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  <front>
    <journal-meta />
    <article-meta>
      <article-id pub-id-type="doi">10.1145/1028523</article-id>
      <title-group>
        <article-title>Toward Prose Performances: Reflective Practices in Social Simulation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jasmine T. Otto</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Isaac J. Karth</string-name>
        </contrib>
      </contrib-group>
      <pub-date>
        <year>2004</year>
      </pub-date>
      <volume>13</volume>
      <issue>2</issue>
      <fpage>1227</fpage>
      <lpage>1232</lpage>
      <abstract>
        <p>Social simulation is a field with many challenges. On the one hand, simulations are deeply technical and challenging to work with, and yet they are also exceedingly varied. This position paper draws on existing literature to identify two 'simulation rhetorics' which enable interactive dramas, and other systems involving social models, to make compelling claims about our social lives. These are the appearance of emergent behavior and the experience of world-building, which each depend upon the dual role played by the interactive drama's author as both its designer and its critic. In the process, we identify both technical threats and evaluation problems facing social simulation researchers, due in part to the high bar set by prior art. This paper seeks to collect craft knowledge on social simulation from throughout its history, in order to address what simulation does for reflective practitioners by enabling deep forms of expression.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Social simulation</kwd>
        <kwd>Critical technical practice</kwd>
        <kwd>Open-endedness</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>This position paper examines the expressive potentials of
text-based social simulation from various lenses of
development and design. Although social simulation work
continues to enter the literature, it is hard to understand why
we make these, or how we should evaluate them, without
a clearer account of what authoring does. While the
technical systems are artistically compelling in their own right,
what questions are we trying to answer, and how will we
know when we have answered them? This paper draws
on prior works from diverse domains ranging from
computer graphics systems, to natural language processing, and
transmedial theories of interactive media. These sources
of context enable us to address how the critical technical
practice of social simulation may strengthen claims made
by technical games research about its unique relevance to
questions of deep personal expression.</p>
      <p>This discussion is made more challenging by typical
distinctions between designers and critics: the designer who
merely creates the performance, and the critic who merely
consumes it. An example of a videogame which queers this
distinction is ofered by The Elder Scrolls III: Morrowind
(2002), a commercial immersive simulation which ships with
the original content-authoring tools used by its development
team. A metafictional flourish within the lore of the
gameworld is the concept of CHIM, a transcendent metaphysical
state which obliquely describes a character who has realized
they are the avatar of a developer or player with access to
said authoring tools (e.g. the trickster-god Vivec, an NPC
and the occasional avatar of designer Michael Kirkbride1).</p>
      <p>
        Drawing on a term from Nordic live-action roleplaying
(LARP), we see that CHIM may describe bleed between the
author-as-player (who experiences the fictional world as
their in-game character), and the author-as-designer (who
experiences the game-world as a malleable fiction) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
According to LARP tenets, the player and the designer are
never really separate people, but simply two roles that every
co-author of the simulation game must shift fluidly between.
Thus, we posit that practitioners of social simulation, as the
authors of technical systems and role-playing games, are
11th Experimental Artificial Intelligence in Games Workshop, November
19, 2024, Lexington, Kentucky, USA.
* Corresponding author.
$ jtotto@ucsc.edu (J. T. Otto); isaackarth@gmail.com (I. J. Karth)
© 2024 Copyright for this paper by its authors. Use permitted under Creative Commons License
Attribution 4.0 International (CC BY 4.0).
1https://www.imperial-library.info/content/trial-vivec
engaged in an reflective design practice with deeply
interdisciplinary roots across both games and human-computer
interaction.
      </p>
      <p>
        This position paper is divided into four sections, each
containing the requisite background to make its claim.
Sections 2 and 3 deal with the challenges of authoring for
the complex technical systems which are used to produce
both expressive character animations and speculative
models of social worlds. Sections 4 and 5 contain discussions
of worlding through fictional role-playing, and what the
strengths of text and prose might be in relationship to these
forms of authoring. This paper’s conclusion addresses
social simulation authorship as a critical technical practice,
drawing on Philip Agre’s definition [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] of a reflective design
process mediated by technical artifacts. By their nature,
games and simulations require an experiencer; yet when
author(s) themselves are the intended experiencer of a given
artifact, what standard of evaluation is actually possible?
      </p>
      <p>This paper addresses social simulation authors and other
practicing artists, as well as social simulation researchers
who seek to ground claims about the expressive potential
of this emerging medium in the extensive literature of both
technical games research and games media theory. This
paper aims to support nuanced discussions of the deeply
technical, richly expressive practice of social simulation,
and to unpack the diferences between research agendas
that lead in this direction.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Character Behavior Authoring</title>
      <p>People tell stories from a very young age. Imagine a child
who has just thrown their dinner to the ground, screaming;
perhaps you would like to know why? It is socially
imperative to account for our own actions, past a certain age.
