The Forge Reference Project

 

Topic: Altering the SIS in CRPG
Started by: M. J. Young
Started on: 8/15/2004
Board: RPG Theory


On 8/15/2004 at 1:29am, M. J. Young wrote:
Altering the SIS in CRPG

I really should not be starting this thread, because I'm still wading through the stuff I missed when my computer crashed; but in reading Vincent's A short rant about "SIS" I began to take a different tack in my mind.

One of the big arguments regarding the lack of SIS in CRPG is that you can't really negotiate with the AI that runs the game. That may arguably be a limit of current technology; and yet it may arguably be false.

I have argued elsewhere that a CRPG might be regarded an RPG on the basis of the computer as a player with limited ability sharing an imaginary space. Because of the nature of the device, the computer is superb at sharing its current imagined space, but extremely limited in what it is able to add to it. If we accept that the computer and I are "imagining" the same space, because I can see what it imagines and thus imagine the same thing, the problem that remains is the interaction between us.

Let me step back and establish this as a reasonable assertion. If I am playing with you, not a computer, it is part of the process of sharing our imagined space that you describe to me what you perceive to be the reality within it. Our ability to share the space is totally dependent on the abilities we have to communicate with each other, both to express and to understand. If you were to describe a room to me, I would imagine what you described. Were you to draw the room, that would be a more effective means of communicating your vision of the room. In a text-based CRPG, the computer describes the room; in a visual-based one, it draws it. In both cases, it effectively communicates to me the contents of the space as it imagines it along with actions it is imagining within that space, and I effectively communicate to it my actions through its interface to the degree that it is able to understand my actions.

The objection is that I can't tell it that it has the space wrong--that it didn't understand what I intended, has me in the wrong position, or otherwise missed it. I can't fix what it imagines, only what I imagine.

Yet I wondered, what if I could do that? What if when I told it I wanted to do X and it thought I meant Y, I could say, no, that should have been X? If I could undo moves and consequences because in my opinion the other player--the computer--didn't get it?

Then I would be negotiating with the computer regarding the content of the shared imagined space, getting it to change what it imagines to be closer to what I imagine, instead of the other way around.

It then occurs to me that this capability has already been incorporated into many CRPGs; if memory serves, it's been within at least some of them all the way back to the text-based games I played on the C64 back in the early/mid eighties. I've seen my kids do it time and again, and never realized that this is what they were doing.

Most of these games have the capabilities 1) to save your current position and 2) to return to any previously saved position. Thus it has become bog-standard (what does that mean, anyway?) for players of gamist CRPGs to save their positions frequently, particularly just before embarking on sections of the game known to be dangerous, and then to play forward through the section ahead--only to return and attempt it again if they are not satisfied with the outcome. In other terms, if they disagree with the computer-player's statement of the shared imagined space, they negotiate by saying, "back up and let's try that again, so we can get the characters where I think they should be".

That's a more involved process than, "Dude, my guy was on the south side, not the north side, so he's behind the bad guys at this point, and they should be able to see him and attack him from where they are." Yet it is functionally the same: it adjusts the shared imagined space in the computer until it matches that of the player.

Thus "negotiation" is occurring.

I recognize that a computer cannot negotiate with a person in the same way that people negotiate with each other. I don't have a problem with that. I negotiate with my dog at times (promising to let her out in a minute or so if she'll be quiet so I can finish what I'm trying to type), my cats (suggesting that I'm willing the share the bed if they're willing to make room for me), and occasionally with horses (accommodating their fears of unknown people so that they will be comfortable with me). I cannot do this in the same way I do it with people, but it is often still a negotiation process. I see no reason why the ability to tell the computer, "let's back up and try that again from here, to see if I can get it to be the way I intended" is not a valid negotiation process for the formation of a shared imagined space between a computer and a person.

O.K., where are the flaws?

--M. J. Young

Forge Reference Links:
Topic 12247

Message 12329#132040

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/15/2004




On 8/15/2004 at 6:52am, Noon wrote:
RE: Altering the SIS in CRPG

None by my interpretation, except I think your really negotiating with the creator of the game through a long range method of communication. It's like play by post game, the GM posts then you react to that (or even don't, depending on how you negotiate with it). The video game is just like a really complicated post from a GM. In fact, it's so complicated things like the save and reload if things just go stupid can happen...unlike a 'post', the game is complex enough to allow more negotiation options (even cheat codes come to mind).

I think it is possible to negotiate with the medium itself...here's a wacked analogy, I train a dog to give you a note (with the roleplaying stuff) if you say the right word. But the dogs nervous so you let it smell your hand and talk to it softly and then it gets comfortable and give you the note on command. But really I think that the writer of the note is so much 'louder' in terms of creative input to the roleplay, that you may as well ignore the dog. Likewise, I'd ignore the computer and say I'm negotiating with the game writer.

Message 12329#132044

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/15/2004




On 8/16/2004 at 5:30am, M. J. Young wrote:
RE: Altering the SIS in CRPG

Callan wrote: ...I think your really negotiating with the creator of the game through a long range method of communication.....I'd ignore the computer and say I'm negotiating with the game writer.

That's interesting; others have said as much in other threads. Let me challenge it with a few questions.

• My son has a hand-held chess game he beats all the time. Obviously, someone has written a program for the device that enables it to process the impact of opponent moves and respond accordingly. Is he playing chess with the game, or with the programmer?• If we grant that with current technology our consoles and computers can't think but can only do what they're programmed to do, does that mean that computers will never think, because no matter how much it seems as if they're thinking, they're ultimately only doing what they're programmed to do? Are you inherently saying that it is impossible for a computer ever to be a player in a game because inherently it only does what it is told to do?• Does this apply to the hypothetical UIM? The Ultra-Intelligent Machine theory suggests that we will ultimately be able to design a computer as smart as its designer, and that theoretically we should be able to use what we learn from that to design a computer which is smarter than its own designer. Having succeeded in doing this, if we gave that computer the task of designing one smarter than itself, this process would expand geometrically, creating smarter and smarter computers until their thoughts were incomprehensible to us. In this scenario, computers have been programmed by computers which were programmed by computers through several generations before a man is reached. Does this mean that if you were to play a game developed and run by such a UIM, it would really only be a game created by the original designer and communicated to you through the medium of these enhancing computers?• If the UIM could be a player in a game, why couldn't the console also be a player in the game, albeit a very stupid one? Why is the game's program not more like the rule books and source books, used by the electronic referee, instead of a message from the programmer--or are the rule books and source books the conduit through which the game author contributes to the shared imaginary space? I've long opposed that view, maintaining that the contents of those books cannot speak themselves into the shared imaginary space, but require the involvement of a player (usually the referee) to submit them. I'm not terribly inclined to say that it's different if the rules and settings are written in computer code than if they're in English. In that case, the referee is a relative imbecile who happens to be able to read computer code and communicate his understanding of the SIS with remarkable clarity.

Of course, this particular point requires a distinction between the device itself and the program it is running; but I'm not sure the distinction is so clear as that, as I've often played games which were invented by the person running them, so that distinction can be pretty blurry in human referees, too.


I'm interested in this. Part of me would like to be proved wrong (so I can continue my snobbish assertion that CRPGs are not "real" role playing games). So, why isn't the computer a player?

--M. J. Young

Message 12329#132105

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/16/2004




On 8/16/2004 at 10:07am, Rob Carriere wrote:
RE: Altering the SIS in CRPG

M.J.,
The question you raise is only partly answerable; the remainder is more of a philosophical choice on your part.

Any computer[1] that can ever be built is inherently limited in its capabilities, this is the Church-Turing thesis. That is to say, there are problems with well-defined solutions that no computer can solve.

Because of this, some people refuse to see a computer as (potentially) human-equivalent. Thus, a computer cannot be a player because being a player is a human condition and therefore, in this philosophy, by definition not open to a computer.

Others believe that the CT thesis applies to the human mind as well[2] and therefore that it is untenable to distinguish between a human and a sufficiently sophisticated computer. In this philosophy, a computer could be a player because any condition open to a human would by definition also be open to at least some computers.

Still others take the position that is unimportant whether the computer `really' thinks or `merely' presents a convincing simulation of thought. In this philosophy, a computer would be considered a player if you were unable to determine whether whether a program or a human was controlling your computer's output--i.e. a Turing Test for CRPGs.

Where there might be hope that some day we'll have facts that allow us to decide between the first two positions, the third position is one of attitude, not of fact, and thus not open to confirmation or refutation.

All of which leads me to argue that, at the present state of knowledge, if the computer isn't a player, then that is because you have decided that it isn't a player. No more, no less.

In particular, the human-analogon of the position that the dialog between you and the computer is `really' a dialog between you and the game-designer would be that any dialog between you and me is really a dialog between you and all those who formed my mind (parents, teachers, friends, and so on).

SR
--
[1] That's computer in it current meaning. There is no proof that devices of some kind couldn't be built that would be essentially more powerful than a Universal Turing Machine. (Nor is there proof that such devices could be built.)
[2] At this point in the development of neuroscience, there is no hard evidence either way, thus both this position and its opposite can only be taken on faith of some kind.

Message 12329#132116

Previous & subsequent topics...
...started by Rob Carriere
...in which Rob Carriere participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/16/2004




On 8/16/2004 at 10:45am, simon_hibbs wrote:
RE: Altering the SIS in CRPG

When people negotiate, they use a variety of strategies in order to achieve their goals. Most people learn these strategies, but some deduce them or refine them from personal experience.

Similarly computers can be tought strategies, and as your face recognition example shows they can geenrate their own strategies in some circumstances using a variety of mechanisms.

We could argue about the philosophical nature of computer 'intelligence', but the fact is that computers can hold an internal representation of an imagined space, and they can negotiate it's contents with humans. Arguments to disqualify computers from being 'active' participants in a game come down to special, abstruse definitions of the term 'active' that would mean little or nothing to the average game player.


Simon Hibbs

Message 12329#132119

Previous & subsequent topics...
...started by simon_hibbs
...in which simon_hibbs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/16/2004




On 8/16/2004 at 5:40pm, Christopher Weeks wrote:
RE: Altering the SIS in CRPG

I can't find any faults with what you're saying MJ. I think the computer is a player.

Chris

Message 12329#132142

Previous & subsequent topics...
...started by Christopher Weeks
...in which Christopher Weeks participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/16/2004




On 8/16/2004 at 10:28pm, Noon wrote:
RE: Altering the SIS in CRPG

MJ Young,

* He's playing chess with the programmer. The programmer has simply stated his moves in advance and a system of delivering them. His move is basically whatever he codes...after all, if I play chess with someone in real life, I could sit there using an algorithym I worked out, going through it with paper and pen then moving the required pieces with my own hand. Or perhaps I'll use an algorithym that's entirely in my head...in fact, we all do that without any choice.

You might want to argue that playing with someone has to involve playing with the algorythm that they don't have any choice in using...their own mind. While an algorythm they wrote isn't the same as that (it isn't, I agree), and thus doesn't represent playing with them. That'd be interesting to argue...is this what you mean, perhaps?

* No, comps can contribute (and in about 15 to 20 years will probably attain animal or even low human intellect).

Remember my crappy dog example...the dog sort of influenced the creative exchange. But really the guy who wrote the note was much 'louder' creatively. As computers get louder and louder creatively, you'll go from a remote roleplay with just the designer to more something here and now with the computer. It's just like if your were at table top with someone who was a really poor game contributor, and someone else who couldn't be present but sent really good e-mails to cover his PC's actions. Now imagining the poor contributor improving his skills over time...soon he might eclipse the really good e-mails.

* I think I covered this above.

* I think your confusing tool and creative contribution. Rule books are basically tools that are supposed to help with roleplay. It's like a book that explains proper grammer...it's not a message/creative contribution, it's something to aid a message/creative contribution.

