conversational character

By Sumeya Hassan, 6 May, 2015
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Abstract (in English)

Depending on their purpose, and what we expect of them, chatterbots are equipped with a more or less complex and elaborate artifi ficial intelligence (AI) (see artificial intelligence). Automated assistants and computer game characters are usually expected to operate within a limited knowledge area. For these to function satisfactorily, it may be suffi fficient that they know how to identify and match key words in the question with a predefined fi answer in their database. However, to fluently converse on a number of nonspecifi fied topics— as is required to pass the Turing test— a more sophisticated AI based in natural language processing may be needed. Some of today’s chatterbots are even designed to learn from their previous conversations—in other words, developing their AI as they speak.

A relative of ELIZA named PARRY demonstrates how the opposite principle may also be employed to create a convincing chatterbot. Written by Stanford psychiatrist Kenneth Colby in 1972, PARRY is a program that simulates a patient suffering ff from paranoia. When Parry does not know how to answer, he will aggressively spit out a line of conspiracy theory, thereby forcing his world onto ours. While totally out of context, his response is nonetheless plausible. A similar trick of the trade is used in artist Ken Feingold’s robotic AI installation “Head” (1999), modeling a poetically inclined, slightly disturbed and confused elderly man. Engaging in conversation with Head d requires a signifi ficant share of interpretative effort, ff but it may also be greatly rewarding to those who are willing to invest in it. Another artistcreated chatterbot is Stelarc’s Prosthetic Head , which simulates the artist’s own personality. As it is designed to learn from its conversations, however, this chatterbot may gradually become “more autonomous in its responses” until the artist will “no longer be able to take full responsibility for what his head says” (Stelarc 2003). While most chatterbots are designed to engage in conversation with human partners, artistic experiments have been made in which chatterbots converse with each other. The result may be hilarious, as in director Annie Dorsen’s theatrical per for mance “Hello Hi There” (2010). Here, Dorsen stages two chatterbots self-reflexively fl discussing the famous 1971 debate between philosophers Michel Foucault and Noam Chomsky, on the concept of human nature.

(Johns Hopkins University Press)

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Description (in English)

The Playground is primarily a test and demonstration of our ability to build interesting characters that engage in reasonably complex social behaviors. These behaviors have to reflect the personality of the character, the emotional state of the character, and the relationship the character has with the other characters.

This is a simulation of 3 kids (one is the user) on a playground. Although they can engage in a number of different behaviors, one of their favorites is trading baseball cards.

Source: http://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/worlds.html#playgro…

By Scott Rettberg, 9 January, 2013
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This presentation reconsiders one of the most famous works of electronic literature: Joseph Weizenbaum'sEliza/Doctor. Created in the mid-1960s, this conversational character's success led Janet Murray to name Weizenbaum "perhaps the premier" literary artist in the computer medium. Such evaluations, however, don't take into account what happens during the playful engagement that the system's freeform textual interaction encourages: a breakdown that reveals the shape of the underlying processes. An alternative to this is extremely constrained interaction, which can help maintain the illusion. But a more exciting direction is to design processes that reward readers as they are revealed.

Creative Works referenced
By Scott Rettberg, 8 January, 2013
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Abstract (in English)

What program could have the effect on today's popular consciousness that Joseph Weizenbaum's Eliza had in the mid-1960s? Eliza ignited numerous productive controversies about language, intelligence, and people's relationships to computers. The system has been hailed as the first and most important work of electronic literature. While other, more complex works have been innovative, challenging, and literary in ways that are perhaps more sophisticated, Eliza was an incisive program of great impact. We consider the provocative program within the contexts of computing from the 1960s to the present. Then, we identify several qualities, some of them not very obvious, that a similarly provocative literary program would need today.

Creative Works referenced
By Scott Rettberg, 21 May, 2011
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Abstract (in English)

Harger's interview with Mateas and Stern focuses on the development of theiir conception of interactive drama and the Façade project.

Pull Quotes

To be interactive drama, an experience should have rich, emotive, socially-present characters to interact with, and a strong sense of story progression that is organically and dynamically shaped by the player's interaction.

To keep things minimal, from both an aesthetic as well technical perspective, we wanted to find a scenario that would have the least number of characters while still delving deeply into issues about people's inner lives. It's amazing the scarcity of satisfying interactive experiences that are actually about people's lives--subject matter that is, of course, the heart of the best literature, cinema, theater and television.

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Creative Works referenced
By Scott Rettberg, 20 May, 2011
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36–45
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9(1)
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Abstract (in English)

Full title: "ELIZA — A Computer Program For the Study of Natural Language Communication Between Man And Machine"

ELIZA is a program operating within the MAC time-sharing system at MIT which makes certain kinds of natural language conversation between man and computer possible. Input sentences are analyzed on the basis of decomposition rules which are triggered by key words appearing in the input text. Responses are generated by reassembly rules associated with selected decomposition rules. The fundamental technical problems with which ELIZA is concerned are: (1) the identification of key words, (2) the discovery of minimal context, (3) the choice of appropriate transformations, (4) generation of responses in the absence of key words, and (5) the provision of an editing capability for ELIZA "scripts". A discussion of some psychological issues relevant to the ELIZA approach as well as of future developments concludes the paper.

(Source: Author's abstract)

Creative Works referenced
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.

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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.