Yet these explanations will require substantial introspection
about internal faculties like righteous anger and existential
dread that do not particularly like to explain themselves.
Perhaps this explains a tendency among AI researchers to
underestimate how incapable virtual agents are at
accounting for their own behavior.</p>
      <p>
        Based on her work with the Oz Project and notably
preifguring explainable AI, Sengers describes agents with
increasingly large repertoires of behaviors as getting more
and more obtuse: “Programmers can create robust, subtle,
efective and expressive behaviors, but the agent’s overall
behavior tends to fall apart gradually as more behaviors are
combined” [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. She explains that divide-and-conquer
methods of software engineering inherently tend to strip away
the relationship of one action to the next, which is essential
to integrating sequences of behaviors. Therefore, Sengers
employs the lens of narrative psychology, which seeks to
avoid reducing patients to a mechanistic set of rules. The
agents should not forget what they were doing, nor fail to
make up their minds. This lens in turn supports the design
of dramatic agents, which must (seem to) possess their own
narratives.
      </p>
      <p>
        In the course of behavior authoring, it is critical to
understand the legibility of individual character actions,
regardless of graphical or textual representation. Even though
domain-specific languages have been created which take up
these concerns, such as ABL for joint character actions [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
and Gertie for character animation [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], they have not (to
our knowledge) seen independent reproduction, at least
not in the research literature, despite the technical problem
evidently being tractable.
      </p>
      <p>The high cost of graphical fidelity to action is another
culprit in non-reproduction. It is more common to see
fullyanimated 3D characters in the behavior-authoring literature
than say, 2D paper dolls2 or screenshots of visual novels3.
We argue that it is entirely reasonable and prudent to cut
down the asset requirements of character drama - in the
sense of making behaviors self-evident through precise
movement, - because while animations do act as vital signifiers
of activity and intent [6], not all signifiers need to be
animations. Too many research projects fail (either completely or
in gaining traction) because they try to emulate big-budget
videogame development too closely. It is more prudent to
adopt the strategy of the visual novel or interactive fiction,
in which the same function is served by fixed poses and
little dioramas of action, or by script and prose.</p>
    </sec>
    <sec id="sec-3">
      <title>3. World-building as Reflection</title>
      <p>
        We firmly believe that social simulation itself empowers
authors to reflect on what is essential to diferent possible
identities, in diferent possible worlds with their own social
norms, according to their own interests. Azad and Martens
are correct to note that any single social model necessarily
privileges certain ways of being over others [7]. The
antipsychiatric line of critique, which concerns a carceral state
operating on grounds of mental health, is deeply pertinent
to AI as a locus of political power [
        <xref ref-type="bibr" rid="ref3">3, 8</xref>
        ]. In the context of
reflective design , Sengers argues that metaphorical
representations serve as a valuable tool for interrogating assumptions
and articulating specific critiques of the built world [9].
      </p>
      <p>Much like fictional writing, social simulation is usually
purposeful and sometimes transformative. For example, a
model of a small activist community produced by Dickinson
et al. [10] describes positionality, relationships, and various
internal factors as the multitude of forces which govern
who may speak in a given meeting. We compare the act
of authoring this model to Becca Schuch’s retelling of her
own ambivalence toward creating a ‘painting goblin’ in the
Sims 2 [11]. A painting goblin is a Sim whose tireless labor
enabled the author’s other Sims to lead happy lives free of
ifnancial stress. Shuch’s ambivalence toward the goblin
who seems content, albeit not included in the escapist revels
of Schuch’s other Sims, - demonstrates that Sims 2 does
2https://wildermyth.itch.io/wildermyth
3https://quakefultales.itch.io/tracks-in-snow-showcase
not merely replicate capitalism as a social order, but also
serves as a vessel through which retellings authors articulate
critique and imagine how things might be otherwise.</p>
      <p>Simulations and retellings are not entirely extricable from
one another. World-building itself is an act of transfictional
storytelling [12], such as the multiple competing lines of
inuniverse propaganda which supported the launch of Deus
Ex: Human Revolution. Maj goes on to argue that emergent
narrative belongs not only to Umburto Eco and other
authors, but also to readers who regularly produce crossovers
between worlds, select personal vantage points, and
otherwise immerse themselves in fictional worlds. Kreminski and
Mateas likewise claim that interactive storytelling
deliberately conflates player experiences with authorship, by
cleverly inviting retellings of emergent narrative experiences
within the bounds of a shared model of the world [13].</p>
      <p>If social simulation models are really worth evaluating,
then the element of reflection is impossible to elide.