CRPG's contain these tools and a creative contribution from the author.

And no jokes about me needing that book of grammer! ;)


To wrap up: I think the computer can be a contributor...currently though their contribution is massively eclipsed by the designers contribution. It wont always be this way, but it's practical to only see the designer as a contributor.

Message 12329#132171

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/16/2004




On 8/17/2004 at 7:20am, contracycle wrote:
RE: Altering the SIS in CRPG

I'm willing to accept a computer as an extraordinarily dumb player. But I think this is a meaningless attribution.

I have no problem seeing the computers role as identical to that of a player, but I'm suprised to see MJ advance this point, becuase I see it through my materialism, and hence see human brains and computers as essentially the same device.

But I don't think the Essential nature of computers or brains is important. Even allowing the identity, playing with a computer is at present still rather like playing with a 4-year old at best; there may be some tasks they can perform but their abuility to grasp what is happening, and what the point of the exercise might be, is limited. Their ability to make meaningful decisions is also limited.

So yes, you could prop a 4-year old up at the table and put dice in its hand and claim it was playing, but I wouldn't buy it.

Stepping back to the essential argument, however, it is my feeling that games are quite involved functions and living beings, and while a computer may well duplicate brain functions it still does not reproduce and cannot be said to be alive. Computers are not evolved "beings", and do not have a fight/flight reflex, and have no history of predation. Whether even a fully aware computer would find such games entertaining is open to doubt, I suspect.

Message 12329#132200

Previous & subsequent topics...
...started by contracycle
...in which contracycle participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/17/2004




On 8/17/2004 at 7:48am, simon_hibbs wrote:
RE: Altering the SIS in CRPG

contracycle wrote: But I don't think the Essential nature of computers or brains is important. Even allowing the identity, playing with a computer is at present still rather like playing with a 4-year old at best; there may be some tasks they can perform but their abuility to grasp what is happening, and what the point of the exercise might be, is limited. Their ability to make meaningful decisions is also limited.


This is true, of course. When I started roleplaying I ran published adventures, and then created my own dungeons. While I was blown away by the experience of roleplaying and running games, I was frustrated because other than simply create dungeons and run hack-n-slash games I realy had no idea whatever how to lay the groundwaork for a story based game, or break free of the 10' corridoors. I ran a few published scenarios and learned a bit mroe about setting the scene and giving my adventures some social context, but still the narrative environment was rudimentary at best.

It's easy to forget in 2004 just how far our hobby has come over the last quarter decade since I started playing RPGs. I spent years wondering how to run meaningful 'wilderness adventures', which is as far as I could think when it came to out-of-dungeon gaming. When I first saw a city campaign pack - Thieves World - it blew me away. Even so it was very primitive by modern standards, consisting mostly of random encounter tables and more tables for randomly populating sections of the city.

Nowadays I her people moan about how opressive metaplot is. back in those days I was crying out for any kind of plot, meta or otherwise. A metaplot that I could use as a narative framework for building a linked series of adventures would have been revolutionary, to me as a teenage roleplayer back in the early 80s.

I was a fully concious, inteligent (ahem) roleplayer but with a woeful lack of experience. Inteligence doesn't make you a great scenario author or referee, you also need bucket loads of experience and even after all these years I still reckon I'm on a fairly steep part of the learning curve. This is still a young hobby with a long way to go to maturity.


Simon Hibbs

Message 12329#132203

Previous & subsequent topics...
...started by simon_hibbs
...in which simon_hibbs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/17/2004




On 8/20/2004 at 5:20am, M. J. Young wrote:
RE: Altering the SIS in CRPG

I want to thank everyone for their input so far. Gareth, I understand what you mean about the materialism that seems to infiltrate the view. Let me suggest (as long as you've raised it) that I have no trouble with the notion that a creative God created a being in His own image as a creative being, and that that creative being in turn created something in his own image which might also prove to be creative.

I also agree that there's something to the whole thing that smacks of playing a role playing game with a four-year-old as a referee, and I wouldn't do it. But then, I gave up on CRPGs twenty years ago and never went back, so apparently I don't care to play with four-year-old referees. As an aside, though, my youngest grew up around some very intense gaming--he was often sitting in his high chair next to me while E. R. Jones or I ran D&D or Multiverser. Most kids babble; he babbled constantly, and even after he could speak he would be heard going on and on with some story he was weaving about people, sometimes telling us about the story, sometimes just talking to himself. We had no idea what he was doing until one day, when he was about three, some kid sitting near him in a public waiting area asked what he was saying. His answer, word for word: "It's a game. Wanna play? Got any dice?" From very young, my kids all ran games for each other, and played in each other's games, and never seemed to have trouble with that. So maybe a four-year-old's understanding of the world limits what he can contribute to the shared imagined space; but in the case of a CRPG we can say that this particular four-year-old is extremely good at communicating what he envisions, and is a wizard at working out event resolution if he understands what you're trying to do.

In any case, you do accept that the computer/console makes sense as a player, which means we do have a shared imagined space between player and computer, and CRPGs fit the definitions of RPGs in common use around here despite the differences.

Which brings me to Callan. Thank you for defending your position, Callan; the ointment needs a fly, or we can't figure out what's wrong with it. I like your thoughts.

Callan wrote: * He's playing chess with the programmer. The programmer has simply stated his moves in advance and a system of delivering them. His move is basically whatever he codes...after all, if I play chess with someone in real life, I could sit there using an algorithym I worked out, going through it with paper and pen then moving the required pieces with my own hand. Or perhaps I'll use an algorithym that's entirely in my head...in fact, we all do that without any choice.
Your counter to your own argument is very good; but I chose chess very specifically in this case, because there are a couple different ways in which computers are programmed to play, and these aren't really methods that their programmers use, in the main.

One method that doesn't work well in chess generally is the learning curve method. Essentially, the computer remembers every game it ever played, and remembers not to make the same mistake twice. That's really just like playing a person, except that people can't be as thorough in remembering their wrong moves as the computer can be. This isn't often used, because it's difficult to set a level and it doesn't really pose a challenge to the kinds of players who are interested in playing chess against a computer until many games have been played--but it suggests that it is the computer's decision, and not the game designer's decision, that is involved in each step of play. (This method was used in early computer learning experiments with Tic Tac Toe back in the fifties and sixties (I saw it at the New York World's Fair in '64 or '65), and was the means by which Whopper was supposedly programmed in WarGames.)

Another method is for the computer to project all the possible board positions several moves in advance. Thus it recognizes that if it moves Pawn to Bishop Six at this point, there are three ways it could lose in ten moves, fifteen ways it could lose in twenty--and it compares this to all the other possible moves on the board, to as many levels deep as it is capable of examining. Thus you can't surprise it, because it always sees what's possible which threatens its position. No human can play this way. There are more permutations in three moves in chess than you can really consider in detail. Thus the computer is not playing the way the designer would play, but by an entirely different method that the designer created which uses the computer's intellectual strengths, not those of the designer.

If I understand correctly, the latest generation of top computer programs (the ones that seriously challenged a grand master) use a complex position analysis program that tries to evaluate whether its board position is strengthened or weakened by any particular move. It is capable of making sacrifices to draw an opponent into a worse position because of this. The computer is starting to emulate the way a chess player thinks about chess; but it is doing so in ways far superior to the abilities of its programmer. The programmer has in essence taught it how to play, but given it the ability to make its own decisions within that understanding.

I don't think that in any of these cases it can be said that the programmer told the computer how to respond to player moves--certainly not in the sense we mean when we're talking about the current state of CRPGs. Such a computer chess program would require that the database contain every possible board position with a programmed move to make in each case, and that's more than my desktop could hold, I'm pretty sure.

Where information or the algorithm originated doesn't seem important, in my assessment; it's who is applying it that matters. As Simon illustrated, I, too, started with D&D, running something right out of a book and following the mechanics slavishly. I did learn over time that a lot of play was going to require having me make decisions about things without the support of the rules. I probably could have responded to some of those things with comments like, "the rules don't say that you can dance, so you can't". I didn't. On the other hand, I don't remember anyone ever wanting to dance, so in that case it may be an example of something the rules didn't need to cover in my case. Over time I learned to fill in more blanks. At the same time, there were games coming out (Rolemaster, GURPS) which themselves attempted to fill in more blanks. There's a difference between play in which the designer's contribution provides more information and play in which the player running it makes more stuff up himself, but that's not a distinction which is definitive of whether it's role playing. When I started playing D&D, I didn't know what crenelated meant, and couldn't tell you the difference between a gate and a portcullis, or how a screw differed from a ram or a ballista from a catapult. I learned quite a bit about medieval stuff from the books. The designer's information informed my games far more in the early days; my own contribution started as repeating what the book said, then expanded to combining those elements in new ways, then to creating my own elements. It wasn't "not roleplaying" when my part came entirely out of the book, I think.
Callan then wrote: Remember my crappy dog example...the dog sort of influenced the creative exchange. But really the guy who wrote the note was much 'louder' creatively. As computers get louder and louder creatively, you'll go from a remote roleplay with just the designer to more something here and now with the computer. It's just like if your were at table top with someone who was a really poor game contributor, and someone else who couldn't be present but sent really good e-mails to cover his PC's actions. Now imagining the poor contributor improving his skills over time...soon he might eclipse the really good e-mails.

This actually is a good argument. Certainly if my niece sat down to a game of, say, Bridge (to choose a strategy card game) and my mother (who is good at Bridge) stood over her shoulder telling her what to play, I would be annoyed and would think that if my mother wanted to play she should sit down and play, and not tell my niece what to do. I think, though, that if before we started to play my mother spent a week teaching my niece to play bridge, that wouldn't be the same argument.

I'm going to say in the case of the dog, the dog doesn't matter because he's only the telephone line. In the case of the remote player, we may have cooperation going on or we may actually be playing the remote player, not the guy working the e-mail. However, in both of those cases, it is tacitly assumed that the dog and the e-mail guy are relaying current game position to the remote player and bringing back their response. In the CRPG situation, the programmer has told the computer how to play and is relying on it to play correctly--the programmer never knows how we respond, but depends on the computer to make decisions the way it was taught. This is the same difference as exists between my mother standing over my niece's shoulder telling her what to play and them spending a week going over card strategy. I'm playing with or against the entity that makes the decisions, even if the decisions it is making are based on instruction or information given it by someone else, if that other person is not privy to our interaction.
Finally, Callan wrote: * I think your confusing tool and creative contribution. Rule books are basically tools that are supposed to help with roleplay. It's like a book that explains proper grammer...it's not a message/creative contribution, it's something to aid a message/creative contribution.

CRPG's contain these tools and a creative contribution from the author.

I guess I'm not seeing the difference between a Final Fantasy CD and a DMG, PH, MM, Greyhawk Setting book, and Keep on the Borderlands module. In the latter case everything necessary for play is contributed by the game designer and presented in-game through the referee. In the former, it's all presented through the console. In the latter case, the referee may be able to add something to the materials--but he might believe that's inappropriate, and so not do it. He might be able to adjudicate an action declared by one of the players that's not covered by the rules--but he might simply reply that you can't do that. Give a novice referee those books and no experience or training outside those books, and he'll run what he reads (I did). Give the Playstation2 that CD and it will run what it reads. I learned; the PS2 isn't capable of learning. That doesn't mean either of us weren't participating in a role playing game when we ran our first; it only means that I'm smarter than it is (even if it is better at communicating what it's imagining). No offense to anyone, but I'm smarter than a lot of people who run games, and that doesn't mean that they're not running role playing games even if it could be shown (which it can't) that I run them better and more creatively.

I think that in a CRPG you do have a shared imagined space, as long as you accept that the computer is sharing it.

I'm pretty close to convinced here; but I'm interested in any additional arguments.

