Memory and Knowledge for Characters

[For a couple of years now, I’ve reserved the first Tuesday of the month for a review of a book on writing or game design that might be of interest to IF folks. I’m still doing one of those in March, but it will come out the 19th, while I’m at GDC.

Instead, this post is part of a short series on Character Engine and what we’re doing at Spirit AI. I’m writing these posts with IF and interactive narrative folks in mind, but more general-audience versions of the same content are also appearing on Spirit’s Medium account. Follow us there if you’re interested in hearing regularly about what Spirit is up to.]

Knowledge and memory are a somewhat vexed area for game characters. It’s easy to think of characters who don’t remember the last fifty times you asked them the same exact lore question, or are strangely forgetful about the ways you’ve harmed them, or who aren’t equipped to answer common-sense questions about the world they live in.

So why is this a problem? Simply recalling that something has happened is not the main challenge. We can set flags; we can assign variables; we can check on quest journals to see what the player has already done. We can refer back to whatever data store is otherwise tracking world state in this game.

The hard part is building a system where

  • everything important to remember is stored in a reasonably systematic way
  • differences between world truth and character knowledge are handled as much as (and no more than) useful
  • there’s a way to track and author for the combinations of possible state so that the NPCs always have something to say about what they remember and know

There are quite a few technical, design, and writing challenges packed into those three bullet points.

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Career-related News

I’m excited to say that as of Friday, I’m Chief Product Officer at Spirit AI. (The company website hasn’t had time to catch up with this yet, I know.)

I’ve been managing Character Engine for a couple of years now; I’ve been on Spirit’s board, and thus increasingly involved in the business side of the company, since the middle of last year. The promotion means that from here on I’ll also be directly involved with Ally, our product for detecting and responding to toxic interactions in online communities.

I am still doing a lot that’s directly tied to interactive narrative. (In fact, I’ve got a couple of blog posts lined up for this month about some of the interactive storytelling implications of Character Engine, for those who are curious about what we’ve been working on all this time.) And both products draw heavily on how we understand language, both its literal meaning and the social implications of words. Spirit employs some awesome talent in data science, natural language processing, and computational linguistics.

Meanwhile, Ally addresses a problem of how to build and protect healthy communities. That’s extremely important, and it’s an area where we need good technology and careful thought about the ethics of what we’re building. (And we’re hiring.)

So this continues to be a compelling job, and I’m working alongside some really terrific people. If you count the time I spent contracting before we had investment money, I’ve been working with Spirit in some capacity for nearly three years now — here’s hoping the next three years are as amazing as the last.

End of February Link Assortment

Events

springthing.jpgMarch 1 is the deadline for artists to send an intent to enter to Spring Thing 2019.  The games aren’t due until the end of the month, but if you want to participate, put your name in today.

March 2, the London IF Meetup does a workshop on Character Engine. This is already full at the moment, but if there’s interest we may do some more of these in the future.

March 2 will also be the next SF / Bay Area meetup.

March 15 is the deadline for designers to submit their work to Indiecade Festival. There is a late deadline of April 15, and the event itself is in October in Santa Monica, CA.

GDC is just around the corner, March 18-22 in San Francisco. I will be there, as will several other members of the Spirit team. I’ve recommended some talks from the lineup that I’m excited about, and I’m also around and meeting with people who are interested to talk about Character Engine. So if you’d like to know more about that, get a demo, or find out whether we might be a good fit for a project you’re working on, please let me know.

March 24 is the deadline for submitting full technical papers to the IEEE Conference on Games (CoG).  The conference itself will be August 20-23 in London.

March 29 is the deadline if you’d like to submit a paper to the Procedural Content Generation workshop at FDG this year. Demos will also be accepted, though the deadlines for this are not set yet. The conference itself will take place in San Luis Obispo, California, August 26th-30th, 2019.

This workshop aims to advance knowledge in the PCG field by bringing together researchers and facilitating discussion. Because academic workshops are a place for feedback and discussion of new ideas, our aim is to host three modes of submission and delivery: the standard full-paper format, the continuation of the demo session, and a short session for positions and provocations that will enable further discussion of topics and issues related to the community’s research and direction.