Murray’s aesthetic categories of immersion, agency, and
transformation are not structural properties of the narrative artifact,
but rather aesthetic efects experienced by the critic [ 14].
Transformation, as Mateas interprets it, is a dificult
category because it deals with the critic taking on other
perspectives in a variety of ways. Bad News [15] models a large
number of agents, but only embodies one at a time in live
performance, placing them directly in conversation with the
critic. By contrast, Why Are We Like This [16] encourages
the critic to describe relationships between agents that may
follow interesting trajectories, taking on an authoring role.</p>
      <p>In a world with the technology of the novel—that is, the
set of literary conventions that let us interpret text on a
page as the interiority of a fictional character—it is not
dififcult to believe that the social lives of individual agents
might be an interesting thing to simulate. It is substantially
harder to pin down specific categories of action through
which these agents may (autonomously) share space or
information, and gradually come to hold intimacy with each
other. Following Azad and Martens, we observe that the
nature of spatial embodiment (and time), knowledge
representation (and character personality), and relationship
depth (and power dynamics) varies wildly across the
literature. It is useful to invoke Lahey here, who positions
social narratives themselves as sites of discourse (and not
as impartial arbiters of truth), and illustrates how authors
may engage deeply with text-worlds linked to their own
real-world troubles [17].</p>
    </sec>
    <sec id="sec-4">
      <title>4. Open-ended Possibility Spaces</title>
      <p>Emergent narrative in social simulations arises from
interlocking suites of autonomous behaviors belonging to
various agents in the world [18]. In game design, emergent
gameplay refers to goals that players are able to discover
and strive toward, as a function of game mechanics and level
design [19]. By analogy, emergent narrative is characterized
by the existence of player retellings that are enabled by the
game’s worldbuilding and behavior models [13]. At this
point, we can integrate Aylett’s original definition of
emergent narrative, which argues that agency is experienced
more strongly by a player who defies prior narrative goals;
yet too much player defiance makes the authored story fall
apart, presenting a paradox [20].</p>
      <p>If level design is progression design in a navigable space,
then narrative design is progression design in the state space
underlying a quest system or other social model. Works
of interactive fiction are known for concealing their
dooropening states behind puzzles, whilst the Metroidvania and
survival-crafting game genres make ‘player upgrades’ more
obvious. Even games without direct embodiment, like The
Sims and most idle games, contain progression
mechanics like ‘skill levels’ that conceal most of the afordances
available to individual agents from the outset of the game.
Recently, Soros and Guttenberg analyzed the state space of
a homebrew NES game using the concept of door-opening
states, which correspond to both topological bottlenecks
(‘get out of the starting area’) and conceptual bottlenecks
(‘execute a wall-jump’) in game progression [21], i.e. there
is more to be discovered, but only if you manage to go
somewhere new or find a new way to do things.
Similarly, Dendryscope introduced a skein representation of
state space in a choice-based interactive fiction which
supports graphical query authoring [22].</p>
      <p>Harris identifies Lucretius’ clinamen as a key figure in
Italo Calvino’s writing, a generative trope that “marks both
the unraveling of a dominant code and the passage from one
code to another”, containing multiplicities that exceed (and
fall short of) what the text appears to represent [23]. This
is a claim about the space of possible readings, in the
context of one or more readings, which characterizes exquisite
experiences of emergent narrative. However, we believe
that existing tools do not sufice to make the vast possibility
space of computational dramas accessible to most authors.
Say Anything, an exceptionally open-ended mixed-initiative
prose authoring tool [24], demonstrated that behavior
authoring no longer requires large amounts of extremely
specialized writing, as long as it is possible to ethically gather
high-quality collections of prose fragments. As we
anticipate that more social simulation authors will explore how to
give voice to diferent types of characters, we argue that
progression design will be ultimately responsible for making
these experiences memorable.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Quickness as an Open Question</title>
      <p>Mateas characterizes Laurel’s dramatic patterns as a set
of organizing criteria above and beyond narrative, lending
stakes to a series of related incidents through higher-level
structures such as scenes and episodes [14]. In film, breaks
between scenes are commonly known as ‘cuts’, and play a
vital role in the narrativizing process of ‘the edit’ (i.e.
deciding which takes to keep, and in which order!). Yet the
problem of where to place the cuts has not been adequately
addressed by prior social simulation literature. Rather,
duration has mainly been explored in the context of schedules
and pathfinding. In Clockwork, Azad et al. suggest the
example of a student who goes to sleep too late, and so
cannot rest the full 8 hours before their scheduled waking
time, which may negatively impact their capabilities the
next day [25].</p>
      <p>The agent given ‘cooking tasks’ in the scenario designed
by Agre and Horswill [26] has the improvisational
capacity to recover from intermittent interruptions to their plan;
but they aren’t equipped to deal with long-duration
interruptions by say, turning the burners of to prevent a fire.
