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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Pac-Man or Pac-Bot? Exploring Sub jective Perception of Players' Humanity in Ms. Pac-Man</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Departamento de Ingenier a del Software e Inteligencia Arti cial Universidad Complutense de Madrid c/ Profesor Jose Garc a Santesmases 9</institution>
          ,
          <addr-line>28040 Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Simulating human behaviour when playing video games has been recently proposed as an interesting challenge for the research community on Arti cial Intelligence. In the exploration on Machine Learning techniques for training virtual players (i.e. computer bots) to imitate the conduct of real (human) players, we are using the classic arcade game Ms. Pac-Man as testbed. Our research goal is to nd the key features that identify human playing style in this controlled environment, so we have performed an experiment with 18 human judges on how they characterise the human likeness (or absence of it) hidden behind the movements of the player's avatar. Results suggest that, although it is relatively easy to recognize human players in this game, the factors that a judge uses to determine whether a playing style is considered human or not are multiple and very revealing for creating imitation heuristics.</p>
      </abstract>
      <kwd-group>
        <kwd>Player Simulation</kwd>
        <kwd>Virtual Humans</kwd>
        <kwd>Believable Characters</kwd>
        <kwd>Arti cial Intelligence</kwd>
        <kwd>Turing Test</kwd>
        <kwd>Pac-Man</kwd>
        <kwd>Entertainment Computing</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Researchers on Arti cial Intelligence (AI) are always looking for problems that
are challenging but feasible at the same time, in order to progress their
mission of recreating intelligence in a computer. Imitating video game players has
been recently considered a stimulating challenge for the AI research community,
emerging several competitions on developing believable characters during the
last years [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        The Computing Entertainment industry assumes that a gaming experience
with computer-controlled characters will improve if these characters behave in
a less 'robotic' and more human-like style of play, that is, with subtles mistakes
and natural responses to what is happening in the environment. For this reason,
player modelling in video games has become an important eld of study, not
only for academics but for professional developers as well [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
Human-like computer bots, as they are called, can not only be used to
confront the human player, but also to collaborate with him or to illustrate how to
succeed in a particular game level to help players who get stuck. It is reasonable
to think that these computer-played sequences will be more meaningful if the
bot imitates human style of playing. Another possible application of these
`empathetic' bots is to help during the testing phase in the game production process.
These bots could be used to test the game levels, not only checking whether the
game crashes or not, but verifying if the game levels have the right di culty, or
nding new ways for solving a puzzle.
      </p>
      <p>One of the biggest challenges when we talk about human-like bots is precisely
to de ne what we understand by human behaviour. The perceived humanity of a
player depends on the experiences and expectations of particular human judges,
so di erent judges may 'pronounce' di erent veredicts. Because of this, although
it is straightforward to de ne a \good player" in terms of the score reached in
the game, it is much more di cult to de ne what we understand by a \true
player" in terms of its human likeness.</p>
      <p>
        Another interesting question that arises naturally is what features must have
a game in order to be used as part a Turing-like test designed to tell apart human
players from virtual ones. Famous AAA games, like Unreal Tournament, have
been previously used as an scenario for this purpose [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], but the complexity of
these games makes it di cult to create bots able to deceive human judges. As
part of our work, we try to answer the following question: is it possible to
characterise human likeness of players using a much more simple arcade game such
as Ms. Pac-Man? In this paper in particular, we performed a rst experiment
using Ms. Pac-Man vs Ghosts, a Java framework designed to test di erent AI
techniques in the game.