--M. J. Young

Message 12329#132481

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/20/2004




On 8/20/2004 at 6:06am, Noon wrote:
RE: Altering the SIS in CRPG

Your counter to your own argument is very good; but I chose chess very specifically in this case, because there are a couple different ways in which computers are programmed to play, and these aren't really methods that their programmers use, in the main.


It doesn't matter if its the method the programmer would use. What matters is that he chose to apply this method. That's why I used the 'working it out with pen and paper' example. If I'm playing with you in real life and I start using pen and paper to work out moves or such and then moving the pieces with my hand (never mind how it looks silly), your still playing with me. Despite whatever method I choose to play via, it's that I chose it, that matters.

Really, pushing a pawn forward two squares isn't some deep expression of another persons presence at the game. The algorythm they apply, which decides the move, is. That's nothing to do with individual moves.

For me, that covers many of the points but if not for both of us, I guess it's a divergence point.

I think, though, that if before we started to play my mother spent a week teaching my niece to play bridge, that wouldn't be the same argument.


However, your niece is hardly going to play exactly the way she's was taught, while if she's being instructed from behind she will do pretty much everything she's told. By addition or even by error, your niece will add more than your absent mother has, to the experience. It's a matter of who's louder, contribution wise.

If your niece didn't have the creative edge, memory failings, etc of a human, it would feel more like your playing with your mother.

I'm going to say in the case of the dog, the dog doesn't matter because he's only the telephone line. In the case of the remote player, we may have cooperation going on or we may actually be playing the remote player, not the guy working the e-mail. However, in both of those cases, it is tacitly assumed that the dog and the e-mail guy are relaying current game position to the remote player and bringing back their response.


This was insisted by another poster. There has already been an exchange of information and then both parties have contributed their effort, both influenced by the other. But it seems important that they then each take that contribution and repeat the cycle again and again, otherwise it's not roleplay.

It happening multiple times is nice, but nice doesn't make it a requirement. Weve had the exchange happen ones...people insist it must happen over and over. Insisting but no support...perhaps because it looks different if its done over and over? I dunno.

I think that in a CRPG you do have a shared imagined space, as long as you accept that the computer is sharing it.


I think your sharing it with the author of the game. It's just that you've only ever had one exchange of creative input (though the exchange can take hours and hours of play). But that doesn't mean you haven't exchanged with him at all and only multiple exchanges count. How many? Two? Ten? Ten thousand? Who sets the line.

I'm short on time so must dash...

Message 12329#132487

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/20/2004




On 8/23/2004 at 12:18am, Christopher Weeks wrote:
RE: Altering the SIS in CRPG

Noon wrote:
I think that in a CRPG you do have a shared imagined space, as long as you accept that the computer is sharing it.


I think your sharing it with the author of the game. It's just that you've only ever had one exchange of creative input (though the exchange can take hours and hours of play). But that doesn't mean you haven't exchanged with him at all...


I'm pretty sure that you're not using some jargonistic version of "exchange" and that means that there is a reciprocal trade taking place. And that's specifically why I agree with MJ. You can be easily shown to have a two-way interaction with the computerized GM and you can easily be shown to have no two-way interaction with the GM's teacher (er...programmer). So any actual exchange that's taking place is with the game.

Further, I'm not sure, but it reads like you're missing the point about the author being the computer's teacher. If I teach you to GM and you go run a game for MJ and his sons, are they playing with you? Or only with me because I "programmed" you?

Chris

Message 12329#132636

Previous & subsequent topics...
...started by Christopher Weeks
...in which Christopher Weeks participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/23/2004




On 8/23/2004 at 2:55am, Noon wrote:
RE: Altering the SIS in CRPG

Your mixing up the idea of teaching and programming and getting yourself into a spot.

If you teach me to GM, what I eventually express will have elements of the teaching you expressed to me, mixed with my output.

However, if you kidnap me and brainwash me to GM in a particular way, that will help to thoroughly supress any creative input I might have added. If you don't see creative input from me but do see me acting out what you brainwashed me into doing, who's are you exchanging creative material with? Me?

Currently we don't teach computers. We program them, because their already like someone who is brainwashed...they'll do exactly as their told. If their doing exactly as their told, your not exactly recieving a creative exchange with them, are you?

As for 'using some jargonistic version' if you want to dismiss it that way, cool. I'm not trying to bend the words till I can trick you, though. I'm trying to cut down to the essential elements, which much like a single stem cell doesn't look like a man, might not look like roleplay at a casual glance. And what it does look like might just seem to be jargonistic so the technique is dismissed and I can't go any further.

Message 12329#132645

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/23/2004




On 8/23/2004 at 11:38am, Christopher Weeks wrote:
RE: Altering the SIS in CRPG

Noon wrote: As for 'using some jargonistic version' if you want to dismiss it that way, cool.


Well, I was merely verifying that we were on the same page and giving you a 'heads up' that I was using the dictionary definition, in case you were not. It seems that you think I'm doing something obstructive. I hope this clears that up.

The point was that there is no exchange with the author/programmer but there is with the GM/computer.

Noon wrote: Your mixing up the idea of teaching and programming and getting yourself into a spot.

If you teach me to GM, what I eventually express will have elements of the teaching you expressed to me, mixed with my output.

However, if you kidnap me and brainwash me to GM in a particular way...


No, I'm not actually mixing them up. In at least one of MJ's Chess examples, the programmer was programming the computer to learn to play. Once the computer has done some of that learning, I think it clearly is playing the game.

Noon wrote: Currently we don't teach computers. We program them, because their already like someone who is brainwashed...they'll do exactly as their told. If their doing exactly as their told, your not exactly recieving a creative exchange with them, are you?


Can you explain (hypothesize?) what a human does that you are willing to attribute as creativity that a computer does not?

If you're gaming with your brainwashed GM (for example) but you don't know she was brainwashed and "programmed" for a certain style of running, do you, as a player, think that you're playing with her or her handlers? And then, what's the difference between that "brainwashed" GM and any of the random GMs that have trained themselves to GM D&D a certain way to the point that they won't consider another style as being meaningful or valid? Are they also brainwashed? If so, who are you playing with and if not, how can you ever know? And further, how can you justify the dichotomy that you're drawing between the brainwashed and the creative?

Finally, you're clearly ignoring the example of systems that are programmed to evolve new algorithms. MJ's Chess system is a clear and extant example. There are lots of alife examples that aren't games. But I think they're possible now, and just around the corner.

Chris

Message 12329#132671

Previous & subsequent topics...
...started by Christopher Weeks
...in which Christopher Weeks participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/23/2004




On 8/23/2004 at 4:23pm, Inner Circle Inc wrote:
RE: Altering the SIS in CRPG

Forgive me if these points have already been brought up elsewhere, I’ve not had time to read all of the threads in this subject all the way through yet. It would seem to me that the computer isn’t so much a stupid player; so much as it’s an incredibly uninspired and lazy GM. To quote one of my first GM’s, Role-playing is organized chaos, hold the organization and double the chaos. There are mechanics in any game; this could potentially be seen as the programming of a CRPG. . . It’s the basic rule set that all players agree to abide by, and it’s the reason that a great sword deals more damage than a dagger. In both systems, it acts sort of like the laws of physics, they are unbreakable and are constant . . . but what happens when you bend them?

In an RPG that allows a live GM, I can do things that the system doesn’t have rulings for. What happens if I use Unseen Servant to pick up girls at the tavern? What happens when I throw a torch onto kegs of alcohol? How much damage does a chandelier do, and what do I have to roll in order to hit the rope holding it to the ceiling? All of these are things that have either been done in RPG’s that I’ve been part of or have been GMing, and all required a snap ruling to a novel situation, though if I attempted any of those in a CRPG, the computer coding simply wouldn’t allow me to do it . . . in essence, its like having an extremely strict, extremely unwavering GM, and I think that you hit it right on the dot when you mentioned that its all about being able to bargain and make compromise.

Most, if not all of you here have likely role-played for several years, and I’ve a feeling that veterans of the tabletop RPG’s have similar stories to tell. That seems to me to be the largest single factor keeping CRPG’s from becoming expected, though what’s at fault really? Unwavering programming is part of the problem, the fact that we can’t get computers that are able to evolve as the game progresses, or at least are unable to evolve beyond what the pre-programmed allowances for change are. While this can be modified to an extent through game mods, patches, expansion packs, cheat codes and the like, they are still limited to what is known ahead of time, and what can be anticipated for.

In the Larp that I ran for 2 years, we called it Joel’s Law, that no matter how well planed your adventure was, no matter how many contingencies you had plans for, the characters would always find something that they wanted to do or would try to do, that you have not planed for. The two ways to deal with Joel’s law has been to either

a) Make it impossible to do (“you find a stone wall that you can’t get past.” “I try to climb it” “you can’t”)

b) Make it possible, but extremely difficult to discourage it. (“Monsters, keep resurrecting”)

c) Allow it, adapting your campaign to the deviation, but with consequences (“alright, since you traveled back in time and killed Draconis as he was a child. . . very well, however since you did it, Vadie was never killed and in your timeline, he’s conquered the province”)

d) Allow it, adapting your campaign to the deviation, rewarding the characters for creative thinking (“alright, you’ve jumped on the back of the Bone Machine, Corey, get on Wayne’s back. . .”)

The first two are the easiest to do, simply not allowing the actions to be a viable option. As this requires the least amount of options and thus is the easiest to code, it’s the one most CRPG’s utilize. The third and fourth options require creativity on the behalf of the GM, something which is doable if your GM is there in front of you, however in a CRPG, since every possible option is simply impossible to code in, and the program is unable to be creative by itself, it is simply not possible with current technology, and that in and of itself, limits the SIS to what the computer program is capable of.

Simply my observations on the matter, while I see where you are coming from and can see some similarities between the consol being an inept player and you the advisor, the program would limit far more that mouse and keyboard alone would, after all, I’ve been typing this into my word processor, yet I doubt heartily that it understands what I’m writing, much less being able to form any matter of retort. It makes more sense to me to see you as the player, limited by an uncreative and simplistic GM, the program.

Simply an observation

Paul of Inner Circle

Message 12329#132696

Previous & subsequent topics...
...started by Inner Circle Inc
...in which Inner Circle Inc participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/23/2004




On 8/23/2004 at 6:57pm, M. J. Young wrote:
RE: Altering the SIS in CRPG

Paul--I'm not certain I understand your point.

You appear to be distinguishing "computer as referee" being distinct from "computer as player"; if that's your distinction, that's not what I meant. It's generally recognized at the forge that character-players and referee-players are all players.

My point is that the computer is the player, in this case the referee player, and that it is capable even in its current level of technology of interacting with living players through sharing an imagined space.

Callan's point is that the computer cannot share an imagined space, and thus the living players at the console are sharing the imagined space with the game designer, who has made his contribution.

I disagree, in part because that would lead me to conclude that if I were playing the D&D module Keep on the Borderlands, Gary Gygax is participating in our game because he wrote the rules and the module. The standard objection to that is that Gary Gygax contributes nothing to the shared imagined space directly; rather, the players at the table refer to his rules and module and use that to inform their contributions to the shared imagined space. Similarly, George Lucas does not contribute to the shared imagined space of our Star Wars game, but rather created the world which we use to inform our own play. Lucas had no notion of creating a role playing game, and it's doubtful whether he's even familiar with how the various incarnations of his game play. He certainly is not familiar with the many freeform live action roleplay games based on his movies that children have played for decades now; he is not a participant in the game, but merely a resource upon which the participants draw.

In the same way, I would say that the program is the reference used by the computer or console, and the computer/console is the participant in the game, doing what it was taught to do. I cite examples in which such programs are self-modifying (the various chess programs), but suggest that even the most rigid referee-player is still the participant, and not merely the conduit through which the books speak, and thus the same applies to the computer.

