4Ever Transit Authority

Another game that was originally made as part of the Slow Game Jam, 4Ever Transit Ride takes you on bus trips through procedurally-generated cities.

Your interaction with the city is indirect and at a distance: you can choose when to transfer to another line or how much to slouch in your seat, but the buildings will be forever out of reach. Yet they still feel a lot more concrete than many other outside-the-window decorations, which I suspect is due to the entire city being generated. Even if you’ll never be able to touch that tower in the distance, it’s still there, in the same relation to the other buildings, until you move on to the next town.

https://turnfollow.itch.io/4ever-transit-authority








snek

I like it when artists talk about their process, but Anders Hoff (writing under the name Inconvergent) has gone a step further and released a toolkit, named “snek”. It’s a generative programming system implemented in Common Lisp that composes changes in encapsulated objects (called alterations) that lets Inconvergent build generative processes without having to worry about managing the intermediate state.

It reminds me a bit of parametric geometric operations (such as the CAD-inspired ones used by Tweet 2 Form) and a little bit of Quil’s functional take on Processing, but snek is very much its own thing too. I look forward to seeing what Inconvergent builds with it.

http://inconvergent.net/snek-is-not-an-acronym/

http://inconvergent.net/a-barrel-of-bots/

https://github.com/inconvergent/snek




Ethical imperatives in AI and generative art

Procedural generation is about creating things that aren’t under your complete control, and Liza Daly has put some thought into the ethical implications of that. Drawing from the examples of the bot community, this essay extends the guidelines to cover all kinds of generative media.

Ethics have come up here a few times before, though mostly in the context of bots. This stuff is important to think about if you have any intention of releasing your generative projects into the wild.

Liza uses a number of examples I was previously unaware of, and puts forth three principles: anticipate deliberate misuse, consider how code is a powerful amplifier, and show your work.

I think that the importance of showing your work is the one that have been the most overlooked. Despite things like the EU’s right to explanation, most algorithms are still opaque. And, as Liza points out, most people have vast misconceptions about artificial intelligence.

How will you think about asking for an explanation when you don’t realize there’s a question? Can you tell what was made by a computer and what wasn’t?

image

I share Liza’s concerns about the implications of the intersection of all three guidelines. Your news streams are already being polluted by maliciously-spawned fabrications. I’ve pointed out many ways that images can be manipulated. Now picture all those clickbait articles automated.

A politician said something inflammatory: here’s a manipulated video, with the dialog remapped. A celebrity laughed at the solemn funeral or the racist joke: here’s a smile-vector-altered photo. Dial it up to 11, automate the entire pipeline, and flood YouTube with “proof” of all kinds of things.

People with unusual or unpopular problems will suffer more: people who don’t want to listen will have a new excuse to claim everything was Photoshopped, even when they can’t really tell the difference themselves. We believe evidence that supports our beliefs and discard evidence that makes us feel uncomfortable.

So, paradoxically, we’ll have people believing all kinds of things that fit their biases while rejecting things that are true but discomfiting. If you thought Flat Earthers and Moon-Landing denialists were bad, wait until they can claim that everything is manipulated while understanding none of the science behind it. Truth becomes what we already believe.

I share Liza’s belief that generative artists can help slow this. By exposing more people to how the systems actually work, countering abuses of the tools before they happen, and taking steps to deal with the ability of computers to scale problems up to massive levels, we can make our own corners of the world a little better.

https://worldwritable.com/ethical-imperatives-in-ai-and-generative-art-b8cf51af4c5#.v6w2sudgi




The Arena

Built by Harry Tuffs, The Arena is a twitter bot that advertises arena combat match-ups between fantasy opponents:

NOW SHOWING at the Royal Circle - a bearded wight with a mace vs. four undead landsharks!

UPCOMING at the Dark Circus - a fiendish murderer brandishing a boomerang vs. a scarred demi-god!

UPCOMING at the Elven Colosseum - two half-spider convicts vs. a burning beastman without a weapon! 

COMING SOON at the Dagger & Barrel Pub - ten mind-controlled clowns vs. a hideous mage with an icepick! 

UPCOMING at the Queen’s Cathedral - eight skeletal hell-hounds vs. ten acid-spitting fairies!

https://twitter.com/TheGrandArena










Forest Walk

Forest Walk is a quiet, undemanding walk through generated woods. The recent Slow Game Jam was about bringing the slow movement to games, a bit like slow cinema or slow television. What it means for a game to participate in slowness had several different interpretations, among them this forest walking simulator.

Marrying generated spaces with slow games plays to the strengths of both: the variety from the generation keeps the game from exhausting its outputs early, and the undemanding nature of the experience lets the user take a step back and engage with the results of the generator on its own terms.

https://erbridge.itch.io/forest-walk




7DRL 2017

There’s a lot going on right now, what with the generative poetry and the neural-net sketches, but I don’t want the conclusion of this year’s 7-Day Roguelike Challenge to go unnoticed.