      </p>
      <p>The rest of the paper is organized as follows. Next section reviews other
relevant works related to the simulation of human players. In Section 3 we describe
the features of Ms. Pac-Man, including implementation details of Ms. Pac-Man
vs Ghosts framework, in order to understand correctly the results of the
experiment and later discussions. Section 4 explains the design of the experiment
itself, the pro les of the human judges and the resources needed. The results
and our analysis are presented next in Section 5. Finally, Section 6 summarizes
our conclusions on how di cult seems for a 'Pac-Bot' to pass the Turing test,
and suggests some interesting lines of future work.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        There are several works regarding the imitation of behaviour in video games,
both for imitating human players and scripting-driven agents. The behaviour of
an agent can be characterised by studying its proactive actions and its reactions
to sequences of events and inputs over a period of time, but achieving that
involves a signi cant amount of e ort and technical knowledge [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] in the best
case. Machine Learning (ML) techniques can be used to automate the problem
of learning how to play a video game either using the player game traces as input
like in direct imitation, or using some form of optimization technique such as
genetic algorithms or reinforcement learning to optimize a tness function that
somehow `measures' the human likeness of an agent's playing style [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        Traditionally, several ML algorithms, like Naive Bayes classi ers and
neural networks, have been used for modeling human-like players in rst person
shooter (FPS) video games by using sets of examples [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Case-based reasoning
has been used successfully for training RoboCup soccer players by observing the
behaviour of other players, using traces taken from the game and without
requiring much human intervention [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Other techniques based on indirect imitation
like dynamic scripting and Neurevolution achieved better results in Super Mario
Bros than direct (ad hoc) imitation techniques [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        There have been several AI competitions to test and compare di erent
approaches for developing virtual players. Some of these competitions included
special tracks for testing the human likeness of agents using Turing-like tests.
One of these competitions is the Mario AI Championship 1, which included
different tracks concerning the creation of AI controllers that play In nite Mario
Bros (a Java implementation of the game) to obtain the maximum score, as
well as the creation of algorithms for generating levels procedurally, and even a
'Turing test track' where submitted AI controllers compete with each other for
being the most human-like player, judged by human spectators [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        The BotPrize competition [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] focuses on developing human-like agents for
the FPS game Unreal Tournament, also challenging AI programmers to create
bots which cannot be distinguished from human players.
      </p>
      <p>
        Finally, Ms Pac-Man vs Ghosts, the framework that we use for this work, has
been used in di erent bot competitions during the last years [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. After some years
discontinued, it returned in 2016 and it is running at the IEEE Computational
Intelligence and Games Conference this year [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Ms. Pac-Man vs Ghosts</title>
      <p>
        Pac-Man is an arcade video game produced by Namco and created by Toru
Iwatani and Shigeo Fukani in 1980. Since its launch it has been considered as
an icon, not only for the video game industry, but for the 20th century popular
culture [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In this game, the player has direct control over Pac-Man (a small
yellow character), pointing the direction it will follow in the next turn. The level
is a simple maze full of white pills that Pac-Man eats gaining points. There are
four ghosts (named Blinky, Inky, Pinky and Sue) with di erent behaviours trying
to capture Pac-Man, causing it to lose one live. Pac-Man initially has three lives
and the game ends when the player looses all of them. In the maze there are
also four special pills, bigger than the normal ones, which make the ghosts to
be \edible" during a short period of time. Every time Pac-Man eats one of the
ghosts during this period, the player is rewarded with several points.
      </p>
      <p>
        Ms. Pac-Man vs Ghosts (Figure 1) is a new implementation of Pac-Man's
sequel Ms. Pac-Man in Java designed to develop bots to control both the
pro1 http://www.marioai.org/
tagonist and the antagonists of the game. This framework has been used in
several academic competitions during the recent years [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] to compare di erent
AI techniques. Some of these bots are able to obtain very high scores but their
behaviour is usually not very human. For example, they are able to compute
optimal routes and pass very close to the ghosts while human players tend to
keep more distance and avoid potential dangerous situations.
