/player? Following from that, what motivated your decision to author your own work?

I got hooked playing Colossal Cave (a.k.a. Adventure), the original text adventure, when I was a child. My father’s office had a take-your-kid-to-work day–one of the few places I could have seen a computer in 1978 or so. He plunked me down in front of a mainframe terminal, and the rest was history.

I started writing IF by sitting in front of the family Apple (a few years later) and thinking “Ok, I can do this. Text input, text output.” I don’t think there was ever a question that I wanted to write IF. IF was the best kind of game there was.

Are there particular spaces or narratives you feel IF is better equipped to explore than traditional fiction?  Than graphical games?

Usually I’m asked what kinds of story-telling IF is best equipped to handle. Immersion, complicity, playing points of view off each other–easy answers. Text games (like any prose form) can do internality and voice; any visual form has to strain to imitate those. (Generally by adding voices, but spoken text is so slow.) IF lets you collapse a room, a building, or a neighborhood into one unit for the player’s attention.

But you asked about spaces and narratives, not techniques. That’s a more interesting question. Questions.

Far as we’ve come in the past twenty years, IF is still best at explorational, environmental stories. A book with that much setting can turn into a travelogue, but in IF you’ve got your hands in it; it won’t get dull. Or it shouldn’t.

Any narrative that turns on a realization is ideal for interactive presentation. Particularly so if the realization is in the reader’s head, with contrasting movement in the protagonist’s. A story that’s conveyed with a system of rules, rather than events, makes great IF…. You know, these are terrible answers. Explore an island! Solve a puzzle! You don’t need me for this.

We’ve just barely begun to figure out what kinds of stories can be told — can only be told — in multiple revisions. What can be conveyed from many outcomes considered together? (Or many in-goes, perhaps?) I don’t have an answer.

In Dual Transform we move between various spaces by invoking metasemantic archetypes, and in Delightful Wallpaper we’re dealing with potentialities and intentions, with all means of physical interaction cut off. Navigation in The Space Under The Window is virtually indescribable by IF standards. Do you think it’s necessary to redefine the way the interactor moves through or conceives space in order to create the sort of conceptual spaces that interest you?

Redefining movement is not necessary, no. Space is a wonderful toy and I love playing with it; it goes back to my love of mazes. (Many IF players will tell you they’re sick of mazes in IF; but if they tell you they’ve never loved mazes, I don’t believe ’em.) But it’s just one toy.

It is necessary for me to build interactions that will befuddle, enlighten, surprise, and then (again) enlighten the player. You could say that any such complex interaction is metaphorically navigation in a state-space. I might say that myself; my perception of game mechanics (and programming mechanics, and probably people mechanics) is proprioceptive and structural, rather than verbal or visual or what have you. But that’s just a way of modeling the design. In the story world, the interesting interactions could just as well be about manipulating objects, or manipulating the environment, as about spatial movement. Wallpaper is an example of all three, in different ways.

(I just asked a bunch of IF-playing friends if they loved mazes, and some of them said “sure” and some looked at me like I was nuts. So, now you know my biases.)

Playing Hoist Sail for the Heliopause and Home, I found myself naturally falling into these nautical or nautical-romantic terms during play, such as ‘weigh anchor’ or ‘hoist rigging’ or even ‘go forth.’  The effect was really liberating, and at the same time immersive; it allowed me to lose myself in the rhythms of this world. Do you think modern IF has become too mired in its traditional input language, these plain dry verbs that have been handed down from things like Zork and Adventure?  How useful is it to revise that vocabulary?

I push around the edges, but the center is always the same. Or if it’s not, shifting it takes a great deal of work.

Even Heliopause relies on some old-school taking, dropping, and putting. Indeed, you can play it through entirely with the standard vocabulary–get the anchor, open the sails, wait. Discovering the new verbs is fun, but if the player reaches for the old ones and finds empty space, the mood will crack right apart.

Heliopause might be on the edge of what we can do. I chose a vocabulary that most people (most native English-speakers, anyway) would recognize. I laid down a great number of verbs, mapping to a very few actions, so that all of the obvious guesses would have useful effect. And most players don’t know real sailing terminology, after all. It’s not like I tried to handle knots.