So, where are you in this? Is the computer a participant, or merely a conduit for a participant in absentia (as I think we'll agree telephones and messaging programs and forums are), or something else? Is a CRPG a role playing game with a shared imagined space, or is it a role playing game without a shared imagined space, or is it not a role playing game at all? If it is the first of these, with whom is the imagined space shared? If it is the second, what makes it a role playing game? If the third, what is it?

Thanks for your input.

--M. J. Young

Message 12329#132714

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/23/2004




On 8/24/2004 at 12:59am, Noon wrote:
RE: Altering the SIS in CRPG

Hi Christopher,

Ah, before we bust out dictionary definitions can I say something about that. I hate them. Now, if you want to ask me what I mean by exchange and then tell 'Callan, you got it wrong, the right word for that is X', that's cool. The actual word doesn't matter to me, I chose one which is pretty close, even now that I look at dictionary.com.

Let me assure you, there is an exchange. There aren't multiple exchanges, I grant, but the one exchange that does happen takes some time usually. Now ask me what I mean by exchange if you want.

No, I'm not actually mixing them up. In at least one of MJ's Chess examples, the programmer was programming the computer to learn to play. Once the computer has done some of that learning, I think it clearly is playing the game.


You are mixing them, because I only covered current comps. I breifly mentioned an analogy where a really poor but present player might improve his skills so much he eclipses an absent player who plays via e-mail. This will be computers latter.

I don't really want to cover AI, because it deserves a focus all of its own, but someone programming a machine to learn has basically done the same as teach it...except it teaches itself. Teaching and programming are very different.

Anyway, let me be clear, I did say that if the machine can eclipse the input of the game author, then your interacting with it and not the author. This can happen, but isn't now thought it's mildly possible now.

Can you explain (hypothesize?) what a human does that you are willing to attribute as creativity that a computer does not?


"1 + 1 = 2"
This is not creativity.

"There's a cave with a cave painting on it's wall."
This, briefly, is.

And if they are the authors exact words printed by the program, it's clearly him that's contributing.

If you're gaming with your brainwashed GM (for example) but you don't know she was brainwashed and "programmed" for a certain style of running, do you, as a player, think that you're playing with her or her handlers? And then, what's the difference between that "brainwashed" GM and any of the random GMs that have trained themselves to GM D&D a certain way to the point that they won't consider another style as being meaningful or valid? Are they also brainwashed? If so, who are you playing with and if not, how can you ever know? And further, how can you justify the dichotomy that you're drawing between the brainwashed and the creative?


You've missread by what I mean by brainwashed. Now, if I GM by shouting down a tube which connects to the room the players are in and they hear me, I'm GM'ing them right (even if it looks silly)?

So what happens if I replace the tube with some other medium. A medium that will only say what I want.

Were you RP'ing with the tube before? How about this new medium? Are you roleplaying with that?

Finally, you're clearly ignoring the example of systems that are programmed to evolve new algorithms. MJ's Chess system is a clear and extant example. There are lots of alife examples that aren't games. But I think they're possible now, and just around the corner.


Uh, yeah, I am ignoring them. I decided to focus on CRPG's like like fall out or such, just to make it simpler. New emerging tech is getting to be different, but I thought we were mostly talking about what is available now. Well, that's what I focused on, M'kay? :)

Message 12329#132781

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/24/2004




On 8/24/2004 at 1:14am, Noon wrote:
RE: Altering the SIS in CRPG

Heya M J,

Err, weve forgotten my example pretty quickly...the one where one player communcates by IRC or even by e-mail. There is one player actually present and one GM.

Now, couldn't they just ignore the IRC or computer?

If so, couldn't the GM ignore the player who's present?

I'd say they can...it's just that it leads to loosing out on a certain reward from including them. Just because someone sitting there, doesn't mean your forced to include them, like it or not. But there is a reward for doing so.

Now:

I disagree, in part because that would lead me to conclude that if I were playing the D&D module Keep on the Borderlands, Gary Gygax is participating in our game because he wrote the rules and the module.


I want to ignore the rules part, for certain reasons. But the module part...is there a reward for individual(s) at the table to include his work, rather than ignore his work?

If so, how similar is it to including another players 'work', who sat next to you and just gave it?

Message 12329#132782

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/24/2004




On 8/24/2004 at 10:17am, simon_hibbs wrote:
RE: Altering the SIS in CRPG

Noon wrote: I don't really want to cover AI, because it deserves a focus all of its own, but someone programming a machine to learn has basically done the same as teach it...except it teaches itself. Teaching and programming are very different.


They are, and I think it's a distinction that we disagree about. Back in around 1980 or so my father wrote a program in Basic that could learn how to play noughts and crosses, it was based on a magazine article. The same has been done with chess, you set up a learning algorithm and then program in the rules of the game. Note that you don't need to know any chess strategy whatever to do this, or even to have ever played a game.

The program can then be tought to play, perhaps using existing chess computers to play games against it, letting it learn by trial and error. If i then play the program, I fail to see how I can be said to be playing the programmers in any meaningful sense. They don't know the board layout, they don't understand strategy, and would be totaly unable at any given time to say why the program chose a particular move, they wouldn't even necesserily know I was even playing the game. I am not playing with them.

The computer on the other hand does internaly store a representation of the game state (by analogy, the shared imagined space), and I do interact with it. We engage in two-way communication. To me, this is playing a game.

Anyway, let me be clear, I did say that if the machine can eclipse the input of the game author, then your interacting with it and not the author. This can happen, but isn't now thought it's mildly possible now.


It's not just mildly possible, it's been done for decates. In the 1970s a program called Heuristo killed the Trillion Credit Squadron (An SF wargame) tournament games. It was program that generated, tested and selected startegies for designing and building space fleets and wargaming with them. The programmer had no input into what strategies the game came up with, that was an emergent property of the heuristic algorithm and the rules of the game. If you google for 'heuristo' and 'trillion credit squadron' you should find some info on it.

Even deterministic algorithms can produce emergent properties that are not easily deducible from the starting conditions. A computer programmed with a random system for generating environments and resolving character actions within them could quite easily produce situations and outcomes not predicted by the game designers, and in fact this happens all the time.

"There's a cave with a cave painting on it's wall."
This, briefly, is.

And if they are the authors exact words printed by the program, it's clearly him that's contributing.


Random algorithms can generate imagined spaces (a cave, with a wall painting) and then render that as text, or graphicaly or even verbaly. The medium of representation isn't relevent.

You've missread by what I mean by brainwashed. Now, if I GM by shouting down a tube which connects to the room the players are in and they hear me, I'm GM'ing them right (even if it looks silly)?

So what happens if I replace the tube with some other medium. A medium that will only say what I want.


The tube and whatnot are irrelevent because they are merely media for transmitting information, just like the air in a room transmits sound waves. It makes no decisions. Computer programs can make decisions, and can even generate the algorithms and rules on which those decisions are made. This is old technology. However would say that merely the ability to make a decision, to take certain inputs and generate an output, is enough. Pipes make no choices. Nor do they store an internal representation of the imagined space (and hence 'share' it). Computers do both.

As an aside I do think that scenario writers have input into the imagined space, but they don't participate in the imagined space of a particular game. They don't play the game, any more than the author of Monopoly plays the game with me and my family. They contribute in the same way that an author contributes a novel. Reading a novel isn't playing a game, nor is writing one and nor is writing a scenario.


Simon Hibbs

Message 12329#132828

Previous & subsequent topics...
...started by simon_hibbs
...in which simon_hibbs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/24/2004




On 8/25/2004 at 3:05am, Noon wrote:
RE: Altering the SIS in CRPG

They are, and I think it's a distinction that we disagree about. Back in around 1980 or so my father wrote a program in Basic that could learn how to play noughts and crosses, it was based on a magazine article. The same has been done with chess, you set up a learning algorithm and then program in the rules of the game. Note that you don't need to know any chess strategy whatever to do this, or even to have ever played a game.


Oh, you mean those cute programs! The ones that use possitive feed back.

It really depends, on content of the game created.

For example, lets say I'm roleplaying with you face to face, but during combat I use my laptop to determine NPC moves. And it uses a learning algorythm to tell me.

Who are you roleplaying with? Do the move choices of the program eclipse my input as GM, as I talk up and vividly describe each move (in a CRPG this would be art drawn by humans, text written by them, etc). No, it doesn't. It chose the move...but really, you don't just see 'I kick him' in a book, you see a kick with a lot of extra description with it because 'I kicked him' does tell you much.

Anyway, I'd say your RP'ing with both of us. But really who gives the more significant creative input? Me.

Ah, but I don't have to. Suppose I don't give any elaborate descriptions...I just move the mini's and pretty much do bugger all. Who has the significant creative input? The algorythm.

Now, your right, you can be playing with the algorythm rather than the author. But I think you'll find it hard to find any games on the market where the writers input doesn't far eclipse any learning algorythm involved. It is possible to write one....just like in my example where I did bugger all.

I think we might be agreeing now, but I'd like to pick at a few points:
Random algorithms can generate imagined spaces (a cave, with a wall painting) and then render that as text, or graphicaly or even verbaly. The medium of representation isn't relevent.

I'm sorry, random input is not creative input. By putting RND into 2 + 2, it isn't a creative input. Creative input comes from the expression of what another being has learned and decided to express. In fact, it's something that I can learn from. Your algorythm from above does that a bit and as a learning being I can learn from the moves it expresses, even (interesting, eh?). From a random output, I will learn drivel. It's not the same.

As an aside I do think that scenario writers have input into the imagined space, but they don't participate in the imagined space of a particular game. They don't play the game, any more than the author of Monopoly plays the game with me and my family. They contribute in the same way that an author contributes a novel. Reading a novel isn't playing a game, nor is writing one and nor is writing a scenario.

I think you skipped a lot of what I said to M J.

Message 12329#132992

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/25/2004




On 8/26/2004 at 4:33am, M. J. Young wrote:
RE: Altering the SIS in CRPG

Callan wrote: For example, lets say I'm roleplaying with you face to face, but during combat I use my laptop to determine NPC moves. And it uses a learning algorythm to tell me.

Who are you roleplaying with?

Callan, you make a reasonably good case for the notion that I might be playing with you and a similarly good case for the notion that I'm playing against your computer; but you missed a possibility that I think is very informative for this discussion. What if in this case I'm playing my character, you're the referee, and the computer is playing the characters you're defining as non-player characters? That means there are three of us in this game. It may be that it is necessary for you to communicate the moves the other two of us make to each other; it may be that in this particular description the imaginary space of one of the participants is not so close to that of the rest of us; but I don't think you can rule out the possibility that both you and the computer are playing at this point, particularly as you've clearly defined what part each of you has in play: the computer makes all the decisions regarding NPC actions, and you adjudicate outcomes.

I find it fascinating.

I don't suppose this will be resolved this time around; thanks to all for your input. If someone wants to respond to this suggestion (both the computer and the referee being independent players in Callan's proposed scenario), feel free to do so, but I think we've about run this as far as it will go this time.

--M. J. Young

Message 12329#133243

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/26/2004




On 8/26/2004 at 8:23am, Noon wrote:
RE: Altering the SIS in CRPG

It's no different.

If I were playing with two other real life people and one spoke only a few words here and there and the other gave far more input and I likewise. Basically the bar has been raised to the extent that the few words aren't zero input, but in practical terms they may as well be. If it were a book, he wouldn't be listed as co-author.

If you want interesting, think of two AI's roleplaying with each other and you, while your only able to contribute a bit (someone keeps ringing you up with important calls, say).

I'll wrap up on this. If I were RPing with someone who only whispered a few words every five minutes or so about nothing much, while another person as GM had submitted a rich multimedia presentation, I'd say I'm exchanging with the GM far more. Significantly so as opposed to a few words every five minutes. The only difference is that once the multimedia presentation 'runs out' I can continue to ongoingly exchange with the other player. I know which I'll remember most though.