      </p>
      <p>The framework provides a few examples of simple bots that we use in our
experiments. Among the ghosts bots, we have selected the following behaviours:
{ Legacy ghosts pursue Ms. Pac-Man using di erent ways: Blinky uses
precomputed routes, Inky uses a Manhattan-based heuristic path nding, Pinky's
path nding uses an heuristic based on the euclidean distance, and Sue chooses
random directions when she arrives at an intersection. Just looking at the
behaviour of these ghosts we see that they have 2 di erent states: they try
to reach Ms. Pac-Man unless they are edible in which case they will try to
escape.
{ StarterGhosts show a similar behaviour: if the ghost is edible or Ms.
PacMan is near a power pill, they escape in the opposite direction. Otherwise,
they try to follow Ms. Pac-Man with a probability of 0.9, or make random
movements with a probability of 0.1. Visually, they are very similar to the
Legacy ghosts.
{ AggressiveGhosts never run away from Pac-Man, non even when they are
edible. They pursue Ms. Pac-Man no matter what.
{ RandomGhosts are the most basic bot and they choose random directions
each time they reach an intersection.</p>
      <p>Regarding the Pac-Man bots, we use 3 basic behaviours:
{ StarterPacMan is based on a nite state machine with 3 states: to escape
from ghosts which are closer than 20 tiles, to pursue edible ghosts that are
close, and go towards the closest pill otherwise. Despite of this simple logic,
this bot plays quite well.
{ NearestPillPacMan goes always towards the closest pill, no matter where
the ghosts are.
{ RandomPacMan has a totally anarchic behaviour and decides a new random
direction every game step.</p>
      <p>
        The decision of using Ms. Pac-Man as a testbed to di erentiate human
players from automatic bots responds to several di erent factors. Firstly the game
presents a discrete state space and a reduced number of possible actions,
making the experimentation a ordable. Secondly, Ms. Pac-Man is widely used as
a testing ground for AI research, furthermore it is considered one of the hard
games from the Arcade Learning Environment benchmark set [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], and recently
Microsoft researches managed to trained a bot which managed to play a perfect
game [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Finally, we have already worked with this game before [
        <xref ref-type="bibr" rid="ref14 ref15">14, 15</xref>
        ] and
we know its architecture and implementation details.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Experimental Setup</title>
      <p>
        The main goal of this experiment, which can be seen like a version of the famous
Turing Test, rst proposed by Alan Turing [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], is to determine if it is possible
for human judges to distinguish between human players and automatic bots
playing Pac-Man video game by simple visual evaluation. In addition, we also
want to understand the reasons that lead the human judges to think the player
is a human or a bot: the playing style, the precision in the actions, the skill level
(in terms of score or survival skills) or some particular details in his behaviour.
4.1
      </p>
      <sec id="sec-4-1">
        <title>Hypotheses</title>
        <p>We work with the following initial hypotheses:
1. It is possible to distinguish a human Pac-Man player from an AI bot by
simple phenomenological evaluation.
2. AI bots tend to play following xed patterns that are relatively easy to
detect.
3. Human players can be detected due to small mistakes at speci c moments.
4. The more skilled a player is, the more di cult will be to distinguish him
from a bot.
5. The judges tend to think the behaviour of a player is unnatural or strange
when he makes decisions di erent from the ones the judge would make in a
similar situation.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Game Settings</title>
        <p>We used 17 Ms. Pac-Man vs Ghosts games in the experiment, 7 of which were
played by automatic bots and 10 played by di erent human players. For each
game we recorded a video of the rst level of the game (maze). The videos
ended either because the player completed the level or because he lost his 3
lives. We used di erent types of ghosts to ensure that they did not represent a
determining factor for the experiment results. In particular, we used the Starter,
Legacy, Random and Aggressive ghosts that were described in Section 3.</p>
        <p>In the 7 games played by automatic bots, we used 3 di erent bots:
StarterPacMan, NearestPillPacMan and RandomPacMan. The rst one has a good
performance in the game and it is one of the most standard bots in the
framework, the second one can be interpreted as a simpli cation of the rst one, and
the last one does not show any type of intelligence.</p>
        <p>The other 10 games were played by 5 human players with di erent experience
and skills. Each player played 2 di erent games, one against the Legacy and the
other against the Starter ghosts. The rst player (P1 ) is a 30-years-old expert
player, P2 and P3 are a 25 and 33-years-old, respectively, mid-level players, P4
is a low level 34-years-old player, and nally, P5 player is a 11-years-old child
who is playing for the rst (and second) time ever to a Pac-Man video game.</p>
        <p>In order not to alter the human games, none of the players knew that their
games were going to be used in an experiment to test the human likeness of bots.