March 31 is the deadline for games to be submitted to Spring Thing 2019, and the festival opens on April 4.

wyCtxP.pngThe Rayuela de Arena gamejam is entering its second year, and this time it will be taking place in April (2018’s jam was in August).  A quick description can be found here on the intfiction forum.

The organizers are asking for Spanish language IF, and 2019’s theme is magical realism.  Submissions will be open from April 1-30. 

¡Buena suerte!

 

Continue reading “End of February Link Assortment”

GDC 2019 Previews

GDC is coming up, and I will be there! If you’d like to speak, please do get in touch. (And if you’re interested in learning more about Character Engine from me or one of the rest of the Spirit team, please drop me a line about that too.)

Also, if you’re an IF person coming to GDC for the first time, I’ve written previously about GDC survival strategies (scroll down), and most of the advice there still holds. This year, there is also a GDC 101 event for people who are attending their first conference.

I am one of the advisors for the AI summit this year, so I’ll be in that room pretty constantly Monday/Tuesday, and especially: participating in the Ethics panel and the AI Devs Rant session, as well as MCing the Experimental AI Workshop. I’m very excited about that session, as we’re bringing together some exciting projects from several different corners.

Below the fold I’ve pulled out my picks of things that might interest readers of this blog. As usual, there are too many talks I wish I could go to, many of them scheduled opposite one another, so I’m going to have to rely on the Vault for a few things…

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Bandersnatch (Netflix)

Screen Shot 2019-02-09 at 5.10.20 PM.png

If you work in interactive narrative at all, there was a period recently where you could not go anywhere without people asking your opinion of Bandersnatch, Netflix’s branching-narrative episode of Black Mirror.

Because I am ornery and/or busy and/or was sick part of the relevant time, I didn’t watch it then. Still, I was aware that IF folks felt

  • annoyed that people were treating this as massively innovative when there are tens of thousands of works, produced over the past fifty plus years, exploring the possibilities of interactive story, including quite a lot specifically of interactive film if we’re narrowing the gaze to just that
  • disappointed that a lot of the choices were kind of basic
  • weary at the prospect of yet another Author’s First Interactive Work about free will vs chance, fate, and external control — this theme being (for obvious reasons) not exactly new in the interactive narrative canon
  • excited by the hope that this meant big commercial possibilities for interactive story
  • like ignoring Bandersnatch and playing more Cragne Manor

I have now watched, and here is my opinion, now that no one is asking.

The short version: I found Bandersnatch slightly more satisfying than a lot of my friends did, perhaps because I happen to have landed on an ending that is, I gather, rare.

At the same time, I had various criticisms of it. Some amount to “this is a first interactive work by someone new to the possibilities, and it’s designed for an audience that is also not particularly literate in interactive fiction, and I guess that’s to be expected.” Others are more serious issues with the messages and themes.

Long version below the fold.

Continue reading “Bandersnatch (Netflix)”

Mid-February Link Assortment

Events

February 20 Jason McIntosh will be leading an IF playthrough and speaking about IFTF at the Providence Geeks meetup.

The next Boston IF Meetup will be Thursday, February 21, 6:30 pm, MIT room 14N-233.

On February 23 the Baltimore/DC IF Meetup will look at Grimnoir and Cragne Manor.

February 28 unnamed.jpgis the deadline to apply to attend GAIA, a three-day event in Buenos Aires in November.  GAIA is being organized by GAIN and Game On!, and will have a cap of 20 attendees; confirmed key notes are Lorenzo Pilia from A MAZE./Talk and Play (Berlin) and Marie Foulston from Wild Rumpus/V&A Museum (London). More info can be found here.

March 2, I am running a workshop on using Spirit AI’s Character Engine for works similar to Restless. Sign up via the IF Meetup website.

March 2 is also the next SF Bay Area IF Meetup.

Continue reading “Mid-February Link Assortment”