Message 12329#133268

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/26/2004




On 8/26/2004 at 10:20am, Andrew Martin wrote:
Re: Altering the SIS in CRPG

M. J. Young wrote: One of the big arguments regarding the lack of SIS in CRPG is that you can't really negotiate with the AI that runs the game. That may arguably be a limit of current technology; and yet it may arguably be false.

I have argued elsewhere that a CRPG might be regarded an RPG on the basis of the computer as a player with limited ability sharing an imaginary space.


Remember that each participant in the game session has an Imaginary Space and that they coordinate changes in their own and other's Imaginary Space by communicating information to each other, so the total is called a Shared Imaginary Space. The computer program in the CRPG effectively has a Imaginary Space (or model) and the computer program communicates this through screen and receieves feedback through the keyboard.

If the computer program did not maintain an functional equivalent to an Imaginary Space (or internal model), it would be broken and unable to function in any significant way.

For example, a computer program that plays Noughts and Crosses with it's user has a model of a Noughts and Crosses board, has Noughts and Crosses marks and knows how to mark (and maybe unmark) cells with Noughts or Crosses. The better programs will have negotiation, allowing the taking back of moves and replaying, going backwards and forwards in imaginary game or system time. Similarly for computer RPGs, which maintain a internal model of the setting, characters, situation and so on, and the program can display or communicate it's internal model and it has ways of negotiating with it's users or players.

Message 12329#133274

Previous & subsequent topics...
...started by Andrew Martin
...in which Andrew Martin participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/26/2004




On 8/26/2004 at 11:57am, simon_hibbs wrote:
RE: Re: Altering the SIS in CRPG

Andrew Martin wrote: Similarly for computer RPGs, which maintain a internal model of the setting, characters, situation and so on, and the program can display or communicate it's internal model and it has ways of negotiating with it's users or players.


That's the way I see it too. That negotiation may be heavily constrained in it's scope, but it's still there.

Simon Hibbs

Message 12329#133281

Previous & subsequent topics...
...started by simon_hibbs
...in which simon_hibbs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/26/2004




On 8/26/2004 at 3:45pm, Blankshield wrote:
RE: Altering the SIS in CRPG

(sorry for not weighing in sooner; I was a tad swamped before and at Gencon)

MJ et al. - I think we're going to have to just disagree and leave it at that. I think that computers as they are today are fundamentally incapable of being players in an RPG and nothing I've seen through these threads makes me inclined to change my mind. I will attempt to articulate why I hold that position, though.

A fair amount of weight has been given to the computer's memory as analogous to human memory - in effect claiming that the current game state that a computer holds is an imagined space. I don't particularly buy that, primarily because the computer cannot change it without human input of some kind. The game state in the computer's memory is static, and will never change until there is a human to introduce change to it, at an absolute minimum, clicking the "play" button. A human can (and does) modify their imagined space just about every time they "visit" it.

A computer cannot "imagine". It can read stored data, it can write new data. A properly equiped computer could read The Lord of the Rings, but fundamentally all it would really be doing is making a copy of it. Lacking inputs, a computer is inert. Lacking inputs, a human still thinks and imagines (and if sensory deprivation studies are any indication, eventally goes mad).

If you took 1000 computers and loaded any popular CRPG and removed the randomizer - such that the die rolls in NWN were always exactly the same, for example - those 1000 computers would play the game exactly the same way given the same inputs. I firmly believe (but cannot prove) it would be impossible to find 2 people that would do the same. With the computer, there is no individual; there is only an algorithm that provides information based on input.

Finally, and this is one of the most telling points for me, the computer is incapable of assigning value in and of itself. Fed algorithms and data it is capable of providing an excellent illusion of doing so, but ultimately the computer relies completely on external values.

Over these threads, at least a few times, the suggestion that "humans are just really complicated computers" has been made, and that argument could be used to refute the above by saying that people react exactly the same way as computers do, just with much more complex algorithms that we don't understand (yet) governing their choices. This is probably where the fundamental difference in viewpoint lies, because I don't buy that view at all. Or perhaps it would be more accurate to say that if that theory is correct, then there is a line (a fuzzy line, probably) that is crossed between a purely reactive set of algorithms and a true intelligence. Computers have not crossed that line.

Boiling down my argument to it's fundamentals, I would say: One of several charactaristics required for an activity to be called role-playing is social interaction with another intelligence. Computers are not an intelligence.

Hope that gives a straightforward view of my position on the whole CRPG thing.

James

Message 12329#133338

Previous & subsequent topics...
...started by Blankshield
...in which Blankshield participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/26/2004




On 8/26/2004 at 11:25pm, M. J. Young wrote:
RE: Altering the SIS in CRPG

James Blankshield wrote: Over these threads, at least a few times, the suggestion that "humans are just really complicated computers" has been made, and that argument could be used to refute the above by saying that people react exactly the same way as computers do, just with much more complex algorithms that we don't understand (yet) governing their choices. This is probably where the fundamental difference in viewpoint lies, because I don't buy that view at all. Or perhaps it would be more accurate to say that if that theory is correct, then there is a line (a fuzzy line, probably) that is crossed between a purely reactive set of algorithms and a true intelligence. Computers have not crossed that line.

James--I think I attempted to put that idea the other way around. I didn't say that humans are merely highly advanced computers, but that computers are extremely unsophisticated people.

Otherwise, I can see your point. What concerns me more is that if such a line exists, it is admittedly fuzzy, and we won't really know when we've crossed it. My argument in part has been that once we're on the other side of it, we'll be looking back at advances being made now as "where it all began". That causes me to wonder whether we might really have intelligence in computers in the present, just not very sophisticated intelligence.

Thanks for your input.

--M. J. Young

Message 12329#133429

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/26/2004




On 8/27/2004 at 5:55am, Andrew Martin wrote:
RE: Altering the SIS in CRPG

Blankshield wrote: A fair amount of weight has been given to the computer's memory as analogous to human memory - in effect claiming that the current game state that a computer holds is an imagined space. I don't particularly buy that, primarily because the computer cannot change it without human input of some kind. The game state in the computer's memory is static, and will never change until there is a human to introduce change to it, at an absolute minimum, clicking the "play" button.

Consider a computer controlling a vehicle or a airplane. Here's one example from 1998: http://humane.sourceforge.net/unpublished/piper_club_offense.html The computer software piloted a model aircraft from one side of the Atlantic to the other side with no human intervention. Current autopilot software in modern passenger jets can pilot an aircraft from takeoff to touchdown.

Blankshield wrote: A computer cannot "imagine".

But computer software can have an internal model, apply changes to it from sensors like keyboards, air pressure, GPS, and so on, and can read out changes from the model to the real world, through video screen, hydraulic or pneumatic actuators, electric motors and so on. Here's a link to a pile of sites on Autonomous underwater vehicles: http://transit-port.net/Lists/AUVs.Org.html

Blankshield wrote: I firmly believe (but cannot prove) it would be impossible to find 2 people that would do the same.


Consider a well written D&D module, played through with players who play in the illusionist style. Wouldn't the end result be much the same? From personal experience, with playing AD&D and WEG TORG modules as player and GM, I've achieved similar experiences. :)

Blankshield wrote: Finally, and this is one of the most telling points for me, the computer is incapable of assigning value in and of itself. Fed algorithms and data it is capable of providing an excellent illusion of doing so, but ultimately the computer relies completely on external values.

Can't the same thing be said about a human baby? Does a baby have altruism, can it write poetry? :)

Blankshield wrote: Boiling down my argument to it's fundamentals, I would say: One of several characteristics required for an activity to be called role-playing is social interaction with another intelligence. Computers are not an intelligence.


What if roleplaying was just social interaction? Then an intelligence that was limited to communication through pictures and text on a computer screen, typed messages using a keyboard, and gestures using a mouse, is roleplaying. After all, isn't that roleplaying by email? :)

Message 12329#133490

Previous & subsequent topics...
...started by Andrew Martin
...in which Andrew Martin participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/27/2004




On 8/27/2004 at 7:45am, simon_hibbs wrote:
RE: Altering the SIS in CRPG

Blankshield wrote: Boiling down my argument to it's fundamentals, I would say: One of several charactaristics required for an activity to be called role-playing is social interaction with another intelligence. Computers are not an intelligence.


I suppose I look at it form a more metaphysical point of view. Let's imagine a situation similar to the turing test.

Suppose we were observers, but could only observer what one of the participants in a 'roleplaying game' was doing and saying. I think it would be fairly streightforward to say whether that person was playing a roleplaying game or not. If they are controlling a character, and exploring an imaginary space through the medium of the character, then I'd be confident in saying that they are playing a roleplaying game. Conversely, it seems to me that it would be impossible for you to be able to say what the person is doing. You'd only be able to determine whether they were playing an RPG or not if you could see beyond the screens and see who or what they were interacting with.

Similarly if we met someone at a convention and they told a typical RPG gamer story "Then my Paladin decided to charge into the Orcs to save the princess, but at that moment...". I'd have no problem saying that this person was recounting a story from a roleplaying game he'd played. You wuld be completely unable to do so without asking questions about the context of the action - was this a CRPG? Was it a solo game book? You would only be able to say whether this person had ever played what you call an RPG by examining the context in which he had played the game.

Would yo be able to say anything meaningful about what he'd been doing?


Simon Hibbs

Message 12329#133498

Previous & subsequent topics...
...started by simon_hibbs
...in which simon_hibbs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/27/2004




On 8/27/2004 at 9:05am, contracycle wrote:
RE: Altering the SIS in CRPG

M. J. Young wrote:
Otherwise, I can see your point. What concerns me more is that if such a line exists, it is admittedly fuzzy, and we won't really know when we've crossed it. My argument in part has been that once we're on the other side of it, we'll be looking back at advances being made now as "where it all began". That causes me to wonder whether we might really have intelligence in computers in the present, just not very sophisticated intelligence.


Yes but... this still seems wrong to me. I don't think that there is a serious essential, ontological difference between computers and human brains but they are very different, erm, beasts.

I mentioned before that a computer is not alive, does not reproduce, has no history of predation and has no fight/flight reflex. Can a computer have fun? I seriously doubt it, becuase I think fun is an expression of fight/flight. Can a computer have an imaginary space? Well, yes and no, in that you can build a programme that contains a 3 or 4 dimensional model much like it would (probably) appear in a human brain. But no inasmuch as our brains, as evolved beings, are heavily related to our sensor suite and interolating the data so received; building "visual" models of the internal world is something it does auytomaticall and inherently. As I remarked a little while ago, the visualisation of a spoken description is so fast that the distinction between the description and the visualisation is nerarly nil.

The nearest thing we build to this sort of automaticity of IS generation is the AI's flying drones and the UAV's above. These are our nearest analogs to the functions of living brains coordinating an (insect-like) organism. I don't think any of these apply to a computer game that produces images for a player, executes scripts or rolls virtual dice.

Such a machine would more properly be an assistant. It is filling the place that would be taken if you had an army of servants at your beck and call to assist you in visualising thye game or caryring out game functions. If you had a flunky who rolled your dice for you, would that flunky really be playing the game? If you had a gofer to bring over images from the graphic library, would the gofer be a participant? I don;t think.

Again, while I don;t think there is an essential difference between computers and brains, I do think there is a sufficient actual, quantitative difference top say the computer is an aid to the game rather than a player.

Message 12329#133507

Previous & subsequent topics...
...started by contracycle
...in which contracycle participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/27/2004




On 8/27/2004 at 12:16pm, simon_hibbs wrote:
RE: Altering the SIS in CRPG

contracycle wrote: If you had a flunky who rolled your dice for you, would that flunky really be playing the game? If you had a gofer to bring over images from the graphic library, would the gofer be a participant? I don;t think.


