Friday, 3. June 2005

Last proposal before summer break

WRT the recent discussion, at GTxA, at GameDevBlog, at Zen of Design (twice), at Terranova (twice), and at Design Synthesis, on the subject of Game AI, I propose thinking in terms of the "_ Actor *"-calculus, where "_ " represents the idea of recursion, "Actor" represents the idea of an actor that can act on all Solvable Terms of her story by solving them, and act on all Unsolvable Terms of her story by solving their types, and "*" represents the idea of the fixed point at which all Unsolvable Terms get equalled; then they get typed by the context of their appearance in the Story - the current position in Story Space-Time, and, via "_", get passed back to the Actor to type-solve.

With that, I annonce the summer break for Robot Soul. I'll reply to comments as they appear, but will not start any new threads for a while, as my summer project deserves all the attention I can give it. If the Into The Woods introduction to the "Hero's Journey" idea is any indication, some of the smarter game designers will read up on drama and acting (DOC format, but excellent reading list) during their summer vacation, which will enhance communication and the spread of these ideas to the more tech-oriented quarters of the game developer community. You heard it hear first.

See you in September.

Wednesday, 1. June 2005

Quadratic programming

Jason Booth, in a comment to Damion Schubert's "You Don’t Want Realistic A.I." post, points to the combinatory approach to AI in the early Mario Brothers games.
This moves you very quickly towards an n^2 model of content instead of an n++. This is a desirable place for an MMO developer to be in, because you simply cannot produce enough content in the n++ model.
This is one of the reasons why I find Dramatica so useful: it really supports the quadratic approach. It takes more skills to create n^2 content, but to me, it's the only viable strategy anyway,

Hero's Journey

Via Chris Fairclough: INTO THE WOODS: A Practical Guide to the Hero’s Journey is an excellent essay about applying Joseph Campbells "Hero's Journey" concept to game development.

Microsoft Beats Rule of Threes

Microsoft Bob is the first feature they get working right in v.2 already, instead of v.3.

More on the Rule of Threes.

Shine

The new Quasimoto double-LP "The Future Adventures of Lord Quas" has just arrived. I recommend it. Here's the video to track A1 on the album, "Bullyshit".

Buy the vinyl. Check track C1, "Raw Deal". And if you've already got the promo CD - it ain't on that.

I heard it first tonight while we watched 1.FC Bayern München vs. The German Soccer Team. Bayern 4, Germany 2. The reason I mention this is the performance of Michael Ballack, who captained Bayern and made his absence felt on the German side. Not only did his performance on the playing field shine, but also the one in the interview with the ZDF (= 2nd largest German public TV channel) minutes after the game. Michael Ballack is clearly an inspiration for my bot. Check him out.

And while you're at it, check these out:

Lord Finesse - "Yes You May" Rmx by Todd Ray 12"
Sir Menelik "The Einstein Rosen Bridge" LP

And if you don't know, now you know.

Update June 1, 11:40: I was too tired last night to care about links. I'll make them general; doesn't make sense to link to any specific vinyl offerings, since they'll be gone in a minute.

Sir Menelik a.k.a. Cyclops 4000, "The Einstein Rosen Bridge".

Article on the original Einstein Rosen Bridge.

Lord Finesse, "Yes You May".

Michael Ballack.

Update June 1, 18:30: Besides his work with Quasimoto, check out Madlibs other productions on Stones Throw and Blue Note/EMI.

Another must-have for me - Jneiro Jaral, "Three Piece Puzzle" 2LP (samples). Another example of the Rule of Threes...

Monday, 30. May 2005

Suits me fine

In Marcus Reinfried's essay"Can Radical Constructivism Achieve a Viable Basis for Foreign Language Teaching? - A Refutation of the 'Wolff-Wendt' Theorem", I just found an idea that I really like:
The phenomenal world is a mixture of mimesis (the mirroring of ontic reality) and construction, in which both factors amalgamate, because they cannot clearly be separated from each other.
In other words, Reinfried assumes "doubling";

Phenomenal World = Construction + Mimesis

If I assume (as the Constructivist that I seem to be) that Phenomenal World = Actor, the above corresponds nicely to Meyerhold's Formula

Actor = Creator + Medium

Right, this looks circular, but it isn't, really: since the Theory of Identification posits that, with the exception of the case of madness, identification is never complete, but an ideal that the Creator should aspire to without ever reaching it (if he does, the game is over for him), I get circularity with small random variations. Which suits me fine, since this seems to be how biological replication works, too.

Addendum: To anybody who concludes that I expect a correlation between gene expression and verbal expression to exist - you're right. "You are your material", Actor = Nature + Nurture, etc...

Sunday, 29. May 2005

Predictability vs. Unpredictability, Pt.1

The approaches of writers and engineers to creating interactive characters often seem incompatible. I'm here trying to spot some of those incompatibitities and to look at what's behind them.

