Pythonic Textuality at NYU

I was very interested to learn that Adam Parrish, whose own Interactive Telecommunication Program (ITP) masters project was “New Interfaces for Textual Expression,” is now teaching Digital Writing with Python at NYU’s ITP. The course is concluding; Parrish and his students will mount a final performance on August 5 at 7pm. Parrish eschewed powerful, cryptic Perl for clarity of Python in this course on creating text machines, as I did in putting together The Word Made Digital, which I’ll be teaching again this Fall. His reading list overlaps with mine a bit and includes a nice article on appropriation in writing – I may just rip that right off. I won’t manage to be in New York to hear students read their programs’ output, but I hope the conclusion to the class goes well and that I’ll be able to read and run some things that will give me a sense of the event.

Introducing Curveship

This is the first of a series of posts about my interactive fiction system, Curveship.

Curveship is an interactive fiction development system that provides a model of a physical world, and its workings, as do existing state-of-the-art IF systems (such as Inform 6, Inform 7, TADS 2, and TADS 3). It will not have as many libraries, and will have no multimedia features, when it is released, but it will provide another significant capability: it will allow IF authors to write programs that manipulate the telling of the story (the way actions are represented and items are described) as easily as the state of the IF world can now be changed. While existing IF systems allow for the simulation of a character who can move around and change the state of the world, Curveship provides for control over the narrator, who can tell as if present at the events or as if looking back on them, who can tell events out of order, creating flashbacks or narrating what happens by category, and who can focalize any character, not just a fixed PC or a hard-coded series of them, to tell the story from the perspective of that character’s knowledge and perceptions.

Curveship will have a closed round of testing and revision soon, and will be publicly released soon thereafter. This may happen as early as the end of summer, but if that timing makes little sense for the project or the IF community (IF programmers may be too busy finishing their IF Comp games at that point) the release could happen later.

I have had a very short page about the system up for a while at Curveship.com. As it explains in slightly more detail, the system’s starting point was my too-cleverly-named research system nn. I have been working for a while to get a usable programming interface set, to clean up the code, and to add some capabilities that are necessary for a usable IF system but didn’t have much research value to me, at least initially. Finally, the name of the system comes from a poem by Hart Crane. “Curveship is being fashioned to model the essential qualities of variation—the curve of a story through its telling—just as friendship and authorship represent the essence of being a friend and author.”

I’ve recently given a talk about the system to a group of roboticists and computational linguists at a workshop, and more recently (yesterday) got to discuss the practicalities and details of the system a bit with the Boston IF group; those folks provided some good suggestions at the levels I’m most concerned about now. I’m now going to begin writing, as often as I can, about the system, what principles it is based on, and how it works at high and low levels.

Curveship is a Python framework; to write a fiction file you simply write some Python code, instantiating classes for the most part, writing your own subclasses if you want items to do something unusual. There are a few fairly radical differences between Curveship and existing IF systems, but the two that will probably be most visible are the modeling of actions and the string-with-slots representation that is used for text generation. In Curveship, items do not change their own state. Changes of state, and the movement of items from one place or container to another, are accomplished only by actions. And, when actions are narrated or objects described, this is done based on a formalism that is a bit harder to write than a simple string would be. These are two of the the main aspects of Curveship that, although they demand more work from the IF author, allow for powerful, general ways of narrating.

Ideally, as I continue these posts, I’d like to write in response to your particular interests and curiosities. I’ll be glad to answer questions in comments if there’s a reasonably sort answer; if not, I’ll try to answer them in the context of a longer post.

Web Comics Touched by the Brush

The Moon Fell on Me is an infrequent, gemlike Web comic by the itinerant Franklin Einspruch, who happened to come to my recent interactive fiction talk at AXIOM. He told me he was trying to do something different with this Web project. Visit his site even briefly and you’ll see that he has done it. No pen was used in the creation of this Web comic. The panels are not organized to lead toward jokes. The lines of images are clearly based on personal experience, but they reach out beyond an individual or subculture. Instead of the occasionally hilarious, forward-a-link, forget-in-moment frames of the typical Web comic – however incisive that comic might be about geeks or life or both – The Moon Fell on Me offers sequential art that is worth looking at again and again, that resonates with its moment and seems worth contemplating beyond it.

