Tuesday, April 11, 2023

Are We There Yet?


Not that I want to obsess about it but the news just  keeps  coming. I know these hype trains roll around with tedious regularity, only to end up shunted off into some cultural siding, rusting reminders of promises unfulfilled, but occasionally one just keeps picking up speed and momentum until it's hard to hear anything above the singing of the rails as it speeds by on its way to the future.

While many of the claims being made may be overstated, many of the reports exaggerated, there are already so many active applications of the process in play it would take a major effort of will to deny the reality that's already upon us. The future can look after itself; this is the present talking.

Of course, just as with most of the insanely over-optimistic claims made on behalf of the metaverse, much of what's being said and written about AI is pure nonsense. Whatever merits either may have are not helped by the crazed, evangelistic language and wildly hyperbolic assertions made by their most fervent supporters.

The evidence, however, speaks for itself. For the imaginary metaverse so heavily promoted by shills for crypto and blockchain, sad, deluded failures like Decentraland do service as the very opposite of proof of concept,offering up ruined monuments to greed, hubris and self-delusion, as Dan Olson's lengthy and entertaining takedown takes almost too much pleasure in describing. Meanwhile, anguished, aggrandized pleas for recognition of AI sentience come across more as cries for help from those that make them than any remotely objective assessment of current technological capability.

It's all too easy in the current, fevered climate to make assumptions that lurch too far to the extreme, to believe it's either all a crock or a scam or a farce or the singularity or the apocalypse. It's none of these things. Then again, I'm not going to be the one to assure you there aren't crooks, scammers and farceurs at work here too. They're always with us.

Backtracking just a little, where I would take issue with Dan Olson is in his rubbishing of the notion that to believe the metaverse is already here is in some way to give in to vaguery that renders the term meaningless. Nope. It's here alright. Like AI, the metaverse is observably present. It just doesn't look like the photos in its press pack.

The metaverse is clearly the worldwide web we all use every day. It already fulfills all of the necessary criteria - instant communication anywhere at any time with anyone; immediate access to services and products; communal virtual spaces; avatars, abstracts, anonymity. The pieces are in place. The only thing that's likely or that needs to change substantively is our mode of access which, as Dan rightly explains, will not magically arrive as a world filled with people happily strapping half-bricks to their foreheads.

Virtual reality of the kind imagined by its zealots will have to wait for technical solutions several orders of magnitude more strange and rare than anything we've seen so far. My own feeling is that we're far more likely to adopt something along the lines of the augmented reality seen in The Expanse, where schematics replace flat screens via a form of projection, than anything like Star Trek's holodeck, but there's no need for either. The flat screens we have now will do just fine.

As the metaverse turns out to be nothing more than a fanciful rebranding of the digital revolution that began thirty years ago, so AI may end up being nothing more exotic than a collection of software we employ to reduce the amount of tedious busywork we've been mislabeling "creativity" for far too long. Ever since the industrial revolution, engineers have been automating processes that used to require manual labor; now the software engineers are getting in on the act.

Much of the negativity I've seen concerning the advance of generative AI into areas previously handled by low-wage, low-status workers has revolved around the inherent uselessness of the product itself. The argument seems to be that AIs are only capable of churning out reams of twaddle, which might well be used to replace the twaddle previously produced by people at a much slower and costlier rate, and that this is somehow a bad thing because it will put the twaddlers out of a job.  

At best it seems like something of a circular argument. If we don't value the output, why do we value the means of its production? And if we consider producing it a worthwhile way for someone to earn a living, why do we not value the work they produce? Is it humanitarian to want to reserve an occupation for human use so those without better prospects can keep themselves alive by producing work no-one wants or values?

Don't look at me. I did English. I think you want a philosophy grad or a sociologist or maybe even an economist. I just find it a bit unconvincing as an argument, that's all, which may well be because I don't know what I'm talking about. Wouldn't be the first time.

I also don't find it all that interesting. I'm not that bothered about who writes copy I don't read for  websites I don't visit. AIs or interns, it's all a bit too abstract for me.

A fight in which I do have more of a dog, and one which ought to be of particular interest to residents of this part of the blogosphere, might be the potential incursion of AI into gaming. There's been some talk of that of late, not least in the abrupt redirection of resources intended for the "social mmorpg" Galaxies of Eden into a business dedicated instead to "the creation of cybernetic beings and eventually infinite virtual universes."