4.3</p>
      </sec>
      <sec id="sec-4-3">
        <title>Experimental Procedure</title>
        <p>Before the beginning of the experiment we asked the judges to complete an initial
survey to gather some information about them and their background in video
games (this survey will be shown in section 4.4). Next, we explained to the judges
that they were going to observe various Pac-Man games and for each game they
had to identity if the game was played by a human or by an automatic bot.</p>
        <p>Once the order of the games presentation was generated randomly, each judge
watched the 17 games. After each game, they had 2 minutes to ll another survey
(also shown in next section) containing questions about the human likeness of
the player.</p>
        <p>Lastly, the judges had some more minutes to write their comments and
impressions regarding possible aspects that leaded them to choose human or bot.
It was the last opportunity to write ideas that they had not expressed in the
individual games surveys.
4.4</p>
      </sec>
      <sec id="sec-4-4">
        <title>Surveys</title>
        <p>We use two di erent surveys to gather information before and during the
experiment, with another nal question at the end for free text with comments and
explanations.</p>
        <p>Initial Questionnaire The goal of this survey is to gather some information
about the judges and their background with games. Among other information,
we collect the answer to these two questions:
Post-Game Questionnaire This survey was lled 17 times by each judge (one
after each one of the 17 games). The judges have to decide whether the game
was played by a human or a bot. We o er a set of possible explanations that the
judge can use (or not) to explain his decision.</p>
        <p>{ Do you think that this player is human or an AI, 3 exclusive options are
given: Human player, AI (Arti cial Intelligence), I don't know.
{ Why? (eight options are o ered plus and an additional text eld where the
respondent can write whatever he considers): The player makes nonsense
errors, is inaccurate (sometimes he changes direction too late or too early),
has one (or several) xed behaviour (or strategy), makes cyclic movements,
seems too bad (or too good) to be human, too bad (or too good) to be a
bot, or too accurate to be human.
4.5</p>
      </sec>
      <sec id="sec-4-5">
        <title>Human Judges</title>
        <p>The experiment was carried out with 18 human judges with a certain experience
in the eld of video games because all of them were students in a Video game
Design and Development University Degree.</p>
        <p>Their average experience with video games was high (4.05 out of 5), with
only 2 people with a score of 3 (middle), and the mode of 4 (high) (see
Figure 2). Regarding their experiences as Pac-Man players, the average level was
low-middle (2.5 out of 5) with a mode of 2 (with 58.82% of repetitions) (see
Figure 3).
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Results and Discussion</title>
      <p>The rst game is the one with the worst results, a 61.1% of the judges points
that the player is an AI but it was really played by the human player P4.
However, after this rst game the hit rate shows a signi cantly improvement.
At the beginning the spectators su er of a lack of knowledge how the human
playing style compares against AI controller style. This is shown before with the
results in the game 2, the rst played by an AI. Because of this, we think that
the results of game 1 should be ignored when analyzing the global results.</p>
      <p>The average hit rate is 72%, but ignoring the rst game this hit rate grows
to 74%. Excluding the \I don't know" answers, the hit rate reaches 76%.</p>
      <p>About the games played by humans the hit rate is 76%, excluding the \I
don't know" answers the hit rate reaches 78.29%. If the game was played by an
AI the hit rate is 71.43%, excluding the \I don't know" answers, the hit rate
reaches 73.69%.</p>
      <p>Concerning the judges selections, the \Human player" option was selected
54.55% of the times, and the remaining 45,45% the \AI" option (this, without
considering the \I don't know" answers, which was selected a 2.95% of the total).