Story Generation with Pookie and JR

Excerpts from the Chronicles of Pookie & JR:
Previously, Pookie and JR had only ever met at parties.
For the first few nights, Pookie and JR keep to their corners.
JR changes Pookie’s water. Pookie makes a mess of his feeding dish.
JR cooks slowly, foraging in this strange kitchen.
Tonight’s dinner puts one withered leek out of its misery.
JR hasn’t been sleeping much lately.
Pookie keeps his thoughts to himself.
To be continued…

J. R. Carpenter, author of Words the Dog Knows, Entre Ville, The Cape, and other fine works of e-lit, print, and xerography, has delightfully repurposed one of my 1k story generators to have it tell stories involving her and a hermit crab named Pookie. The program has grown to about 2k, but it uses the same simple (and surprisingly effective) method as my first generator does: It simply removes all but 5-9 sentences from a sequence, eliding some of what’s been written. Sometimes the reader is left to wonder who the hermit is. Here’s a direct link to the Python code for the program, and here’s the page on Excerpts from the Chronicles of Pookie & JR.

Rafael Pérez y Pérez to Speak at MIT

Next week, the Purple Blurb series offers a second special summer talk by a leading researcher in creative text generation. Rafael Pérez y Pérez will speak on …

MEXICA: A Computer Model for Plot Generation of Prehispanic Stories

MEXICA is a computer model that generates plots for short stories about the Mexicas, the old inhabitants of what today is México City, based on the engagement-reflection cognitive account of writing. During engagement MEXICA generates material guided by content and rhetorical constraints, avoiding the use of explicit characters’ goals or story-structures. During reflection the system breaks impasses, evaluates the novelty and interestingness of the story in progress and verifies that coherence requirements are satisfied. In this talk I will explain the main characteristics of the system, I will show how emotions are employed to progress a story in a coherent way and generate novel situations, and how the dramatic tension of the story in progress might be employed to evaluate its interestingness. I will present results showing how story generation is affected by various model parameters and I will compare MEXICA with other story-generators programs. Finally, I will mention how we are employing MEXICA as starting point for new research projects.

Pérez y Pérez will speak on Wednesday July 15, 6pm-7pm, at MIT in room 14E-310. This is in the same location as Pablo Gervás’s talk in May, and just one more floor up the stairs from the Trope Tank, where other Purple Blurb events were located. The talk is (as with all Purple Blurb presentations) open to the public.

Rafael Pérez y Pérez.
Rafael Pérez y Pérez, creator of the MEXICA story system.

Rafael Pérez y Pérez earned a BSc. in Electronics and Computers at Universidad Iberoamericana in México City, a MSc. in Knowledge Based Systems and a DPhil. in Artificial Intelligence at Sussex University in England. His research has focused on computer models of creativity. He and his students have developed programs that write short stories, compose music, and solve geometry problems, among other things. In 2006 he organised the Mexican Creativity, Cognition and Computers research group (MCCC) which aims to gather together a multidisciplinary group of researchers and students interested in computational creativity. He has published different papers in the area and has participated as a PC member and co-chair in international events related to computational creativity. Currently he is a researcher and lecturer at The Autonomous Metropolitan University (Universidad Autónoma Metropolitana or UAM) in México City and an invited Lecturer in the MSc and PhD programs in Computer Science at The National Autonomous University of México (Universidad Nacional Autónoma de México or UNAM).

Academic Job and Event Postings 2009

If you have an announcement of a faculty job opening in digital media or want to mention an upcoming event (conference, workshop, or symposium), this is the place on Post Position for that. Just leave a comment.

Grand Text Auto is Back

Grand Text Auto, for six years (May 2003-May 2009) a single blog with six co-authors (Mary Flanagan, Michael Mateas, your very own Nick Montfort, Scott Rettberg, Andrew Stern, and Noah Wardrip-Fruin), is now back as an aggregator of four blogs by the original GTxA authors, including this one. Check it out. Update: Thanks to Josh McCoy of UC Santa Cruz, who set up this new formulation of Grand Text Auto.

Plotkin on Rule-Based IF Programming

I’ve been meaning to write something deliberate and detailed about the May 3 Penguicon talk, “Rule-Based Programming in Interactive Fiction,” by Andrew Plotkin (a.k.a. Zarf). And I’m still waiting to do that. I didn’t want to wait any longer to mention the talk on here, though, since it is presented very well in its Web version and will be useful for many people. It’s an intriguing discussion of the other major idea behind Inform 7 – the one that isn’t “natural language” programming. The discussion of how to code interactive fiction is one I’ve been mulling over as I continue to work on Curveship. I think providing first-class representations of actions is very helpful in dealing with some of the problems Zarf addresses, although it doesn’t solve everything by itself. And I think that having representations, within actions, of atomic events (such as exerting force on something and thereby touching it) deals with another of the problems that Zarf mentioned. But I’ll have to leave the extended discussion of that for another post.

Computational Creativity at ICCC-X

The First International Conference on Computational Creativity will be taking place in Portugal on January 7-9 2010. ICCC-X will follow on a decade of smaller-scale workshops and symposia. The call for papers lists the deadline of September 26 (extended 5 days) for papers, and promises:

The conference will include traditional paper presentations, will showcase the application of computational creativity to the sciences, creative industries and arts, and will incorporate a “show and tell” session, which will be devoted to demonstrations of computational systems exhibiting behaviour which would be deemed creative in humans.

