Recent advances in machine learning provide new opportunities for the exploration of creative, interactive works based around generative text. This paper compares two such works, AI Dungeon (Walton 2019) and Project December (Rohrer 2020), both of which are built on the same artificial intelligence (AI) platform, OpenAI’s GPT-2 and GPT-3. In AI Dungeon, the player can choose from several predetermined worlds, each of which provide a starting point for the story generation. However, while interacting with the system within this world, the player can stop, edit, modify and retry each utterance, allowing the player to “sculpt” the AI’s responses, and choose what goes into the AI’s memory, helping to shape the overall direction of the story. At a broader level, the player can edit world descriptions, insert scripts between the AI and the player (themselves or others), and share these worlds/scenarios with other players. Similarly, in Project December, the player interacts with several AI “matrices”, either directly through conversations, or more indirectly by creating new matrices by defining a starting paragraph and sample responses, which can then be “spun up”, tested, and tweaked much like the worlds in AI Dungeon. These matrices can also be shared with other players.When interacting with both works, there is a need for the player to repeatedly engage with the work to learn how to entice a satisfying experience from the system (Mitchell 2012; 2020). However, the key difference is the framing of the experience. In AI Dungeon the person experiencing the work is either taking on the role of the player, entering text and seeing how the AI responds, or that of an author or perhaps a co-author, tweaking the input to the AI or its responses or adjusting the underlying scenario to get a desired response. In contrast, Project December is presented as part of a fictional website for a “Project December” run by “Rhinehold Data Systems”, promising the opportunity to talk to “the world’s most super computer”. Upon accessing the “customer terminal”, which looks and feels like an old dialup terminal, the player takes on the loosely defined role of “Professor Pedersen” whose “.plan file”, dated November 13, 1982, contains several tasks related to the various “matrices”, suggesting a mystery to be solved and a larger narrative to be explored. I will argue that whereas AI Dungeon attempts to provide players with access to and an uncritical understanding of how the underlying AI system works, Project December’s narrative framing instead defamiliarizes the play experience (Mitchell et al. 2020), potentially creating a more emotional connection between the player and the “matrices”, and thereby encouraging the player to critically reflect on the implications of the underlying technological platform.
defamiliarization
Background
At a recent ELO meeting about options for increasing the accessibility of Deena Larsen’s work "Chronic", Deena mentioned us that the next ELO Virtual salon would be dedicated to the topic of accessibility. Since I am writing an essay about the accessibility of electronic literature, Deena invited me to share my work-in-process at the salon.
Presentation
My essay rewrites and overwrites, with all the political and creative connotations those terms contain, Joseph Tabbi’s essay "Electronic Literature as World Literature, or, the Universality of Writing under Constraint" through the lens of disability. Using three small case studies, I explore the concept of digital accessibility through the concepts of defamiliarization and writing under constraint.
Electronic literature uses defamiliarization to provide a powerful force against mainstream rhetoric surrounding digital media, considering reader engagement and reflection in its success rather than attention counted in time and size of the audience. Using Eugenio Tisselli's The Gate as a case study, I argue that for a work to defamiliarize, its authors need to consider what is familiar to a variety of audiences.
In electronic literature, the practice of writing under constraint is widely accepted as a creative catalyst; through self-imposed textual restraints, we find new meanings and forms. I argue that constraints can become meaningful through the lens of disability because you have to interrogate your medium by making it more accessible. I use Franci Greyling's Byderhand as an example.
Not every work can be made accessible for everyone, but one must still think through which groups of people are systematically excluded. Through the case study of Lyle Skains' No World 4 Tomorrow, I argue that considering accessibility is key in successfully addressing the intended audience.
Discussion
During the long and engaged discussion that followed, we considered various elements of accessibility, including the overlap and difference between literary constraints and accessibility restraints, the necessity of identifying intended audiences, how to experience works created by disabled authors. More practically, we discussed various approaches that could help us improve the Accessible Bits document, including types of tagging and spider graphs.
This paper is a comparative reading of two works of generative literature: Scott Rettberg's Frequency Poetry Generator and J.R. Carpenter's Excerpts from the Chronicles of Pookie & JR from a structuralist perspective.
Viktor Shklovsky described the effect of literature in his 1988 article "Art as Technique", in which he describes the difference between practical and poetic language. The essence of poetic text, according to Shklovsky, is its process of "defamiliarization": The reader will see his/her familiar world in a different light due to poetic rather that practical descriptions. In generative poetry, however, the defamiliarizing effect does not stop there. Not only does one see the world differently, but the way one sees poetry itself is defamiliarized. This defamiliarizing effect does not mean that there are no rules. The formal elements of the text guide the reader, as Culler describes in his article "Literary Competence".