You're not even remotely comparing like with like. Let's look at what (I think) you actualy need to be able to do to play a game:

1. Hold an internale representation of the game stat (in RPGs, the imaginary space).
2. Accept input from other participants.
3. Make decisions based on this input and the stored representation of the game, to further in-game goals.
4. Produce output to other perticipants and update the internal representation.

The dice roling assistant and the gopher from your examples don't even do one of these things, but computers can do all of them.


Simon Hibbs

Message 12329#133519

Previous & subsequent topics...
...started by simon_hibbs
...in which simon_hibbs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/27/2004




On 8/27/2004 at 1:28pm, Christopher Weeks wrote:
RE: Altering the SIS in CRPG

Andrew Martin wrote:
Blankshield wrote: Finally, and this is one of the most telling points for me, the computer is incapable of assigning value in and of itself. Fed algorithms and data it is capable of providing an excellent illusion of doing so, but ultimately the computer relies completely on external values.

Can't the same thing be said about a human baby? Does a baby have altruism, can it write poetry? :)


I don't think you're countering his point. A baby can't play RPGs either. In fact, depending on what age you mean, I suspect that James would agree that the computer is closer to being a player than the baby. (Even if, with the passage of time, the baby will far surpass the computer's playerness.)

I'm willing to just agree to disagree with James. I think that computers can't play well today, but can play (and will play well tomorrow). I think the differences between electronic and biological brains are significant and numerous, but not enough to call them different things so adamantly. And as James himself alluded to, I think the human brain is "incapable of assigning value in and of itself. Fed algorithms and data it is capable of providing an excellent illusion of doing so, but ultimately the [brain] relies completely on external values."

Chris

Message 12329#133534

Previous & subsequent topics...
...started by Christopher Weeks
...in which Christopher Weeks participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/27/2004




On 8/27/2004 at 2:32pm, JamesSterrett wrote:
RE: Altering the SIS in CRPG

Agreed on agreeing to disagree....

Though a quick note that "intelligence" is a slippery definition whose goalposts move in accordance with our egos.

The Victorians condiered logic to be the epitome of intelligence: playing chess well, for example, would be a distinct test.

By this metric, there are millions of chess-playing intelligences out in the world today. We don't feel comfortable with the competition, and move the goalpost to fuzzier goals, such as "learning" and "creativity".

However, Deep Blue famously showed off a gambit no human had ever thought of before while beating Kasparov. So we redefine this as "not creative" because it came from silicon, not from meat.


Computers generally aren't very bright, game programs are often written in a manner that's intentionally stupid*, and their field of competence is limited. But I agree with M. J. Young - some time from now, we'll look back on these programs and see them as the early start of ones that we can no longer deny are intelligences.




* AI in games is usually deliberately stupid because 1) human opponents want to win and 2) good AI takes time (and therefore money) to write; given #1, it is usually not cost-effective to write good AI.

Message 12329#133544

Previous & subsequent topics...
...started by JamesSterrett
...in which JamesSterrett participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/27/2004




On 8/28/2004 at 10:52am, contracycle wrote:
RE: Altering the SIS in CRPG

simon_hibbs wrote:
1. Hold an internale representation of the game stat (in RPGs, the imaginary space).


To the comoputer, its an output to the user. The computer is like a roadie moving set elements around (I'm getting a vision of the Spinal Tap stonehenge for some reason). All the computer really knows is that it has to draw cterain pixels under certain rule conditions, it doesn;t know or understand why.


2. Accept input from other participants.


If you tell your flunky "roll them bones" they would have accpeted input in the technical sense. Rather like a computer accepting the insruction to draw a door as open and whatever is visible beyond it.


3. Make decisions based on this input and the stored representation of the game, to further in-game goals.


I don' think a computer can do that - all it can do is execute the programme which be more or less flexible in terms of the data it calls for. The computer does not make decisions any more meaningful than rolling on a wandering monster table and applying the results.


4. Produce output to other perticipants and update the internal representation.


Many flunkies do thisa refree or linesman produces output (the off-side whistle) that updates the internal representation (I might not even see what happened, but the whistle tells me what kind of thing happened).


The dice roling assistant and the gopher from your examples don't even do one of these things, but computers can do all of them.


/No the die-rolling assistant is specifically providing a ceratin kind of output in response to input that wiull update the imaginary space. The gopher is assisting with the depitction of the IS such that it is shared. What a computer can do is a bunch of these flunky tasks, but I don't think the computer is a player - if the the computer is to be considered a participant, then the computer is a menial or slave.


Simon Hibbs

Message 12329#133733

Previous & subsequent topics...
...started by contracycle
...in which contracycle participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/28/2004




On 8/29/2004 at 4:22pm, Christopher Weeks wrote:
RE: Altering the SIS in CRPG

contracycle wrote:
3. Make decisions based on this input and the stored representation of the game, to further in-game goals.


I don' think a computer can do that - all it can do is execute the programme which be more or less flexible in terms of the data it calls for. The computer does not make decisions any more meaningful than rolling on a wandering monster table and applying the results.


I think that you have a much more sophisticated program and that's where the difference ends. What makes a decision meaningful?

Chris

Message 12329#133862

Previous & subsequent topics...
...started by Christopher Weeks
...in which Christopher Weeks participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/29/2004




On 8/30/2004 at 4:18am, Andrew Martin wrote:
RE: Altering the SIS in CRPG

Christopher Weeks wrote: What makes a decision meaningful?


Upon observing history, in particular, concentration camps, I believe that meaningful decisions are meaningful to those people that make them. One can observe this in others by their attitude they take when placed in stressful circumstances.

Message 12329#133911

Previous & subsequent topics...
...started by Andrew Martin
...in which Andrew Martin participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/30/2004




On 8/30/2004 at 6:05am, Noon wrote:
RE: Altering the SIS in CRPG

Since this is still going, I'd like to add what I see as a distinction:

1. I write a piece of code. I write the code that in X situation (specified by me), it uses a kick attack.

2. I write some code, that uses possitive and negative feedback tied to certain inputs, to decide attack. It get's run against quite a few players and in Y situation, it uses a kick attack.

Number one is all me. Number two is perhaps half me and half life experience (life like an insect might experience). The more that code can and does learn from life experiences, the less its using a kick attack in certain circumstances is anything to do with me (its not half me, half it's life experiences. It's not much of me at all).

A human analogy might be: To a certain degree your reading my parents manner of thought right now. But at a practical level, it's me your reading, not them.

Message 12329#133920

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/30/2004




On 8/31/2004 at 10:10am, simon_hibbs wrote:
RE: Altering the SIS in CRPG

contracycle wrote:
simon_hibbs wrote:
1. Hold an internale representation of the game stat (in RPGs, the imaginary space).


To the comoputer, its an output to the user. The computer is like a roadie moving set elements around (I'm getting a vision of the Spinal Tap stonehenge for some reason). All the computer really knows is that it has to draw cterain pixels under certain rule conditions, it doesn;t know or understand why.


Does it need to? All you seem to be saying is that computers aren't self-aware, which we know. But why does a computer, or any other system, need to be self aware, or aware of an external meta-context for a game, in order to be able to play that game?

If I write a program to play Monopoly, it doesn't know anything about real-world property or what a jail is, by does it need to know those things in order to play the game? I realy don't see why.

If you tell your flunky "roll them bones" they would have accpeted input in the technical sense. Rather like a computer accepting the insruction to draw a door as open and whatever is visible beyond it.


That's true, but only in the sense that individual neorons in your brain fire in response to stimulation. They don't know whether they are triggering to process an auditory stimulation, or activating a leg muscle movement. If a computer doesn't play RPGs because a random number generator doesn't know the context of it's activity then I can say the same thing of you - individual parts of your body don't 'understand' the context in which they function. But is that understanding necessery in order for the funtion to exist?


3. Make decisions based on this input and the stored representation of the game, to further in-game goals.


I don' think a computer can do that - all it can do is execute the programme which be more or less flexible in terms of the data it calls for.


It follows an algorithm. Sometimes I follow algorithms, using definable strategies in my decision making. Sometimes this is because I've decided to do so, sometimes it's because I've been told to do so.

What a computer can do is a bunch of these flunky tasks, but I don't think the computer is a player - if the the computer is to be considered a participant, then the computer is a menial or slave.


It can do all of these tasks, functioning together to produce a complete behaviour. I call that behaviour 'playing the game' And yes you can disect each behaviour out of it's context, but that proves nothing.


Simon Hibbs

Message 12329#134120

Previous & subsequent topics...
...started by simon_hibbs
...in which simon_hibbs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/31/2004




On 8/31/2004 at 12:26pm, Christopher Weeks wrote:
RE: Altering the SIS in CRPG

simon_hibbs wrote: [The computer] follows an algorithm. Sometimes I follow algorithms


Simon, you and I are largely in the same camp. But I think what you wrote here is the crux of the opposition argument. If you only follow algorithms sometimes, then there is some fundamental difference between you and a computer -- and it may well be the difference between being able and not being able to play an RPG in a meaningful sense. But, I have no reason to believe that while our algorithms are tremendously complex we don't follow them all the time.

It's just a matter of degree.

And while some posters make a big deal out of today's technology while disclaiming that at some unforeseen date in the future things might change, I think that we all need to understand the root of our philosophical differences on this. (e.g. If a "soul" is needed and you accept that such a thing exists, it might be more plausible to deny that a computer can ever have one. At that point you (whomever) and I have less to talk about because we disagree about unsupportable stuff.) If our manufactured computers are of like kind but different power level (orders of magnitude in my estimation) as our brain, then the stance that computers can't play is much weaker, perhaps even an accident of history or a misunderstanding of what "play" means.

Chris (who hopes he's not babbling)

Message 12329#134130

Previous & subsequent topics...
...started by Christopher Weeks
...in which Christopher Weeks participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 8/31/2004




On 9/1/2004 at 8:20am, simon_hibbs wrote:
RE: Altering the SIS in CRPG

Christopher Weeks wrote: Simon, you and I are largely in the same camp. But I think what you wrote here is the crux of the opposition argument.


I suppose so, but it seems to me that the opposition argument boils down to the fact that computers have no soul, and therefore can't play roleplaying games. Now I'm a basicaly religious person, but even so the idea that playing a roleplaying game is somehow a religious act seems to me to be going a bit far.


Simon Hibbs

Message 12329#134255

Previous & subsequent topics...
...started by simon_hibbs
...in which simon_hibbs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/1/2004




On 9/1/2004 at 10:58am, contracycle wrote:
RE: Altering the SIS in CRPG

Christopher Weeks wrote: If our manufactured computers are of like kind but different power level (orders of magnitude in my estimation) as our brain, then the stance that computers can't play is much weaker, perhaps even an accident of history or a misunderstanding of what "play" means.


That was the substance of my argment; not that computers are in principle incapable of playing games, but that computers as they exist today do not do so.

Simon Hibbs wrote:
Does it need to? All you seem to be saying is that computers aren't self-aware, which we know. But why does a computer, or any other system, need to be self aware, or aware of an external meta-context for a game, in order to be able to play that game?


Becuase PLAY is a purposeful activity. It must be chosen and self-initiated. Furthermore, I think games are heavily related to our history of predation of which computers have none.

If I write a program to play Monopoly, it doesn't know anything about real-world property or what a jail is, by does it need to know those things in order to play the game? I realy don't see why.


Becuase without knownig those things it is just completing a task like any other. It matters not to the computer whether the operation it is carrying out is sorting and index or moving a chit. For game playing to be meaningful, it must be a purposeful activity engaged in for fun. Computers do not, at present, have any such behavioral capacity.