This data is slightly di erent to the real distribution of the games: a 41.18% of
them (7 out of 17) were from AI controllers, and the remaining 58.82% (10 out
of 17) were games played by humans. Showing an slight variation of a 4.27%
towards the \AI" option.</p>
      <p>The main reasons marked by the judges are shown in the Table 2, which
indicates the percents of the total selections for each option and the percents
of the selections where the \Human player" and \AI" option were selected. For
this data, the results of the rst game have been discarded.</p>
      <p>One of the factors that characterised a player is precision in its movements.
Although some judges conclude that a player is an AI due to a lack of precision,
when the player is totally accurate, the judges generally conclude that the player
is actually an AI. For example in games 2, 3 and 14, marked as AI by at least
72.2% of the judges, many of them point factors like the instantaneous change
of the player's direction after eating a power pill (and starts going towards the
edible ghosts), or the minimum distance the player keeps between Ms. Pac-Man
and the closest ghost. Moreover, the fact that a player is perceived as accurate,
is not determinant for the judges to classify him as an AI, but when the player
is believed to be an AI, many judges remarks its precision. On the other hand, if
a player is quite vague and carry out nonsense errors, he most probably will be
classify as human. This is con rmed by the reasons selected by the judges when
classifying the player as human: \The player is inaccurate" (29.01%) and \The
player makes nonsense errors" (30.86%).</p>
      <p>The other main aspect pointed by the judges for classifying a player as human
is the appearance of particular situations (apart from behaviours or strategies).
These could be silly mistakes like staying in the same corner for 1 or 2 game
steps or heading straight for a pill, changing direction before Ms. Pac-Man could
pick it, return again direction after noticing that the pill was not gained, gather
the pill and nally change again to the nal direction. This situations seems
to make a heavy in uence in the judges chose. These factors were pointed by
26.54% of the judges in the free-empty eld of the surveys when marking the
player as human, and appears very noticeably in the game 4, where the player
makes the mistake described in the second example three times and 66,67% of
the judges pointed to it.</p>
      <p>Regarding the skill level of the human players, it seems easier to nd out that
they are human when they are middle or superior players, reaching a hit rate of
81.47%. Furthermore, the most indeterminate case emerges when the player is a
novice in the game, with a hit rate of nearly 50% (see the games 7 and 16). So it
seems that judging the playing style by the rst attempts of a human is the most
di cult scenario. This suggests that the relation between the skills of a human
player and the facility for a spectator to identify the player as human should
follow a Gaussian distribution being at the top of the bell middle-skill-players.</p>
      <p>In that respect, the worst results emerge when the player (human or bot) is
quite inaccurate, and moves without common sense (i.e. trying to avoid ghosts)
or without any type of logic. This cases produce the most uncertain answers,
not only as seen before in games 7 and 16, but also for AI-controllers in games
8 and 9, where these bots plays without taking care of the ghosts. In this cases
it is more di cult to classify the player.</p>
      <p>When the judges classify a player as AI, the perception of automatic
behaviour patterns (\It is obvious that the player has one (or several) xed
behaviour (or strategy)" is the most selected option (30.95% of the judges).</p>
      <p>Some judges refer to the \natural" behaviour of the player, both human and
AI categories. So when the player makes \unnatural" movements (something the
judge would not made in the player's current situation) looks strange to the eyes
of the judges, marking them as AI. The opposite case is also valid, when the
player makes natural movements according to the judges, it is marked as human
(particularly clear in the game 9, where an AI player was classi ed as human by
55.6% of the judges).</p>
      <p>It seems that the experiment produces some type of \learning" in the
spectators, as if visualizing each game brings more knowledge about the di erent
playing styles. As described before the worst results precisely correspond to the
rst one (played by an inexperienced human but marked as AI by 61.1% of the
judges). Another game of the same player is presented in the 12th experiment,
but this time the results are quite di erent, with 88.9% of the judges marking