Here's an example: I'm reading Rob Zubek's dissertation, where on page 28 he writes: "Authoring is important because
designers need to create consistent and predictable behavior." But when I turn to what John Milius said on his E3 panel, I read: "You have to make your characters compelling and unpredictable." So the engineer wants to achieve predictable character behavior, while the writer wants to achieve unpredictable character behavior. What's going on here?

Two parties thinking on different levels of abstraction is what's going on here. And it's important for both parties to understand how the other one gets to a result that seems to contradict one's own, because otherwise, no common ground can be found.

What we need is some identification. As Anatoly has it: "I am the Other."

To get them right, a writer has to identify herself with each of the characters she creates in a story. I'm emphasizing "in", 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 "make sense" in the story to get the story'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 exhaustive argument, in which all the characters have put in their weight, using all of their Character Elements) a judgement pertaining to the usefulness of those values in that story: "Predictability or Unpredictability - which one is better in this case?"

There are many people teaching proven-to-work methods that aid the writer in the character development process: Syd Field 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's like using C), as is Linda Seger (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 many many others, just as there are many many programming languages. It's impossible to know all of them, but generally, the more you know, the better your chances are to find one that is right for you and for the job at hand (it's a matter of identification again: "You are your material").

If I set out to create a Grand Argument Story, my experience is that I can integrate the results of any method I choose to use into a Dramatica Storyform (as I said, YMMV, but that variability usually can be explained by assuming a writer creating a story that is not of the GAS type).

So I'll model the "Predictability vs. Unpredictability" story using Dramatica. If you downloaded the demo, you could replicate the process. I'll assume that you're doing this, so I'll give the necessary directions.

Start up Dramatica.

You'll see a window containing 12 tiles. Cick on the one labeled "Characters", in the upper right corner.

The "Character List" window appears, with a strip of tiles down its left edge. Counting from the top, click on the fifth one, which is labeled "Main/Obstacle".

The "Main & Obstacle Characters" window opens. This window gives you one view (there are others) on the relationship between the Main Character and the Obstacle Character, which are the two Subjective Characters of a GAS.

So now I need a couple characters, which, incidentally, I've already sketched up a while ago: they are Mel, my model of an engineer, and Scheuring, 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:
MEL
What we need are characters that
behave in a predictable way.

SCHEURING
No, you're wrong, Mel. Dramatic
characters are only dramatic if
they are unpredictable.
That's just a fact.

MEL
I'll show you a fact! The fact is,
I have this random generator here.
Try to use it, and see if you get
an Interactive Character that way!

SCHEURING
No, I won't. You're confusing
Unpredictability with Randomness.
There's a huge difference there.

MEL
In your dreams, bub!

.

.

.
In the next installment, I'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've already specified my Story Goal as Progress; you can set that up in the Story Engine, which you reach by clicking on the "Story Engine" 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.

Friday, 27. May 2005

Rossum's Universal Robots

Dennis Jerz took note of the fact that I didn't reference Rossum's Universal Robots as precursors to AI. I admit that my decision to declare the time of publication of Alan Turing's Imitation Game idea to be a cutoff point, and concentrate on the period from 1950 to the present as the focus of this blog, is somewhat arbitrary. But were I to compile a list of AI precursors, I couldn't even hope to compete with Jorn Barger's Timeline of knowledge-representation, so I didn't even try. No, my way of adding value is to take that list and connect some dots that are there but are not connected yet.

So if you need to catch up on the real origins of AI, just read Barger's list. It starts with the year 13,700,000,000 BC. I can't beat that. The entry for Karel Capek's R.U.R. is minimal, however; Dennis Jerz has more information on the play, including a plot summary and photos of various historical productions.

Business proposal

Now that writers like John Milius work on games, how about building tools for them? What if Milius wouldn't just write a script for the engineers to implement, but could write an interactive character directly, all by himself, using normal prose, plus a set of rules? That's one of my goals - producing such a tool. I'm looking for investors. If you're interested, send me mail.

Progress Report

Alice of Wonderland hipped me to a feature that's up at Gamasutra: E3 Report: Developing Better Characters, Better Stories covers a panel discussion on the first day of the E3 Expo in Los Angeles.
Among the cast were Toby Gard, Game Designer for Crystal Dynamics and creator of Lara Croft; John Milius, the Hollywood screenwriter responsible for Apocalypse Now and Conan the Barbarian, who just had his first experience in games with the script for EA's Medal of Honor: European Assault; Joe Staten, Bungie Studios' Cinematics Director for both Halo and Halo 2, and Tim Schafer, founder of Double Fine, creator of Psychonauts and former LucasArts designer, who graced us with Grim Fandango, Full Throttle, Day of the Tentacle, and a good portion of the script for the original two Monkey Island games.
Damn, I wish I could have been there to hear John Milius say:
"Drama is no different, in games or movies or whatever. You have to make your characters compelling and unpredictable."
I expect to see more writers on stage with the engineers in the future. I expect progress.

Update 27. May, 11:58: I forgot to put in the other hot John Milius quote:
"It's like acting," he says, "you have to know your characters."
You heard it here first.

Dramatic moment

Hugh MacLeod's take on Interactive Drama.

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