I first read about this at MassivelyOP, where the tone of the reporting was decidedly cool. I'm used to MOP being heavily down on anything AI or metaverse adjacent, so I went directly to the source to make up my own mind. In this case I think I'd have to acknowledge the sarcasm and disdain is probably justified. I refer you to the embedded video in the linked page if you require further convincing.

It's my feeling that generative AI will come to play a substantial role in the making of video games, especially rpgs. The two seem to be made for each other. Far from feeling apprehensive about how they might interact, I'm very keen to see them strike sparks off each other. I do not, however, believe that, as claimed by the developers of Galaxies of Eden, "We are now at the precipice of attaining true AI sentience and infinite content generation". In your dreams.

They also claim to have "managed to craft a crudely sentient cybernetic being", something I more than doubt, even with the most generous definitions of "sentient" and "being". Or "crudely", for that matter. As usual, there seems to be a self-destructive desire to run at breakneck speed into the future, not just before mastering walking but at the very moment when the first, tottering steps are being taken.

A much more reasoned and objective experiment with AI integration in an mmo - or in this case a text-based MUD - was reported by New World Notes, a blog that styles itself "The world's longest-running metaverse news and culture site." I won't attempt to precis the full article; it's worth reading in full, including the transcripts of some of the ChatGPT-generated NPC conversations that took place in game. They are impressive, at least if you're the kind of person who'd normally impressed by roleplayers larking around. 

If nothing else, it demonstrates that ChatGPT can certainly improvise as well as most casual roleplayers, admittedly not the highest of bars. As Matt Mihaly of Iron Realms, the company behind Aetolia, the MUD in question, makes abundantly clear, however, any widespread integration between commercially available generative AI programs and mmos would be prohibitively expensive right now. 

What probably wouldn't be either impractical or costly, however, would be asking something like Chat GPT or Bard to write static quests. In fact, why speculate? In the immortal words of Luci from Disenchantment, as recorded on the T-shirt I'm wearing right now... Just Do It!

"Here is an example of how quest dialog is formulated in EverQuest II:

(Which I've cut because it's far too long for the post - I used the first section of dialog here if you really want to know.)

Here is the structure of a short quest in the game:

" Speak to Gherrana Cobbleblork at the Highland Outposts to begin this quest. She asks you to "gather some feathers from the kragploom aviaks".

    Kill 10 of any type of Kragplooms.
        The closest ones are Kragploom chicks in The Highlands.
        More Kragplooms can be found on top of Kragploom Butte north-northeast of The Highlands. ( 91,223,197 )

Return to Gherrana for your reward. "
Please construct a short quest for the game in which a non-player character asks a player character to go somewhere and do something for them in similar style. Include names and some dialog to give the quest flavor.
 
And here's Bard's response:

"Sure, here is a short quest for EverQuest II:

Quest Name: The Lost Key

Quest Giver: Agnar the Smith

Location: The Commonlands

Quest Description:

Agnar the Smith has lost his key to his workshop. He asks you to find it for him.

Quest Steps:

  1. Speak to Agnar the Smith in the Commonlands.
  2. Go to the nearby cave and search for the key.
  3. Return the key to Agnar the Smith.

Reward:

100 platinum pieces

Dialog:
  • You say, "Hail, Agnar the Smith."

  • Agnar the Smith says, "Greetings, traveler. What can I do for you today?"

  • You say, "I've heard you lost your key."

  • Agnar the Smith sighs. "Yes, I did. I was working on a new sword when I accidentally dropped it into the nearby cave. I've looked everywhere, but I can't seem to find it."

  • You say, "I'll go look for it."

  • Agnar the Smith smiles. "Thank you, traveler. I'll be forever in your debt."

  • You go to the nearby cave and search for the key. After a few minutes, you find it on the ground near a pile of rocks.

  • You return to Agnar the Smith.

  • You say, "I found your key."

  • Agnar the Smith is overjoyed. "Thank you so much! I don't know what I would have done without you."

  • Agnar the Smith gives you 100 platinum pieces.

  • Agnar the Smith says, "Please, take this as a token of my gratitude."

  • You say, "You're welcome. I'm glad I could help."

That took Bard about five seconds and can anyone honestly say its substantively inferior to any run-of-the-mill mmorpg quest? If anything, it already assumes too much backstory compared to the average "Fetch" quest. 
 