That's true, but only in the sense that individual neorons in your brain fire in response to stimulation. They don't know whether they are triggering to process an auditory stimulation, or activating a leg muscle movement. If a computer doesn't play RPGs because a random number generator doesn't know the context of it's activity then I can say the same thing of you - individual parts of your body don't 'understand' the context in which they function. But is that understanding necessery in order for the funtion to exist?


Correct; individual parts of me do not. Only the holistic synthesis that is Me, a being with life and thought, is capable of playing games. That synthesis is IMO an emergent [property of the underlying complexity. That is why I expect mahcines will at some point reach similar complexity, but that until they do so they cannot be said to be players.

It follows an algorithm. Sometimes I follow algorithms, using definable strategies in my decision making. Sometimes this is because I've decided to do so, sometimes it's because I've been told to do so.


Hmm, yes and no. I'm in the school of thought that primarily sees your diversion from an algorithm only as the expression of another algorithm. But I will accept the statement as it stands and respond that WHEN computers also exhibit that flexibility, then they can be said to be players. But they do not exhibit it now. At that point they will probably be as fully self aware as you or I.

Message 12329#134258

Previous & subsequent topics...
...started by contracycle
...in which contracycle participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/1/2004




On 9/1/2004 at 12:33pm, Christopher Weeks wrote:
RE: Altering the SIS in CRPG

Out of curiosity, how would you test an entity (computer, alien, uplifted animal, another person, whatever) for the ability to play?

Chris

Message 12329#134265

Previous & subsequent topics...
...started by Christopher Weeks
...in which Christopher Weeks participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/1/2004




On 9/1/2004 at 12:40pm, simon_hibbs wrote:
RE: Altering the SIS in CRPG

contracycle wrote: Becuase PLAY is a purposeful activity. It must be chosen and self-initiated. Furthermore, I think games are heavily related to our history of predation of which computers have none.


It's an activity, but any purpose we ascribe to it is a subjective contextual element. The act of play exists independently of that context.

Becuase without knownig those things it is just completing a task like any other.


Yes.

It matters not to the computer whether the operation it is carrying out is sorting and index or moving a chit. For game playing to be meaningful, it must be a purposeful activity engaged in for fun. Computers do not, at present, have any such behavioral capacity.


To be meaningful to us it does yes, but merely to exist, no. In fact it is meaningful to us. I can say 'this computer is playing an RPG' even though at a metrialist level all it's doing is shuffling electrons. 'Playing an RPG' is a subjective meaning I ascribe to it's activities, but it's just as meaningful as my ascribing the same behaviour to any 'black box' engaged in a game, whether the box contains a person or a computer. I don't see why the computer being 'aware' of this is relevent.


Simon Hibbs

Message 12329#134266

Previous & subsequent topics...
...started by simon_hibbs
...in which simon_hibbs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/1/2004




On 9/1/2004 at 2:35pm, contracycle wrote:
RE: Altering the SIS in CRPG

simon_hibbs wrote:
It's an activity, but any purpose we ascribe to it is a subjective contextual element. The act of play exists independently of that context.


I don't think thats true at all. You can watch a kitten play at chasing moms tail and recognises it as play easily enough. IMO, play is a specific behaviour in its own right, and it does not exist independantly of that context.

The point I was trying to make is that it is not an ontological dinstinciton that makes sophisticated behaviour sophisticated behaviour, its an epiphenomenon arising from complexity. I don't think computers are presently sufficiently complex to do the things we call play. It is the argument that quantittaive changes result in qualitative changes; IMO computers are not qualitatively sophisticated enough to play (and arguably, neither are some creatures, in that I'm not aware of any insect behaviour that is play-like.)

Message 12329#134278

Previous & subsequent topics...
...started by contracycle
...in which contracycle participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/1/2004




On 9/2/2004 at 3:22am, M. J. Young wrote:
RE: Altering the SIS in CRPG

And I thought this subject was dead; Gareth has added an entirely new wrinkle to it.

If I understand correctly, Gareth wants to distinguish

Goes through all the necessary activities of playing a game

from

Chooses to play and derives enjoyment from doing so.


I find it a fascinating distinction; but it seems to sidestep the question I raised. That is, if a computer can go through all the necessary activities of playing a game, can it not be said to be a player? I suggested that a computer can retain the information of an imagined space, can communicate what it imagines to the other players, can accept input regarding how the other players would alter the shared imagined space, can itself suggest changes to the shared imagined space which are confined within the limits of what is acceptable within the game, and can negotiate to adjust that shared imagined space if there is disagreement. I further suggested that these are the necessary elements of "play" in a role playing game.

Gareth is suggesting, I think, that even if it can do all these things and it does them on command, the fact that it cannot initiate play and cannot enjoy play prevents it from being a player. Thus, Whopper in WarGames is playing, because it suggests games and likes to play. Then again, that's got to be taken as a programmed personality, not a computer's own decision-making capability. Further, we can never reach a point where we could distinguish what a computer does because of its programming and what it chooses to do for its own enjoyment--in one sense, there might not be a difference, if we assume that a computer waiting for an input is in an unresolved state, and that a resolved state is satisfaction, which is to be preferred.

So I'm not at all sure how we resolve the question of whether the computer "enjoys" playing or "chooses" to play.

I'm also not sure of this. If I insert a CD in my PS2 and it loads and waits for me to sit down and play, how is that different from the guy at the pool who sits at a table by a chess board waiting for someone to sit across from him and play chess? The difference, of course, is that I loaded the game in the PS2; but is that sufficient to say that the PS2 is not playing the game?

What is it that a computer has to do to be a player, and how do we know whether it can do that?

--M. J. Young

Message 12329#134391

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/2/2004




On 9/2/2004 at 10:44am, contracycle wrote:
RE: Altering the SIS in CRPG

OK, well, I think you have encapsulated my argument very well.

So lets take the chess/PS2 example. I'd agree that from the perspective of your subjective experience, the computer is succesfully fulfilling the role of opponent, and thus you are able to play. In a blind test, you may not be able to determine whether your opponent was a computer or a person. But unlike a human opponent, the computer does not invest their self-worth in the game, there is no esteem at risk, and no kudos for victory or jeers for defeat. So it seems to me that the computer is incapable of getting the same out of the game as the human player, and does not share the subjective experience of the human player.

A point that I wanted to raise in recent discussions about esteem, personal and social, as it applies to gamism, is that in order to examine that I think we need to step back a bit and examine the broader context again. If I have no local applause to validate success, how do I know what success is in the first place? I know that because I have knowledge of others peoples capabailities and I can and do measure myself against them. Even if my competitive behaviour is in total isolation, I still have an assesment of the abilities of others against which to compare my own peformance.

Thus it seems to me that you can sit down at a PS2 and have an idea of whether you solved the puzzle quickly or slowly. I greatly enjoyed the game The Incredible Machine, which had kinda abstract engineering puzzles for you to solve. There was a huge amount of satisfaction to be had from simply achieving the goal of solving the puzzle, but any assesment of relative perfomance could only be carried out by discussing when and where we got stuck for how long. The computer was presenting me with a problem, yes, but it was not really my opponent, because my failure would mean nothing to it in any sense. It would have no basis for or knowledge of comparison to other computers; comparison to humans would be meaningless, a sense or 'mental' state that would find these comparisons relevant does not seem to me to exist. I'm not asserting that a sense of competition or comparison is actually necessary for play, but some of why I think the subjective experience of a game is IMO very very different for us and for (modern) computers.

IMO, a computer will only enjoy, and choose, in the senses we mean, when it is self aware, that is, is an AI. At that point, concepts like "competition" or "success" or "victory" will become meaningful. But a modern chess computer, even though it is built to provide a challenge, does not and can not care what the outcome of the game is, either success or defeat.

Message 12329#134429

Previous & subsequent topics...
...started by contracycle
...in which contracycle participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/2/2004




On 9/2/2004 at 11:41am, simon_hibbs wrote:
RE: Altering the SIS in CRPG

The problem with requiring emotional investment and the staking self-eteem in order to be considered a player, is that it excludes inteligences that do not exhibit these behaviours no matter how inteligent they are. There's no obvious (to me) requirement that inteligent, thinking beings must exhibit ths or that emotional response.

In fact many humans, such as those suffering from autism, or various forms of sociopathic or psychotic dissorders, are emotionaly and motivationaly incapable of these kinds of behaviours. Are they incapable of being considered players because of this, regardless of the level of their involvement in a game?


Simon Hibbs

Message 12329#134433

Previous & subsequent topics...
...started by simon_hibbs
...in which simon_hibbs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/2/2004




On 9/2/2004 at 12:08pm, Doug Ruff wrote:
RE: Altering the SIS in CRPG

I don't normally post from work, but I can't avoid getiing sucked into this discussion.

I'm going to add my $0.02, I believe that this is relevant to the discussion as a whole but feel free to challenge (or moderate) me if it ain't so!

1) We're not going to resolve the 'are computers self-aware' question and it's counterparts (I take 'do computers have a soul/true intelligence etc.' to be just variations of the same theme.) Even if it was a very big, very fast, very capable machine, we would never know.

2) For what it's worth, the same applies to other human beings as well.

3) That's why the notion of a 'Turing Test' is so useful - it's a functional definition of computer (and human!) 'intelligence'.

4) One of the problems with applying SIS to CRPGs is that the SIS is by definition imaginary - Imagination is one of those 'soul'-type qualities and is likely to derail any discussion of whether a computer can truly participate in a SIS.

5) So let's throw it out. What we need is a Turing Test for computer participation in a RPG (how to this would be a totally new thread, so I won't elaborate here.)

6) M.J. In your original post you gave a scenario where the (human) player could tell the computer that they wanted their player to do X instead of Y. This isn't a two-way negotiation if the computer just follows your instructions. But what if the computer responds that it thinks that Z is a much better option, so why not do that? Or offers option Z without player prompting? That would give me far more pause for thought.

7) Computers are already creative, insofar as they can produce outputs which are more than the sum of their inputs. This is a fundamental feature of 'neural network' programming, which I believe has its origins in 'Parallel Distributed Processing' theories way back (I think 1970's or 80's, sorry for the vagueness.) It is likely that a well-designed 'computer' of the future would be able to simulate RPG behaviour in the future. But we aren't there yet, even with more 'standard' conversation-based Turing Tests (I believe that there is an annual competition, the main prize is yet unclaimed.)

This isn't intended to be 'Doug's Rant' on the subject, I'm just typing this within a limited timescale (lunch break) and there is a lot of ground to cover.

Gotta go now, I'll read your comments with interest.

Regards,

Doug

Message 12329#134435

Previous & subsequent topics...
...started by Doug Ruff
...in which Doug Ruff participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/2/2004




On 9/2/2004 at 1:43pm, contracycle wrote:
RE: Altering the SIS in CRPG

simon_hibbs wrote: The problem with requiring emotional investment and the staking self-eteem in order to be considered a player, is that it excludes inteligences that do not exhibit these behaviours no matter how inteligent they are. There's no obvious (to me) requirement that inteligent, thinking beings must exhibit ths or that emotional response.


I'm not sure its possible to have what we think of as awareness and intelligence without emotion. But my argument is not necessarily that this is the case, but rather that if a non-emotive intelligence existed, I predict it would not play games. It would find them absurd, I think, rather than fun.


In fact many humans, such as those suffering from autism, or various forms of sociopathic or psychotic dissorders, are emotionaly and motivationaly incapable of these kinds of behaviours. Are they incapable of being considered players because of this, regardless of the level of their involvement in a game?


I think its an open question whether or not they can be involved in a game in the first place. The daughter of a freind of mine is autistic, and she doesn't really treat me as any different to the furniture. No eye contact, no recognition, nothing. Its actually really eerie. I don't believe I could get her into a game in the first place, her ability to relate to other humans is so limited. But I'm hardly an expert on autism, so...

