chatterbot

By Daniela Ørvik, 29 April, 2015
Publication Type
Language
Year
Pages
59-61
Record Status
Abstract (in English)

A short history of chatterbots (or chatbots), which includes information about artificial intelligence, the chatbot ELIZA and the relative PARRY,

Pull Quotes

Imitating the conversational skills of a human being, chatterbots (aka chatbots, bots) are interactive agents designed to fill a specific purpose or role.

Description (in English)

Wandering Meimei / Meimei Liu Lang Ji is a bilingual interactive fiction app designed for mobile interfaces for the Chinese market. This story is an intertext to the traditional Chinese comic strip, Sanmao Liu Lang Ji (Wandering Sanmao), a homeless boy. Meimei, meaning little sister, is an allegorical character and contemporary representation of the largest migrant population the world has ever seen: the migrant female factory worker. Through the app, you can make contact with the character Meimei who works in a smartphone factory in the Pearl River Delta city Guangzhou. Meimei's only technology and access point to the outside world is through her own phone. The social media hub and interface enable you to enter and become a part of Meimei's story.

(Source: ELO Conference 2014)

Screen shots
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Image of Wandering MeiMei 1
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Image of Wandering MeiMei 2
By Eric Dean Rasmussen, 19 June, 2012
Year
Record Status
Abstract (in English)

Various forms of computational linguistics and various forms of electronic literature have been aiming to create an algorithm capable of imitating natural human language. The highest Turing test approval for a chatterbot would be impossibility to tell this program from a real person. And therefore, poetry and story generators are often criticized as artificial and in need of further «humanization». In the paper I am going to prove the virtue of producing not human-like computer generated poetry and illustrate my points with the example of Machine Libertine project works.

The perception of something as machine-like is rather relative and depends on the degree to which the medium is explored (early photography was seen to mechanic to be art). Meanwhile the flaw is in this contrast between the ideas of «mechanicity» and «artness», because «natural» has even less rights to be called art. Mechanized writing as such, according to William Winder, is an explicit device of creation. It has been studied by various aleatoric practices and combinatoric experiments of OULIPO; and even traditional poetry is based on unnatural constrains of rhythm and rhyme that separate profane language from poetic.

In itself the two-decade history of the existence of net art and computer generated art aethetics can be seen as legitimization of the practice. Isak Asimov introduces the Rules of Robotics, and one of them suggests: «A robot must establish its identity as a robot». Applied to robotic poetry, this statement proves the necessity and virtue of the manifestation of its mechanic nature. Machine Libertines by the implementation of synthesized MacOs voice and machine translation methods stress the instability of the transformational nature of the video poetry and media art in general.

Machine Libertine is a newly created media poetry group. The main principles of the group are
formulated in the Machine Poetry Manifesto and agree with Eugenio Tisselli's «manifesto about machine poetry. manifesto for the destruction of poets» in pointing out the idea of liberation of the machines from the routine tasks and increasing the intensity of their use for creative and educational practices. The first video poetry piece, created by Machine Libertines, «Snow Queen» is a combination of masculine poetry of hatred («Poison Tree» by William Blake) that is contrasted to female MacOS voice and cubistic video imagery of Souzfilm animation «Snow Queen». Reading in Vicky's voice alters the orignal text's message, adding hopless and clean cold of the icy mechanisity. We are exploring how the text can be transformed by mechanized reading and visualizing it and what are the possible limits of this transmedia play of interpretation.

(Source: Author's abstract, 2012 ELO Conference site)

Description (in English)

Eliza (Weizenbaum 1966) is the first chatterbot -- a computer program that mimics human conversation. In only about 200 lines of computer code, Eliza models the behavior of a psychiatrist (or, more specifically, the "active listening" strategies of a touchy-feely 1960s Rogerian therapist).

(Source: Dennis G. Jerz's site)

Description (in English)

A hypertext fiction with a chatbot presents the story of Barry Munz as a case study/cautionary tale as an illustration to the 12 Easy Lessons to Better Time Travel presented by the Drs. Phebson.

Technical notes

This piece combines Flash, HTML, and a Pandorabot to tell its tale.

Description (in English)

Galatea is a work of interactive fiction set in an art gallery an undetermined amount of time in the future. The player takes on the role of an unnamed art critic examining works of personality referred to in the story as “animates.” Galatea is the name of one such animate however, unlike the other exhibits at the museum (which are forays into rudimentary artificial intelligence,) Galatea was a sculpted women who simply willed herself to life. The player must interact with Galatea through text commands until they get one of several endings.

It's hard to place Galatea in a single genre. With its “animate” art gallery one could place it in Science Fiction. It relates rather easily to Issac Assimov's works about artificial intelligence, sharing a similar atmosphere and similar thoughts on what it means to be human and what it would be like to be a conscious other, Galatea is fairly speculative in this regard. On the other hand one could say the work is more a piece of Magical Realism or Gothic Fiction, since Galatea's creation is miraculous and is the only thing that's really out of place with the world. Also like many Gothic fiction pieces the human psyche is rather thoroughly examined. The name Galatea is actually a reference to Greek mythology, something that this work seems to be rather fond of. In Greek mythology Galatea was a statue that came to life after her creator fell in love with her.

The tech at work beneath the text is fairly complex. It's not simply a dialogue tree with set responses and limited choices. The game tracks tension, sympathy, mood, and general conversation flow to give players a level of interactivity in conversation that is rarely seen in any examples of modern games. On top of this there are over 400 responses to words and 25+ unique endings. Its method of interaction is very similar to old text adventure games like Zork and its ilk, the player enters commands followed by key terms and the results are narrated.

Overall the work is objectively well written. Its lore of “animates” lends itself rather interestingly to the player. One may look at the work as an example of what interaction with an “animate” from the story's world might be like. Galatea the character being very similar to the “animates’” description from the story. The many varied endings and possible responses lends itself to a very individualized experience. No two readings would be exactly alike and each repeated reading builds upon the world’s lore and the characters of Galatea, the narrator, and Galatea's creator become more fleshed out and grounded. It uses multiple references to Greek mythology which helps give the work an atmosphere of mystery and a kind of oldness to its sci-fi themes.

Screen shots
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Galatea cover image
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Screenshot from Galatea
Technical notes

To Begin ... Mac: Download and install Spatterlight if you do not already have a z-machine interpreter. Download and unzip Galatea.zip and open the resulting file Galatea.z8 in your interpreter. Windows: Download and install Gargoyle if you do not already have a z-machine interpreter. Download and unzip Galatea.zip and open the resulting file Galatea.z8 in your interpreter. Type commands to the main character at the ">" prompt and press enter. Input can take the form of imperatives such as "look," "examine the pedestal," or "touch" followed by some object. The most important commands in Galatea are those that pertain to conversation, which include "ask about" followed by a topic (abbreviated to "a") and "tell about" a topic (abbreviated to "t"). These commands steer the subject of the conversation. The best approach is to follow up on a word or idea that Galatea has herself used, or to talk about objects present in the room. Other important verbs are "think about" followed by a topic to recall a previous topic, and "recap" to review the topics previously discussed.