I'm not suggesting the EQII team would be able to copy and paste the whole thing into the game verbatim - you probably wouldn't want to be handing out 100 platinum pieces for a Commonlands quest, for a start and I'm not sure where the cave might be - but I am saying it wouldn't require much more than a little tidying up before it could be slotted in alongside most of the existing low-level quests in that zone without anyone being any the wiser.

To my mind, it's not a matter of having AIs replace designers or writers so much as giving those people a powerful new tool that could make their work a lot easier - and quicker. If nothing else, it ought to make a big difference to those one-dev shops I keep reading about.
 
Maybe we will eventually be able to leave the AIs to it and all just sit back and consume what they produce but long before that paradisaical day arrives I suspect we'll be enjoying their human-moderated output without even realizing.

Much the way we spend much of our time in the metaverse every day of our lives right now.

8 comments:

  1. Wild tangent: the claim of "infinite content generation"
    Do we really NEED infinite content generation, anyway? Am I the only one out here who feels like he is drowning in content that seems interesting enough to consume, if only each day offered 20-25 hours of leisure time to consume it in? I'm so far behind on books I want to read, shows I want to watch and games I want to play. I want an AI the removes content from the world to make my life more manageable :) (I kid about that last part.)

    I quickly shifted from ChatGPT/AI skeptic to "Holy heck this is a useful tool." When I come upon a problem I know how to solve (like I have figured out the logic/process to address the issue) but I'm stuck on the exact syntax I need in order to solve it, ChatGPT is always there to help.

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    1. There's a whole other post to be writen about that. I've seen a couple of devs already talking about the equivalent of procedurally generated quests and I have to wonder if players are really going to welcome that, were it to become possible. It does remind me of the "dynamic content" era, when both devs and players claimed they wanted ever-changing worlds but it turned out what they actually wanted were static quests they could look up in a walkthrough and click past as fast as possible. The whole history GW2 is a testament to people not really liking what they asked for when they got it.

      As for entertainment in general, I kind of agree and kind of don't. There's a vast amount of content out there but I'm currently in the less than ideal position of having two paid subscriptions to streaming services and still not being able to find enough to watch to fill the couple of hours a day I have earmarked for it. Maybe I'm just getting too picky...

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    2. I have to confess I'm not super picky about TV. I'm super curious and want to see how things end even if I'm not enjoying them, and looking up a recap feels like 'cheating' to my slightly OCD brain.

      But what I really came back to share is this post, which Kotaku linked to. Thought you might find it interesting. Sorry to use your comment section like it is your DMs! :)

      https://restofworld.org/2023/ai-image-china-video-game-layoffs/

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    3. Thanks for linking that fascinating article. It raises a whole lot of issues, not least the concern it raises for game developers who don't like the idea of using AI shortcuts. In the absence of enforcable, global standards, companies who choose not to take advantage of the potential cost savings and efficiency increases the new technology offers risk being left at a major competetive disadvantage. On the other hand, they could potentially play the luxury goods card and sell themselves on the handmade quality of their product.

      Whatever happens, it's going to be turmoil for a good while until everything shakes out and it's very likely the pace of change will outstrip legislators ability to control what happens, as has been the case with most technological developments of this significance over the last couple of centuries. Governments get there in the end but by then there's always a new technology on the horizon so the process never stops.

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  2. Just as a starter, I think at least the current "hot" model of AI/Machine Learning(ML) was pretty much killed by the Ted Chiang article in the New Yorker, calling it a "blurry jpeg of the web". Also, as long as we are training the ML on a set of data, it's bound by the space that data exists in, and will always be smaller than the totality of that space. And that isn't even getting into the problem of what happens when we start "infecting" that space with ML-generated content and training "AI" on that. Talk about a copy of a copy of a copy...

    The more specific issues you kind of gloss over that I think you should maybe look at differently have to do with content generation itself. One aspect you look to is the "low-paid, low-status" content. Even though I think you really mean "low effort, inconsequential" content, because if it was simply low paid and status, we might ask ourselves if it's going to gain anything if we pay more or give the person creating it a higher status? To keep going, the EQII quest text you generated suffers because there's not much effort needed, not any impact from it. A big part of that is that it is filler and we accept that. So maybe some ML-generated content is fine, but at the same time, it doesn't guarantee that the quest in queston is actually integrated into the environment or even story that the developers are striving for, maybe even making the amount of time and energy expended to make it fit higher than if it hadn't been auto-generated to begin with. Or maybe we should just reject "filler" content, which has been the lament of some MMO players forever.

