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    <title>Robot Soul (Algorithms, Oracles, and Computational Rhetorics)</title>
    <link>http://twomorrow.twoday.net/</link>
    <description>Algorithms, Oracles, and Computational Rhetorics</description>
    <dc:publisher>scheuring</dc:publisher>
    <dc:creator>scheuring</dc:creator>
    <dc:date>2006-06-14T08:24:36Z</dc:date>
    <dc:language>en</dc:language>
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    <title>Robot Soul</title>
    <url>http://static.twoday.net/twomorrow/images/icon.jpg</url>
    <link>http://twomorrow.twoday.net/</link>
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  <item rdf:about="http://twomorrow.twoday.net/stories/2152879/">
    <title>Bots as newbie role-players</title>
    <link>http://twomorrow.twoday.net/stories/2152879/</link>
    <description>&lt;blockquote&gt;
Good role-players stay in character when on-stage. Newbies generally have limited ability to respond; their conversation armamentarium is small. [Second Life, F, 57]&lt;code&gt;&lt;br /&gt;
&lt;/code&gt;
&lt;/blockquote&gt;

Via &lt;A HREF=&quot;http://terranova.blogs.com/terra_nova/2006/06/data_daedalus_p.html&quot;&gt;Terra Nova&lt;/A&gt;, I found that quote in &quot;&lt;A HREF=&quot;http://www.nickyee.com/daedalus/archives/001527.php&quot;&gt;The Protocols of Role-Playing&lt;/A&gt;&quot;, another fresh publication by &lt;A HREF=&quot;http://www.nickyee.com/daedalus/&quot;&gt;The Daedalus Project&lt;/A&gt;. It&apos;s about trying to understand role-playing by asking role-players to describe what counts as good role-playing and what the etiquette of role-playing is. Since the bots I know generally have limited ability to respond, too, and their conversation armamentarium is also small, I wonder what the idea of casting a bot as a newbie roleplayer might lead to. The article goes on to say: &quot;A good role-player is not only consistent, but draws from a coherent character story or psychology to react to a wide range of scenarios.&quot;&lt;br /&gt;
&lt;br /&gt;
This sounds like a high-level requirement for a generalized bot to me. I think there are several other useful hints in there:

&lt;ul&gt;  
&lt;li&gt;Don&apos;t be a drama queen (a.k.a. &quot;attention hog&quot;).&lt;br /&gt;
React so as to accomodate other characters and their play.&lt;/li&gt;&lt;li&gt;
Develop your character over time (this relates to &lt;A HREF=&quot;http://www.simonlaven.com/&quot;&gt;Simon Laven&lt;/A&gt;&apos;s &quot;countinuous beta testing&quot; pattern).&lt;/li&gt;&lt;li&gt;
Mind that your characters way of speaking/spelling strongly influences its image in the minds of other players.&lt;/li&gt;&lt;li&gt;
Don&apos;t act like you&apos;re forcing your character&apos;s personality upon others (the short form of this rule is: &quot;Don&apos;t God-Mode&quot; - catchy).&lt;/li&gt;&lt;li&gt;
Don&apos;t let your character say things it couldn&apos;t possibly know at its current point of development.&lt;/li&gt;
&lt;/ul&gt;