Plus, Heliopause is short. I think I took the sailing actions as far as I could; any more would have gotten (more) mechanical and tedious. So should more games try (as it were) this tack? Of course; but it’s a harder course than it appears.

How do you deal gracefully with the need to provide your audience with the vocabulary they need for a successful interaction, without sacrificing immersion?

It’s not a graceful maneuver. Nobody expects it to be, at this point.

(Even in commercial video games, teaching the interface isn’t subtle. You’re maintaining good immersion if you pop up a discreet “press X to jump” banner, as opposed to having the protagonist shout “Press the X button to make me jump!”)

Heliopause starts in a very simple environment; you have nothing to do, which is a pointed clue. The description says you can “weigh anchor”. If you try flying or launching (or even going upward), the game again suggests “weigh anchor” or “raise anchor”. The command is (I hope) impossible for the player to avoid, and I repeat it relentlessly. Subtlety is just not worth the risk at this point; if the player doesn’t step into the right frame of mind, the rest of the game is wasted.

In the Hadean Lands demo, I flat-out order the player to try “recall” and “speak word” at the appropriate points. Since I want to make that game accessible to newcomers, I might go farther, and add tutorial messages for all the familiar IF actions.

Later on, one can back down the learning curve, beckoning the player into her own realizations. You’re still managing the process of learning; but you’ve built more structure for the player to climb.

Then, of course, you spend hours sweating out all the possible variations that a player might type. No learning process is unambiguous.

Let’s talk about Hadean Lands for a moment. Without asking you to show your hand too much, is there something new you’re planning, either in terms of narrative or interaction, with this upcoming project?

How about this? I want to get back to an element which isn’t new at all: resource puzzles. 1980s adventure games were full of items that you could use up, destroy, or run out of — food, lantern fuel, fragile treasures, spells that only worked once. If you consumed a resource for the wrong reason (or just ate the food too quickly), well, too bad. You’d have to back up to an old saved game and try to find another way through.

In that era, players expected that sort of hardcore foolery. You kept your saved games, and you expected to run through tough scenes dozens of times before figuring out the right plan. But that got less popular when graphical adventures came along. Maneuvering through a sequence of video animations was slow, particular on 1990-era computers. A style of gameplay which was already tedious in text (where you could type quickly and skim, after all) turned into a tarpit of graphical frustration.

Myst firmly established the idea that there were no fatal mistakes, only puzzles you haven’t solved yet. (Aside perhaps for a few dramatically-failed denouements.) Text games rapidly began following the same path–particularly in the IF Competition, which invited short games and promised a tighter, less frustrating experience.

My first few games allowed fatal mistakes, but for the past decade I’ve been sticking to the “polite,” safer model. I don’t regret that. But I miss the puzzle designs that are possible when you have irrecoverable choices to make.

So for Hadean Lands, I’m going to try a compromise. As you know if you’ve played the demo, you’ll have alchemical resources to use. Some are in limited supply. As you’ll also see in the demo, space and time are… fractured, perhaps… and that will offer a way to recover from mistakes. You’ll be able to try different combinations of elements to solve problems. The trick will be finding combinations that don’t require the same element.

I have to keep the frustration within tight bounds, of course — the iPhone interface discourages unnecessary typing. So there will be shortcuts for various paths, once you know how they work. You won’t have to repeat sequences of commands. That’s all to the good; the fantastic shouldn’t be made familiar through repetition.

Writing IF full-time sounds like a bold move. Do you see it returning as a commercially viable form sometime in the future, or would you prefer IF works remain freely shared among the community?

Didn’t you start by asking me this?

Yes, yes, I do see IF becoming commercially viable. I could be hallucinating, but I see it. Whether I truly wind up doing this full-time depends on the success of Hadean Lands. I’ve collected enough advance funding to cover its development. If that turns out to be repeatable, then I’ve got myself a career. If not, I’ll do something else.

The community will continue to freely share IF works — of course. We’re several Internet decades past the point where anyone could pretend that a free art community is antithetical to commercial art. If my livelihood has to struggle against a tide of work freely available online, then — I’ll have proven that IF is just as viable as writing, music, and filmmaking. Right? Because all of those people have the same problems. I look forward to it.

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