the player as human. It may be thought that this inconsistency could be due
because the player plays quite di erently, but the game is quite similar (practically
the same duration and points earned and even the sames failures).</p>
      <p>Another example of this situation, yet no so obvious, can be noticed in games
5 and 10, both are quite identical (same expert human player, same duration,
quite the same points earned and even almost the same movements and
progression through the level), in the rst game (5th in the experiment), 72.2% of
the judges classi ed the player as human, and in the second game (10th in the
experiment), 88.9% did so, showing an increasing of a 16.7% in the hit rate (a
growth rate of 23.13%).</p>
      <p>It could be argued that this does not happens all the time, games 4 and 6 are
from the same human player but the results are slightly better in the rst one
presented, however, in this case, the playing style of the player is quite di erent
from one game to other. This was con rmed by the player himself, arguing that
in the rst game he was trying to test the game, and made \unnatural" mistakes
(this was also pointed in some of the judges appreciations). In his second game,
he just tried to \play well".</p>
      <p>This suggests that the more games a human spectator watch, the more
capable he becomes to concluded if a player is human or not successfully, even if
the spectator doesn't know in real time if he is hitting or not.</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusions</title>
      <p>As pointed in Section 4, it is possible to distinguish a human Pac-Man player
from AI controllers by simple phenomenological evaluation. With a global hit
rate of 74% in this experiment, we see this hypothesis closer to be proven: it
seems that Ms. Pac-Man is a game complex enough to establish distinctions
between human and AI players.</p>
      <p>We also were trying to nd features to characterise how a player's behaviour
may seem human-like or not, and this experiment has revealed some interesting
points about this. In automated controllers it seems relatively straightforward
to noticed automatic and xed behaviour patterns, and the judges marked this
reason as the main one when classifying a player as AI.</p>
      <p>About human players, results suggest that they can be discovered because
of their lack of `total precision', and for making small mistakes at speci c
moments. The three main reasons marked by the judges when classifying a player
as human, were just the three ones regarding vagueness, nonsense errors, and
errors performed at a speci c moment.</p>
      <p>The existence of a relation between the skill level of a player and the
humanlikeness of its playing style has been partly proven. This relation seems to follow
a normal distribution, i.e. there is a point in which if the player becomes better
he also becomes harder to be classi ed as human. This would need another
experiment with much more games played by a lot of di erent players with
diverse experience, so this is a very interesting work for the near future.</p>
      <p>Another initial hypothesis was that judges tend to think that if behaviour of a
player is unnatural or strange (making di erent decisions from the ones the judge
itself would make in a similar situation) then the player should be classi ed as
AI. This is con rmed by some of the reasons indicated by the judges, especially
in the nal survey of the experiment.</p>
      <p>It is important to underline that the AI controllers used in the games for this
experiment was not created to play in a human-like manner. We believe that the
results would be much more adjusted if using human-like computer bots, so we
will address this matter in the future.</p>
      <p>Another interesting point refers to the aspects that characterised the playing
style of Ms. Pac-Man players. In the future we will try to measure this parameters
in more games and, with some type of automatic classi er system, verify if these
could classify players in humans and bots. Furthermore, as seeing in the results
analysis, the judges seem to `learn' to distinguish more accurately, this drives
us to think that we try ML techniques to develop a system that learns how to
perform a Turing test of Ms. Pac-Man players.</p>
      <sec id="sec-6-1">
        <title>Acknowledgements</title>
        <p>This work is partially supported by the Spanish Ministry of Economy, Industry
and Competitiveness under grant TIN2014-55006-R.</p>
        <p>We would like to thank all volunteers who took part in our experiment for
giving us their time and e ort.</p>
      </sec>
    </sec>
  </body>
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