    The other content generation issue is the creativity inherent in story-telling, and I think it's better to look at "theme park" MMOs as narratives instead. People don't like sandbox MMOs for a variety of reasons, but one is that expecting people to create their own narrative is work. In a PnP RPG that is a huge part of why you are there, to come together with people who (hopefully) share the same goals and of making a story together. A huge part of the MMO space is to interact with a narrative that is presented to you. Sure, you can and will create some narrative on short-term situations, be it because of pvp or friendly interactions with other players, or even some static interactions with NPCs, from chance exposure to the order you choose to interact with them and the narratives they present. But the underlying arc of the zones and game itself is a story presented to you and how you interact is guided by the "authors" of the game. I see AI/ML as homogenizing content instead of bringing that creative spark of a set of excellent, or even competent, authors. If we are just going to accept ML-generated content it seems like we are going to quickly slide down the path to nothing but differently skinned Skinner boxes.

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    1. There's so much in there and so well-argued, I can't really respond adequately in a comment. Luckily, this is a topic that's not going anywhere, so I'm sure to be able to get to grips with some of the points in more detail in future posts. Briefly, though, you're absolutely right to reframe "low-paid, low-status" as "low effort, inconsequential", although all of those probably apply. From various interviews I've read over the years, the job of writing those filler quests used to go to new entrants to game design, people who were working their way up from QA positions to becoming designers, for example. They were also parcelled out to busy designers who could knock out a bunch of filler quests quickly. I suspect that's not how it's done these days, though, and especially not on a small team like EQII has.

      That said, and as I've mentioned in the past, I think EQII has a very distinctive house style for quest dialog. It also features really long dialog chains - unnecessarily long I imagine many players would say - that quite clearly represent writers having a fine old time amusing themselves. The extent to which that adds to the enjoyment of the players is questionable - I like it but I wouldn't be surprised to hear that others would rather cut to ths chase and get on with the actual gameplay.

      The current openly available text generators would seem unlikely to be able to replicate that house style automatically because, as you point out, they pull from far too wide and deep a pool, and not always with discrimination. An in-house, customised version, though, trained much more specifically on data drawn only from the game itself and other data sets representing types of content the developers thought would be compatible, ought to be able to do a much better job of matching the existing feel of the quests in the game. Most importantly, though, as I said, the "AI" would be a tool used by a human designer. It wouldn't be creating procedurally generated content to go into the game live and unmediated. I don't believe we're close to having software that can do that convincingly - yet.

      As for the idea that mmorpgs are in any latge part based around narrative, I've never believed it. Writers, which include bloggers and game journalists, naturally focus on narrative and story but my feeling is that more players ignore it or grudgingly tolerate it than actively seek it out. Players certainly like structure and direction, hence the preference for narative-based games over sandboxes, but it always seems to be the tasks supporting progression that occupy and motivate them rather than the scaffolding of narrative that supposedly gives those tasks meaning.

      Anyway, as I said, far too much to unpack in your thought-provoking comment to address in a comment. We will no doubt return to all of this in short order. I think it's going to be very difficult to avoid it over the next few years.

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  3. I think I've finally figured out what bothers me about this whole trend: it assumes that both reading and writing are chores to be automated. Which I guess for many people they are, but not for me.

    I'm reminded of a cartoon I saw recently which showed two people sitting at different desks in an office and one says "AI turns this single bullet point into a long email I can pretend I wrote", while the other one says "AI makes a single bullet point out of this long email I can pretend I read".

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    1. I think a lot of the proposed applications do revolve around handing off the kinds of writing jobs that have traditionally been done by people who aren't invested in the process of writing for its own sake but as a means to an end. For those people, writing is just another task, no more nor less intrinsically enjoyable or staisfying than filing or administration. There are people who love nothing better than to file (Jerry in "Parks and Rec" would be a fictional example.), just as there those who genuinely enjoy drafting manuals (Monk's brother Ambrose from "Monk") but there's way, way more of that kind of writing to be done than people who love doing it.

      The thing I don't see represented enough in the discussion around all of this is how much fun the AI-generated text can be. Many of the examples I've seen have a real energy to them that reminds me of stories written by young children. I'd happily read more long-form fiction by AIs for the pleasure of the style alone. Sadly, as the algorithms and learning processes become more sophisticated, the output, just as it becomes more useful commercially, seems to be moving further away from from what made it aesthetically interesting in its own right. I hope over time we'll get a variety of AI engines that can produce all kinds of work, not just the blandest.

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