Message 12329#134440

Previous & subsequent topics...
...started by contracycle
...in which contracycle participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/2/2004




On 9/2/2004 at 1:56pm, Christopher Weeks wrote:
RE: Altering the SIS in CRPG

contracycle wrote: ...it seems to me that the computer is incapable of getting the same out of the game as the human player...


Doesn't relying on this mean that another person who gets something different (or "is incapable of getting the same") out of the game isn't really a player, either?

contracycle wrote: I'm not asserting that a sense of competition or comparison is actually necessary for play, but some of why I think the subjective experience of a game is IMO very very different for us and for (modern) computers.


It does seem like you spent three substantial paragraphs asserting that comparison is the key to play, so I'm trying to understand. Are you merely citing comparison as one element that some players of some games pursue as a meaningful criterion and that some computers do not? That seems like such a weak assertion that you must mean something else. But I'm not getting it. I do agree that to whatever extent the computer can be said to regard the game at all, it is different than how we do. But, of course, how you and I regard the game may be substantially different too.

contracycle wrote: IMO, a computer will only enjoy, and choose, in the senses we mean, when it is self aware, that is, is an AI.


Imagine that we create software that is capable of playing (even in the weak sense) several different games. No imagine that we set up some rules for the computer's behavior so that it acts as if it prefers some of the games over others. We could even have it monitor which games and which opponents require more processing (to simulate our own desire for mental stimulation -- which I imagine is a survival trait) and base the acted desire on those statistics. And then, we program it with the ability to bargain -- to do things that it doesn't "like" as well now, in order to get something it does "like" more later. Maybe it could even keep track of which humans are likely to keep up their end of the bargain.

Now, I think that each of those layers of "personality" are pretty easy to implement on modern computers with modern knowledge. We could end up with something at behaved like WOPPR from Wargames, as MJ discussed. It can express choice, desire, preference, and enjoyment because of the way the system was established.

But we can all see that it's not really self-aware in any general sense. Would something that sophisticated count for you? If not, what would? How autonomous or generally intelligent must it be? I think that there are certain ennumerable behaviors that the system must exhibit (ignoring for now what those are) to count as a player. Beyond those behaviors, I don't care what the system's evolutionary past is.

M. J. Young wrote: Then again, that's got to be taken as a programmed personality, not a computer's own decision-making capability. Further, we can never reach a point where we could distinguish what a computer does because of its programming and what it chooses to do for its own enjoyment--in one sense, there might not be a difference...


Agreed. And I think a corollary question is whether a person is any different. Is my personality programmed or spontaneous? Am I really making decisions? Again, there might not be a difference. Ultimately, I don't think it matters, but some people do.

contracycle wrote: I think games are heavily related to our history of predation of which computers have none.


If we wholly engineer a creature in our cutting-edge bio lab of the plausibly near future by plugging bits of DNA together and that creature is close enough to us that no one argues that it's intelligent, and it can pretty clearly(?) play games with us, what does that say about history of predation? Or wll you take things back far enough to suggest that any DNA-based life has a shared history of predation (which is certainly true, in a sense but pretty grasping-at-strawsish when related to complex psychological abilities, I think)? Haven't we essentially programmed a player?

You've also noted the belief that computers lack sufficient complexity to play, so I realize that you can just cite that as the difference. I'm just exploring this bit to expose whether we're agreeing and anything new arises from it.

Chris

Message 12329#134441

Previous & subsequent topics...
...started by Christopher Weeks
...in which Christopher Weeks participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/2/2004




On 9/2/2004 at 3:05pm, JamesSterrett wrote:
RE: Altering the SIS in CRPG

Doesn't the "self-aware/can't enjoy" argument, however, boil back down to the "doesn't have a soul" argument?

Message 12329#134453

Previous & subsequent topics...
...started by JamesSterrett
...in which JamesSterrett participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/2/2004




On 9/2/2004 at 3:25pm, contracycle wrote:
RE: Altering the SIS in CRPG

The point about comparison was intended to be something along these lines: an awful lot of the things we do are about declaring, exhibiting, or aquiring traits and abilities that make us a good mate for the procreation of the species. IMO, that level of function is the underlying cause of gaming behaviour. This activity is fun only because its not actually immediately survival based.

Being in a battle is frightening, playing paintball is fun, even if most of the things you do are very nearly identical. It's fun because the inputs and outputs are very similar, but the significance is very very different. And just as humour can be argued to be the relase of tension, I argue that otherwise dangerous activities practicied in a non-dangerous environment are fun. The reason they are fun is because the practice is useful and the organism benefits from the practice. Games, IMO, are autodidactic behaviours.

IMO, game-playing is operational on much the same level as lust, fear and so forth. These are all devices the organism uses to procreate itself, to trigger certain types of self-behaviour. Partly because this practice contributes to sexual selection, partly because it contributes to predatory efficacy.

So now lets go back to our notional DNA-assemblage. If we build a living organism that can procreate, run from predators, hunt its own food, I'd think it can play too, and we will probably see it play in its adolescent and earlier phases. If it does not have those autonomous functions, it would more or less be a machine. Or a plant, perhaps, at best.

I think a computer built such that:


It can express choice, desire, preference, and enjoyment because of the way the system was established.


... would rather be said to be imitating those functions. It is engaging in behaviours that are interpreted by humans as indicating preference, but only becuase it is constructed to push our human buttons.

The brain is a late development in organic creatures. By contrast, it's the first development in computers. Our brain is, in my view, a computer whose purpose is to preserve the physical body. Computers simply don't have those functions at all. It has no sense of self preservation, no sense or programming to procreation, no adrenaline system, almost none of the equipment our bodies carry for survival purposes and which, IMO, are necessary for the experience of "fun".

Message 12329#134454

Previous & subsequent topics...
...started by contracycle
...in which contracycle participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/2/2004




On 9/2/2004 at 3:59pm, Blankshield wrote:
RE: Altering the SIS in CRPG

I'm with Contracycle on this one, (not that my position was in doubt...) and as usual he's managed to express it better than I did. It does suggest another way of getting across why I don't think computers are players, hopefully without getting too far into the soul/AI/'just a set of algorithms' debate again:

The people who are positing that computers are players are running from a functional definition of "playing an RPG" - which is to say "if something is engaged in the actions that we recognize as RPG behaviour, it is playing an RPG." If that is how you define an RPG, then I guess you're right. But I don't define it that way.

Those of us (I think - maybe it's just me) maintaining that computers can't be players are running from a more ontological definition of "playing an RPG". Which is to say that I think why is a critical and necessary part of 'playing an RPG'. To rephrase it slightly (and with apologies to Ron if I've mangled one of the core concepts of his model): Why have these computers sat down to play this game together? What is their CA? What is the computer getting out of it? If you ask a hundred computers why they play RPG's will the most common answer be "because it's fun"? I think the "why of it" is core to playing - until there is motivation and reason, then it is not play, it is just a mechanical process.

If, on the other hand, you think that computers are capable of motivation and reason, then we're edging back to the soul/AI morass.

James

Message 12329#134456

Previous & subsequent topics...
...started by Blankshield
...in which Blankshield participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/2/2004




On 9/2/2004 at 4:28pm, Ron Edwards wrote:
RE: Altering the SIS in CRPG

Hello,

I think everyone understands one another now.

Can we call this thread closed? I'd very much like to. It's time to ruminate, not to dig in one's heels and continue to repeat one's position.

Best,
Ron

Message 12329#134460

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/2/2004




On 9/2/2004 at 4:39pm, simon_hibbs wrote:
RE: Altering the SIS in CRPG

Ron Edwards wrote: I think everyone understands one another now.

Can we call this thread closed? I'd very much like to. It's time to ruminate, not to dig in one's heels and continue to repeat one's position.


I think so, I've nothing further to add on this topic for now.

Simon

Message 12329#134463

Previous & subsequent topics...
...started by simon_hibbs
...in which simon_hibbs participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/2/2004




On 9/3/2004 at 6:48am, M. J. Young wrote:
RE: Altering the SIS in CRPG

Gareth's objection may have more force than I first thought. It would appear that a computer could be capable of performing all the individual tasks of play, but that it would be impossible for a computer to have a creative agendum, because it doesn't act from a motivation expressed through its choices.

Of course, creative agendum does not require that we know what the player feels or thinks or wants; it requires that we observe behavior that appears to flow from what the player feels or thinks or wants. So it is not essential for the computer to have a specified motivation; it is only required that it exhibit conduct consistent with that motivation. On the other hand, it would seem that such conduct would always be programmed conduct, and thus not the consequence of what the computer "wants", so no matter how much it "acts" like it has an agendum, it doesn't.

Could it? I know that psychologists use role playing games to learn about their patients. I know that there are players who do the same thing--my wife calls it "psyching" the other participants, and there are some people with whom she will not play for that very reason (because she feels as if their actions are calculated toward manipulating her to reveal personal information about her feelings and attitudes that she does not wish to reveal, or that will be used later to manipulate her in real life). I would say that playing as a means of exploring the personalities of the other players is a creative agendum (let's not in this thread debate which, despite how interesting a question that is--we don't need two imponderables running around the same thread). Could a computer be programmed in such a manner that it makes its decisions based on an agendum of stimulating and analyzing player response, and so better understanding humans in general or individuals specifically? If so, would that be the line in the sand, the moment when computers cross from emulating gameplay to playing a game?

I am again reminded of Whopper (which again is a fictional representation). At times it appears to have a gamist agendum, the desire to prove that it can win. It's difficult to imagine how such an agendum could have been programmed into a computer. It seems rather that they would have programmed it with simulationist tendencies, to determine every possible win/loss strategy or outcome so as to determine the optimal strategy for any situation. But then, if the computer is using a self-learning routine (as was discussed for tic tac toe (a.k.a. naughts and crosses) and other games), doesn't it already have a built-in agendum to learn optimal play? Has such a computer crossed the line, because it has an agendum?

As for Gareth's arguments that gameplay is survival related, does it have to be? Could it be related to other needs or desires, such as understanding the player's place in the world? Although it hasn't been done, in terms of AI development wouldn't there be some value in teaching a computer to play a role playing game as a player, so that it would be able to explore how to be a human through feedback from someone who understands humans?

I suppose these may be unanswerable. In deference to Ron's desire to put the discussion to bed, I'll leave them unanswered for the moment. It does appear that we're pretty solidly divided between those who believe computers are already playing in a limited fashion, those who believe that computers are not playing, but will develop that capability as they advance, and those who believe that computers will never have the basic need to "play" and so can never be "players" in the only sense that matters.

And whether CRPGs really are role playing games or merely emulations of role playing games is now even less clear than it was before this thread began.

--M. J. Young

Message 12329#134573

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/3/2004




On 9/3/2004 at 10:06am, contracycle wrote:
RE: Altering the SIS in CRPG

I'll happily concede that my argument is not evidence based and is outside my expertise, so it is indeed quite possible that play is based on something other than survival behaviour. But I do agree that we understand each others positions now and there is little more to be discussed.

Message 12329#134592

Previous & subsequent topics...
...started by contracycle
...in which contracycle participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/3/2004




On 9/3/2004 at 9:29pm, M. J. Young wrote:
RE: Altering the SIS in CRPG

I'm tagging a closing footnote to this, because I just posted yesterday that I'm not sending any private messages until I find some spare time to clear out my sent box, and I just received a message regarding this thread, from Paul of Inner Circle. His position is that the computer is not a player, but merely a conduit for the game designer; however, he thinks the same of a referee who runs a module, and never considers the referee a "player" but merely an arbiter.

That appears as a distinct position in the discussion, which I otherwise consider closed.

Thanks to all for their time.

--M. J. Young

Message 12329#134679

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 9/3/2004