The aim of my paper is dual. First of all, I use Shklovky's author- and text-focused approach combined with Culler's reader-focused approach to gain insight into how generative texts build upon the readers' 'literary competence', their familiarity with 'conventional' literature, in order to understand the defamiliarizing effect of generative literature. Second, I argue that my specific analysis of generative poetry in turn gives insight in what readers expect from a text, thus helping to define the often implicit literary competence readers possess.
The output of Frequency Poetry Generator shows poems that are explicitly recognizable as poetry, thus guiding the readers' interpretation. Excerpts from the Chronicles of Pookie & JR on the other hand, situates the full text as a chronicle, implying the passing of time, and the individual texts as "excerpts", implying there might be more to the story that is not included in these excerpts, making the text into a serial narrative.
I analyze both code as well as output of these works in my analysis, utilizing Marino's framework of Critical Code Studies. The analysis of code is an integral part of the understanding of the work as it positions how the work is portrayed building on different conventional genres as well as the knowledge that one is reading a generative work of literature. Even if the reader chooses not to look at the source code, it is the potential of all possible texts that defines how the text is read as a work within the genre of generative literature. The code shows this structure, all sentences together make the potential of all different texts explicit.
A significant characteristic of generative literature is the fact that it will be a different text each reading. As I cannot analyze every single output, I invite readers of my paper, which is originally written in Scalar, to submit a reader experience of the output based on the structuralist method that I outline. This way, I offer a new type of criticism, which uses the affordances of the born digital paper to crowd source reading experiences that can be combined to specify the theory of "literary competence" further.
(Source: Author's Abstract)
Video and computer games as performance spaces continue literary traditions of drama and theater, and particularly Brechtian “defamiliarization” and subsequent practices of street / guerrilla theater. Such performance work is one end of electronic literature: delivery to a vast audience, potentially the largest any work of e-lit could have; at the same time, epic failure in the complete disregard for the performance by the game players – the literary performance as nothing more than spam.
In fact, exactly this makes such work literary. This presentation discusses two game “interventions” staged over several years by the Center for Literary Computing at West Virginia University: 1) Coal Dust, a series of agitprop theater performances about resource exploitation staged in MMORPG Lord of the Rings Online; and 2) Beckett spams Counter-Strike, carefully staged performances of Endgame in the tactical shooter Counter Strike: Global Offensive.
Such interventions are critical displacements and performances enacted on the game space and community of CS:GO and LOTRO, but also on the literary works themselves – on the agitprop theater text and its claims, and on Beckett’s Endgame. As “existential spamming” (one name for the overall project), the interventions both insist on a political and contextual “reading” of the game space, but also consume the space through absurd and ineffectual performance – a problematic situation that perhaps defines the literariness involved.
This presentation at ELO 2015 situates these works in terms of literary and dramatic tradition, as described above, but also as a corrective supplement to the existing discussion of computer/video games in e-lit scholarship. “Literary games” are an established area of scholarship. Astrid Enslin’s excellent book sets a precedent for analyzing both artistic works making use of game-like aesthetics and affordances (think Jason Nelson’s games), on the one hand, and games that can claim literary merit, on the other (think Journey or Left Behind). The interventionist projects described here offer a very different engagement with games, and in doing so call attention to a need for greater understanding of performance and improvisation in e-lit.
(source: ELO 2015 Conference Catalog)
In studying poetic speech in its phonetic and lexical structure as well as in its characteristic distribution of words, and in the characteristic thought structures compounded-from the words, we find everywhere the artistic trademark - that is, we find material obviously created to remove the automatism or perception; the author's purpose is to create the vision which results from that deautomatized perception. A work is created "artistically" so that its perception is impeded and the greatest possible effect is produced through the slowness of the perception. As a result of this lingering, the object is perceived not in its extension in space, but, so to speak, in its continuity. Thus "poetic language" gives satisfaction.
"CATALOGUE: Nothingness" uses description, image, email and javascript to interrogate some of the cultural and mechanical forms that operate in online shopping. The work is designed to exist on a parallel plane with commercial shopping sites and to offer a menu of small interventions that extend outward into the world. The theme of nothingness was chosen for the catalogue in order to defamiliarize common structures found in online shops by substituting imaginary objects, states of being, and existential drama for regular items and marketing strategies.
(Source: Author's description from the Electronic Literature Directory)
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