(Sims also lack this capacity.) If simulation-time is the
duration it takes for agents to do things, i.e. they are animated
one-to-one with these timings, then there appears to be no
representational skew and therefore no problem. The
limitations of this strategy can be observed in both The Sims 3
and Elsinore, as Elsinore NPCs can occasionally be forced to
teleport by their own schedule; whereas Sims simply don’t
get to places on time, which ruins their dramatic timing.
(The Sims 2, which has a scene where Mary-Sue Pleasant
walks in on her husband’s afair, employs a rigged event to
transport her home from work early.)</p>
      <p>In SimSim, Charity et al. explore the design space of
functional single rooms which may sustain a single
occupant whose needs slowly deplete, encouraging them to use
various furnishings at various times [27]. The duration of
need-satisfying actions is directly proportionate to their
effectiveness, and movement also takes time, so it is entirely
possible for agents to perish of hunger if the fridge is on
the far side of the room. Walking time has become the
dominant factor in a lot of agent-based simulations, because
the transport time is often wildly out of proportion with
the time spent on the task. Viewed from the long aesthetic
distance, this kind of domain-mismatch is very funny, but it
impedes getting up close to the character drama [28].</p>
      <p>We propose that simulation authors may find a
craftbased alternative resolution to the hard technical problem
of timing and duration through the unique capacities of
prose. Calvino identifies narrative time in prose as deeply
malleable [29]: “I do not wish to say that quickness is a
value in itself. Narrative time can also be delaying, cyclic,
or motionless. In any case, a story is an operation carried
out on the length of time involved [...] either contracting or
dilating it.” Calvino’s relationship with prose is especially
interesting here because the Oulipan practice of constrained
writing entwines it with simulation. Thus, prose equips us
with two drama-sustaining moves as authors: characters
may walk out of the scene and become unaccounted for;
and a clever choice of actions may change the span of time
that is implied to pass.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion</title>
      <p>
        The critical technical practitioner plays a key role in games
research, as well as it sibling domains in HCI such as
computersupported collaborative work [30] and critical code
studies [
        <xref ref-type="bibr" rid="ref6">31</xref>
        ]. We have observed that social simulation is rooted
in co-authorship with sign-making systems. As a
storytelling medium which draws on historic traditions of
computational drama, social simulation is exceptionally
wellpositioned to support arguments for the meaning-making
capacity of reflective design; but only if our community
identifies clear strategies to evaluate social simulation artifacts,
which are constructed in many diferent ways, reflecting
idiosyncratic design processes.
      </p>
      <p>In Section 2, we examined the legibility of individual
character actions. Because dramatic agents need to appear to
possess their own narratives, merely combining individual
behaviors can fail to create believable or interesting
characters. There are past projects that address the challenge of
integration directly, but as they have not seen widespread
replication, this remains a weakness in social simulation
research. Further, the focus on fully-animated characters
has overlooked many avenues for lower-cost research. In
today’s video game landscape, many notable narrative games
avoid AAA animation in favor of lower-fidelity approaches,
with great audience response and narrative success.
Researchers should similarly be open to more textually-focused
simulation.</p>
      <p>In Section 3, we looked deeper at attempts at holistic
agent simulations. Emergent behavior won’t save us on
its own: the agency is found in the middle zone between
defiance and conformance. Further, the topology of the
possibility space should include bottlenecks; one use of
progression mechanics is to facilitate the gradual revelation
of afordances. Calvino’s use of the clinamen to disrupt
the expected pattern is one example of how to design for
emergence.</p>
      <p>In Section 4, we argued that simulation empowers authors
to explore diferent identities, social norms, and possible
worlds. The simplified representation of a social simulation
is not only enough to let the author picture the social lives
of individual agents, but it is also able to reveal non-obvious
consequences of the position the agents end up in, and to
demonstrate perverse incentives which the author had not
yet worked through.</p>
      <p>Finally, in Section 5, we looked at the organizing structure
of the simulation, particularly in how it relates to
narrativizing the continuous simulation via the (implicit or explicit)
editing cuts that shape our interpretation of the story. The
problems of timing and duration have caused many
otherwise serious simulations to acquire slapstick pacing as
the pathfinding and scheduling problems dominate the
ostensible dramatic moments. Prose authors such as Calvino
have discussed the malleability of narrative time, and a
prose-centric approach to narrative simulation is similarly
equipped for more efective pacing.</p>
      <p>In this paper, we have sought to tell the story of how
the social simulation empowers the author(s) to hold
conversations with themselves about character behaviors. We
hope to encourage social simulation authors to consider the
benefits of prose-based performance for character agents,
both in encouraging more widespread use of prose-based
social simulations and in inspiring more explorations of
these concepts.
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