Note also that contributions are solicited in several areas, including “specific applications to music, language and the arts, to architecture and design, to scientific discovery, to education and to entertainment.”

Twine is Rolled Out

Twine

Chris Klimas, the hypertext and IF author who runs Gimcrack’d, has just released free versions of Twine for Mac and Windows, along with documentation and several screencasts that explain how the system works and a command-line tool, called “twee,” for working with stories in Twine’s format. Twine is a system for constructing interactive stories using a visual map, not unlike Eastgate Systems’ Storyspace. While it lacks the august heritage of that piece of software, Twine is freely available and free to use for any purpose, even commercially.

When Twine build a story for publication or for the author’s examination, it does this in HTML/CSS. That means that readers won’t need any special software to explore stories written in Twine. Lots of text formatting can be done without getting into HTML and CSS, although authors are welcome to get into it as deeply as they like. The system supports some sophisticated presentation capabilities, including a stretchtext mode. It’s not quite a guard field, but the “choice” macro locks off certain options when others have been taken. Under the hood of Twine is TiddlyWiki, a personal Wiki took for the Web. This handy personal notebook system has been reshaped for interactive narrative rather than productivity, though, and pretty thoughtfully.

Having just started up Twine and fiddled with it a bit, I’m impressed at how easy it is to use, even if one doesn’t read the documentation or watch the screencasts first. It seemed at first that there would be no way link two different occurrences of a word to two different texts, but after a quick bit of reading I was able to figure out how to change [[word]] to [[word|word2]] in one place and give one of the links a different internal name. I’m looking forward to using Twine (and probably twee) further. It could be useful for doing a small project – perhaps a collaboration? – and it might work well as an option for students, too.

Jack Toresal and The Secret Letter Released

Jack Toresal and The Secret Letter

Michael Gentry, author of the stunning, large-scale, Lovecraftian interactive fiction Anchorhead, has another full-scale IF, his first since that award-winning game came out in 1998.

Dave Cornelson, who founded the Speed IF competitions and the IFWiki, has led his interactive fiction company, Textfyre, to publish its first game.

The game that is so notable in both of these ways is Jack Toresal and The Secret Letter. It is available for either Windows or Mac for about $25. As with all of the planned offerings of Textfyre, this game is directed at a specific audience: young readers wanting to experience the pleasures of reading while playing computer games. The hope, no doubt, is that parents will appreciate the fun and literacy-enhancing qualities of interactive fiction.

You can check out the game online: There is an in-browser demo that runs using Microsoft Silverlight. (The game itself was developed in Inform 7, and was programmed by Graeme Jefferis, not Gentry.) The interface offers a book-like framework for the IF session and allows the player to flip ahead to a map or back to previous sections of the transcript. The illustrations were done by Erika Swanson. You can read more about the development of the game and the progress of the company on The Textfyre Times, Dave Cornelson’s blog.

The setting and the situation at the beginning of Jack Toresal is quite compelling, and after only a bit of interaction, I could see already that there are some interesting twists (including gender play), lots to explore, and a variety of people to meet and conversations to have. (I’ve played the game just a bit on my own; I was glad to also get to play and discuss the game with the Boston IF group yesterday.) Gentry’s writing is appropriate to the game’s audience, and is also effective and lively. Although this game probably lacks the tentacle attacks and generations of incest that made Anchorhead so chilling, it doesn’t pull punches for the kiddies – you can get Jack very unpleasantly killed if you don’t lead him to outwit his opponents.

Since Cascade Mountain Publishing ceased its run in 2000, I haven’t heard of a commercial IF company or publisher that has completed a project and released a game. Yes, there have been people selling their own IF in various forms – I’ve been one of them, with my hardback edition of Winchester’s Nightmare; Peter Nepstad has also sold his 1893: A World’s Fair Mystery. But Textfyre seems remarkable in accomplishing the commercial development and publication of a piece of interactive fiction that otherwise wouldn’t have been written, in putting together projects that involve many people. The company has wisely focused on a particular market, and on a particular type of reader/player that is not well-served by existing IF. Textfyre used a new development model in which programming is separated from writing and design, which themselves are potentially separated. (Gentry did both in this first title, but that won’t particularly be the case in others.) This first result, even though it is for younger readers, seems to be a good use of a major talent. Even to us older readers, it could be as interesting as a major release from an independent author. I’ll look forward to playing Jack Toresal and The Secret Letter further, and will hope that this release will just be an auspicious beginning for Textfyre.