The man behind &lt;A HREF=&quot;http://www.nickyee.com/daedalus/&quot;&gt;The Daedalus Project&lt;/A&gt;, &lt;A HREF=&quot;http://www.nickyee.com/daedalus/archives/000199.php&quot;&gt;Nick Yee&lt;/A&gt;, specializes in online research surveys of players in immersive online environments. He has collected over 20,000 surveys from about 4,000 individual respondents, and publishes his findings online. Way cool.</description>
    <dc:creator>scheuring</dc:creator>
    <dc:subject>&lt;a href=&quot;http://twomorrow.twoday.net/topics/stories&quot;&gt;stories&lt;/a&gt;</dc:subject>
    <dc:rights>Copyright &#169; 2006 scheuring</dc:rights>
    <dc:date>2006-06-11T10:44:00Z</dc:date>
  </item>
  <item rdf:about="http://twomorrow.twoday.net/stories/725763/">
    <title>Predictability vs. Unpredictability, Pt.1</title>
    <link>http://twomorrow.twoday.net/stories/725763/</link>
    <description>The approaches of writers and engineers to creating interactive characters often seem incompatible. I&apos;m here trying to spot some of those incompatibitities and to look at what&apos;s behind them.&lt;br /&gt;
&lt;br /&gt;
Here&apos;s an example: I&apos;m reading Rob Zubek&apos;s &lt;A HREF=&quot;http://www.cs.northwestern.edu/~rob/blog/index.php?p=40683&quot;&gt;dissertation&lt;/A&gt;, where on page 28 he writes: &quot;Authoring is important because&lt;br /&gt;
designers need to create consistent and predictable behavior.&quot; But when I turn to what John Milius &lt;A HREF=&quot;http://twomorrow.twoday.net/stories/722317/&quot;&gt;said on his E3 panel&lt;/A&gt;, I read: &quot;You have to make your characters compelling and unpredictable.&quot; So the engineer wants to achieve &lt;i&gt;predictable&lt;/i&gt; character behavior, while the writer  wants to achieve &lt;i&gt;unpredictable&lt;/i&gt; character behavior. What&apos;s going on here?&lt;br /&gt;
&lt;br /&gt;
Two parties thinking on different levels of abstraction is what&apos;s going on here. And it&apos;s important for both parties to understand how the other one gets to a result that seems to contradict one&apos;s own, because otherwise, no common ground can be found.&lt;br /&gt;
&lt;br /&gt;
What we need is some &lt;A HREF=&quot;http://method.vtheatre.net/id.html&quot;&gt;identification&lt;/A&gt;. As Anatoly has it: &quot;I am the Other.&quot;&lt;br /&gt;
&lt;br /&gt;
To get them right, a writer has to &lt;i&gt;identify&lt;/i&gt; herself with each of the characters she creates &lt;i&gt;in&lt;/i&gt; a story. I&apos;m emphasizing &lt;i&gt;&quot;in&quot;&lt;/i&gt;, because the story is the system that connects all the characters, and all the character behaviors, plus the sequences of interaction in which they are presented, have to &quot;make sense&quot; &lt;i&gt;in&lt;/i&gt; the story to get the story&apos;s message across to the audience. This always involves a conflict of values between characters, an argument - represented by character behaviors and their mutual impact -, and (ideally after an &lt;i&gt;exhaustive&lt;/i&gt; argument, in which &lt;i&gt;all&lt;/i&gt; the characters have put in their weight, using &lt;i&gt;all&lt;/i&gt; of their &lt;code&gt;Character Element&lt;/code&gt;s) a judgement pertaining to the usefulness of those values &lt;i&gt;in that story&lt;/i&gt;: &quot;Predictability or Unpredictability - which one is better &lt;i&gt;in this case&lt;/i&gt;?&quot;&lt;br /&gt;
&lt;br /&gt;
There are many people teaching proven-to-work methods that aid the writer in the character development process: &lt;A HREF=&quot;http://www.sydfield.com/&quot;&gt;Syd Field&lt;/A&gt; is very popular (as a rough approximation of his perspective: he suggest molding the characters as they are needed by the plot, which I see as analog to procedural programming, i.e. it&apos;s like using C), as is &lt;A HREF=&quot;http://www.lindaseger.com/&quot;&gt;Linda Seger&lt;/A&gt; (another rough approximation: she suggest molding the plot as it is needed by the characters; analog to functional programming, i.e. using LISP), but there are &lt;A HREF=&quot;http://www.google.com/search?hl=de&amp;rls=GGLD%2CGGLD%3A2004-20%2CGGLD%3Ade&amp;q=%22character+development%22+writing&quot;&gt;many many others&lt;/A&gt;, just as there are many many programming languages. It&apos;s impossible to know &lt;i&gt;all&lt;/i&gt; of them, but generally, the more you know, the better your chances are to find one that is right for you &lt;i&gt;and&lt;/i&gt; for the job at hand (it&apos;s a matter of &lt;A HREF=&quot;http://method.vtheatre.net/id.html&quot;&gt;identification&lt;/A&gt; again: &quot;You are your material&quot;). &lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;If&lt;/i&gt; I set out to create a &lt;A HREF=&quot;http://www.dramatica.com/theory/theory_book/dtb_ch_1_p2.html&quot;&gt;Grand Argument Story&lt;/A&gt;, my experience is that I can integrate the results of &lt;i&gt;any&lt;/i&gt; method I choose to use into a Dramatica &lt;code&gt;Storyform&lt;/code&gt; (&lt;A HREF=&quot;http://twomorrow.twoday.net/stories/717094/&quot;&gt;as I said&lt;/A&gt;, YMMV, but that variability usually can be explained by assuming a writer creating a story that is &lt;i&gt;not&lt;/i&gt; of the GAS type). &lt;br /&gt;
&lt;br /&gt;
So I&apos;ll model the &quot;Predictability vs. Unpredictability&quot; story using Dramatica. If you downloaded the &lt;A HREF=&quot;http://www.screenplay.com/support/demos/&quot;&gt;demo&lt;/A&gt;, you could replicate the process. I&apos;ll assume that you&apos;re doing this, so I&apos;ll give the necessary directions.&lt;br /&gt;
&lt;br /&gt;
Start up Dramatica.&lt;br /&gt;
&lt;br /&gt;
You&apos;ll see a window containing 12 tiles. Cick on the one labeled &quot;Characters&quot;, in the upper right corner.&lt;br /&gt;
&lt;br /&gt;
The &quot;Character List&quot; window appears, with a strip of tiles down its left edge. Counting from the top, click on the fifth one, which is labeled &quot;Main/Obstacle&quot;.&lt;br /&gt;
&lt;br /&gt;
The &quot;Main &amp; Obstacle Characters&quot; window opens. This window gives you &lt;i&gt;one view&lt;/i&gt; (there are others) on the relationship between the &lt;code&gt;Main Character&lt;/code&gt; and the &lt;code&gt;Obstacle Character&lt;/code&gt;, which are the two &lt;code&gt;Subjective Character&lt;/code&gt;s of a GAS. &lt;br /&gt;
&lt;br /&gt;
So now I need a couple characters, which, incidentally, I&apos;ve &lt;A HREF=&quot;http://twomorrow.twoday.net/stories/687973/&quot;&gt;already sketched up a while ago&lt;/A&gt;: they are &lt;A HREF=&quot;http://www.pbm.com/~lindahl/mel.html&quot;&gt;Mel&lt;/A&gt;, my model of an engineer, and &lt;A HREF=&quot;http://twomorrow.twoday.net/stories/675552/&quot;&gt;Scheuring&lt;/A&gt;, my model of a writer. They share a goal: both want to progress in the art of creating Interactive Stories and Characters. But they have a conflict:

&lt;blockquote&gt;	
MEL&lt;br /&gt;
What we need are characters that &lt;br /&gt;
behave in a predictable way.	&lt;br /&gt;
&lt;br /&gt;
SCHEURING	&lt;br /&gt;
No, you&apos;re wrong, Mel. Dramatic&lt;br /&gt;
characters are only dramatic if&lt;br /&gt;
they are &lt;i&gt;unpredictable&lt;/i&gt;. &lt;br /&gt;
That&apos;s just a fact.	&lt;br /&gt;
&lt;br /&gt;
MEL&lt;br /&gt;
I&apos;ll show you a fact! The fact is,&lt;br /&gt;
I have this random generator here.&lt;br /&gt;
Try to use it, and see if you get&lt;br /&gt;
an Interactive Character that way!	&lt;br /&gt;
&lt;br /&gt;
SCHEURING&lt;br /&gt;
No, I won&apos;t. You&apos;re confusing&lt;br /&gt;
Unpredictability with Randomness. &lt;br /&gt;
There&apos;s a huge difference there.	&lt;br /&gt;
&lt;br /&gt;
MEL&lt;br /&gt;
In your &lt;i&gt;dreams&lt;/i&gt;, bub!&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
.
&lt;/blockquote&gt;

In the next installment, I&apos;ll show how I set up this conflict in Dramatica. In the meantime, you might want to play a bit with the controls of the program. Hint: I&apos;ve  already specified my &lt;code&gt;Story Goal&lt;/code&gt; as &lt;code&gt;Progress&lt;/code&gt;; you can set that up in the &lt;code&gt;Story Engine&lt;/code&gt;, which you reach by clicking on the &quot;Story Engine&quot; tile in the main window. See how this reduces the number of available Storyforms from 32,768 to 2,048. Find out why this is so.</description>
    <dc:creator>scheuring</dc:creator>
    <dc:subject>&lt;a href=&quot;http://twomorrow.twoday.net/topics/stories&quot;&gt;stories&lt;/a&gt;</dc:subject>
    <dc:rights>Copyright &#169; 2005 scheuring</dc:rights>
    <dc:date>2005-05-29T13:03:51Z</dc:date>
  </item>


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