Not only are the games finished, but so are the reviews. Looks like there are some interesting ideas this time around.

http://7drl.roguetemple.com






poem-gen

A poetry generator by Camden Segal, from NaNoGenMo 2014.

It uses public-domain text from Project Gutenberg to build poems that match a given rhyming scheme.

It’s a good example of how poetry is both easier and harder than generating prose. The patterned syllables and rhyming schemes give the words a structure that random prose lacks. The form makes it easier for chance associations to create evocative images, like a ship emerging from the mist.

But then the image falls apart on the next line, dissolving in the sunlight, and we see the difficulty of poetry: a tightly-constrained form like a haiku demands a density of meaning that this random shuffle approach can’t meet.

Still, it’s a commendable effort. And it does write very, very bad limericks and hallucinatory sonnets, so it has its uses. I’d like to see more attempts along these lines, perhaps taking meter into consideration or finding a way to preserve more of the meaning from the source text.

A sonnet:

What an eagle swooped around him like brooks,
valiant place those not to put his hunger,
spring which in his head of the heart he looks,
appear with the heavy doors of a younger,
of murdering of advanced as a pall,
was opened his head so strongly tempted,
his eye chapter ii black i humbly call,
him so that after them in the frenzies,
the most poisonous they were presiding,
aspect the whale when after sunset and bronze,
defyingly i use a braver thing residing,
side upon the fishers mostly young dons,
inside of seven hundred and erring,
a year totally lost his feet glaring.

A haiku:

Sensation cases,
lucifer dico qui vive,
hospitable folk.

Some limericks:

Her fate that ship would have always fun,
and never do you choose them and run,
father’s funeral philip,
very genuine filip,
agents could not amenable to stun.

To spread abroad i felt almost sure,
immediately in danger of perfect cure,
pleasure or too busy,
cannot my dear lizzy,
in a servant therefore must beg your.

Other circumstances arriving,
situation the death of deriving,
of the least getting rid,
punctuality both however did,
should be with many of deriving.

https://camdensegal.github.io/poem-gen/







Seedship

Seedship is a game by John Ayliff that makes extensive use of procedurally-generated text to drive the game. You take on the role of the AI who is shepherding the last hibernating humans across the cosmos in an attempt to found a colony before the ship’s systems fail.

The basic loop is a push-your-luck decision of whether to stay with the imperfections of the current, known planet or to push on and attempt to find a better one before the hazards of the journey damage the ship beyond repair.

Where the generative text really shines is when you finally decide to found a colony and watch the consequences of your decisions play out. The text reflects the nuances of the simulation in a way that both hearkens back to some of the earliest text-based simulations while also demonstrating that modern, Twine-based development is fully capable of creating dynamic, expansive experiences: you don’t need whizzy 3D voxel tech to generate interesting stories.

http://philome.la/johnayliff/seedship/play




M.U.C. and @loveletter@botsin.space

One of the earliest digital text generators implemented as a bot on one of the newest digital services.

In 1952, Christopher Strachey, working with Manchester University’s Ferranti Mark I, the first commercially available general-purpose digital computer, wrote a program that generated love letters.

The output wasn’t exactly brilliant literature, but it was computationally generated:

Darling Sweetheart
You are my avid fellow feeling. My affection curiously clings to your passionate wish. My liking yearns for your heart. You are my wistful sympathy: my tender liking.
Yours beautifully
M. U. C.

Honey Dear
My sympathetic affection beautifully attracts your affectionate enthusiasm. You are my loving adoration: my breathless adoration. My fellow feeling breathlessly hopes for your dear eagerness. My lovesick adoration cherishes your avid ardour.
Yours wistfully
M. U. C.

“M.U.C.” stands for “Manchester University Computer,” of course.

The combinatory approach it used–with simple templates drawing from lists of words–is largely the same technique that is the basis for things like Tracery.

The Mastodon bot (by, I believe, Colin Mitchell) seems to be based on on the emulated version researched by David Link, though there are also PHP and Python versions floating around (I’m not sure how authentic their word lists are).

It strikes me that a Tracery version might be a good project for NaPoGenMo

https://botsin.space/@loveletter




National Poetry Generation Month

“0x04 is the cruelest month…” – hugovk

It’s that time again: time to make generated poetry!

NaPoGenMo is a much more laid back event than NaNoGenMo (which is already pretty laid back): you don’t have to make a long poem. just any generated poetry. Try making a Haiku generator in Tracery, or a limerick generator with RiTa.

I’m looking forward to seeing what poetry comes out of this year’s projects.

https://github.com/NaPoGenMo/NaPoGenMo2017