A Machine to Play Pitfall

Carlos Diuk, Andre Cohen, and Michael L. Littman of Littman’s RL3 Laboratory at Rutgers devised a new way of doing reinforcement learning, using Object-Oriented Markov Decision Processes, a representation that looks at a higher level than usual and considers objects and interactions. They had a paper about this at last year’s International Conference on Machine Learning (ICML). Better yet, they demonstrated their OO-MDPs representation by using it in a system that learned to play Pitfall in an emulator. I don’t believe that the system got all the treasures, but watching it play and explore the environment was certainly impressive. It seems like the technique is an interesting advance. By trying it out on a classic game, the researchers suggest that it will have plenty of “serious” uses in addition to being used in video game testing and in game AI.

Playing the Irish Game, Talking About Train

Train

I got to hear Brenda Brathwaite speak about her recent work yesterday. As you know if you’re read the Escapist article about her board games, she’s been developing a series of non-digital games about very serious subjects: The middle passage, Cromwell’s invasion of Ireland, and the Holocaust – so far. I also got to talk with her and some others about Train (upper right) at the GAMBIT Game Lab and got to play against her there in Siochan Leat (lower left). The latter, also known as “The Irish Game,” is a very playable game, although in my limited experience, it seems like it may have too many symmetries. I tried to play for a draw (since that seemed like a “fair” outcome), forgot about a rule and fell behind, and then caught up again to draw the game in the end. Since Train was “spoiled” for me and others, we talked about the play that had taken place in other sessions, and ended up having a very interesting discussion. I have no problem with games that rely on the players being naive, and which can be played only once, as long as that one experience is valuable. The verbal game Max and Nora is like this, and the way that some people play the party game Psychiatrist is similar, also. The latter game can easily be generalized, though, and can be endless fun (and insightful) if it is. Train is about something quite different: the drive for efficiency that obscures the ethics of one’s action. It is meant to provoke substantial conversation, and it does that well, helping us think about the nature of play and the design of games as well as about an important historical episode.

The Irish Game

These games impressed me as very thoroughly thought through on a material as well as a formal level. They also impressed me as original, unique art works, a quality which in some ways contributes to their ability to tackle difficult subjects. I do think that it works against their purpose in some ways, though. Many more people could play and benefit from these games if they were cheap or “open,” rather than unique. Still, I can’t complain about the project, and I’ll look forward to the next games in Brathwaite’s series.

“Platforms” and Positioning

Tarleton Gillespie, author of Wired Shut: Copyright and the Shape of Digital Culture, presented an interesting paper at MIT’s Media in Transition 6 conference – one that is helpfully available online, and which is called “The Politics of ‘Platforms.'”

Gillespie considers the way that YouTube and other companies in the business of “content hosting” have positioned themselves as offering “platforms” – a stance that has populist benefits and which at least has the potential to distance these companies from liability for material they serve up. Interestingly, Gillespie finds that the computational sense of platform pre-dates this Web 2.0 and content-delivery sense. Admittedly, that sense, too, is a relatively new way of thinking about platform, and the most recent OED sense. Gillespie quotes this fine blog post by Marc Andreessen:

The key term in the definition of platform is “programmed”. If you can program it, then it’s a platform. If you can’t, then it’s not.

So, if you’re thinking about computing on the Internet, whenever anyone uses the word “platform”, ask: “Can it be programmed?” Specifically, with software code provided by the user? If not, it’s not a platform, and you can safely ignore whoever’s talking — which means you can safely ignore 80%+ of the people in the world today who are using the term “platform” and don’t know what it means.

This, by the way, is essentially sense of platform that the Platform Studies book series aims to investigate, although we don’t advocate that people ignore Google, YouTube, and so on.

The focus of the series is on computational platforms not because Ian and I disdain other uses of the word “platform” – we certainly don’t when we go to train stations – but because this is a particularly fertile area for digital media investigations, as we tried to show in Racing the Beam. Platform studies is an essentially computational as well as cultural endeavor, one that works to connect computation (not communication alone) to human creativity of various sorts.

Gillespie doesn’t buy Andreessen’s take on platforms, writing, rather, that “[p]latforms are platforms not necessarily because they allow code to be written or run, but because they afford an opportunity to communicate, interact, or sell.” A descriptive linguist would be hard-pressed to argue with this. The concept of platform is a rich one, and Gillespie’s paper delves into the rhetoric and politics of its use by media companies. I think a better understanding of the way computational platforms work and how they have influenced culture – a better view of those obscure, arcane platforms that have been little studied from cultural perspectives but which gave their name to the communication platforms of today’s web – will not only let us learn more about computing and creativity. It will also leave us better equipped to deal with what “platform” means in other contexts, the issue that Gillespie has very usefully started to explore.