From: AAAI Technical Report WS-96-03. Compilation copyright © 1996, AAAI (www.aaai.org). All rights reserved. CyberspaceGameShowHosts : Agents for Socialization, Kenrick Mock Intel ArchitectureLabs,JF2-76 2111 NE25th Ave Hillsboro, OR97124 kenrick_j_mock@ccm.jfintel.com Leora Lawton Bellcore 8 CorporatePI., Rm#3C-113 Piscataway, NJ 08854 leora@thumper.bellcore.com Not Just Entertainment Michelle Hoyle Comp.Sci., Univ.ofZurich WinterthurerStr. 190, CH8057Zurich, Switzerland hoyle@ifi.unizh.ch created fantasy personalities purportedto typify graphical multi-user environments as specified through their nickname. Within the domainof IRC, we have created several challenging trivia games.Thefocus of this paper is the game "Risky Business" (or RiskyBus) which is TM style trivia gamein whichusers attemptto be Jeopardy! the first to answertrivia questionsin order to winvirtual moneyand virtual prizes (Qnittner, 1995; Sandberg, 1994). The gameis hosted by a computeragent or "bot" programmed in C that communicates with IRCservers just like a humanclient. OnEFnetservers, the host is named "RobBot"and on Qnet servers, the hostess is named "ReneeBot."In order to host the games,the bots require knowledge regarding IRC commands, knowledge regarding howthe gameis played, rules and etiquette to maintainthe channel, and knowledge for self-preservation within the IRCenvironment. In the event that the bot makesan error, humanoperators are capable of correcting the game.Thebot also records individual player statistics such as the numberof gameswon,and the high scores. In addition to this knowledge,the bots also project distinct personalities throughELIZA-likeresponses to user input (Weizenbaum,1965). This knowledgemust currently input by a humanoperator. A popular type of reply are witty or humorousstatements about a specific player’s interests. A sampleof a gamebeing played through RobBot’sis shownbelow: Abstract As the Internet has grownin size and popularity, the Internet mediumhas changed from an educational and technical content to a social and entertainment content. TheLycossearch service estimates that the numberof WWW pages has grownfrom 5 million to 6.89 million pagesduringthe monthsof April to June of 1995, and will reach 10 million pages by 1996. A large numberof these pagesare devotedto personal pages, whereasonly a few years ago personal pages werenonexistent. Similarly, the EFnetInternet Relay Chat (IRC) servers have grown from supporting several hundredconcurrent users in 1991 to over 20,000 concurrent users in 1996. Both the WWW andIRCare becoming active vehicles of socialization and entertainment. This paper focuses on the technical and social aspects of a set of games designedby the authors that run on IRC,and howAI techniques can augmentthese games.In particular, weexaminethe gameRiskyBusiness, an online trivia gamehosted by a computerprogramor "bot," short for robot. In addition to providingentertainment,the computer gameshow host also supports a unique setting that real-life gameshow hosts never encounter: the opportunity to interact in real-time with thousands of players, 24 hours a day, and becomea cornerstone of their social interaction in cyberspace. Background Information IRC is composed of client programs connected to a networkof servers that facilitate textual conferencing. Similar to a Multi-UserDungeon(MUD),(Mauldin, 1994) users are able to "talk" to other groupsof online users interactively in real-time. However,instead of the MUD’s physical metaphor of rooms and locations, IRCusers communicatewithin "channels" that typically cover a specific topic (such as unix, sex, or chocolate). Aswith virtual worlds whereusers take on the persona of their avatars, in the IRCworldusers take on a newpersonaor emphasizepart of their existing personaor interests, as specified through their nickname.BecauseIRCis more textually based, it maybe that there is less roomfor the 12 <RobBot>Current category: Footwear. Question Value: 800. <RobBot>Question 5 of 30: Lowcut woman’sshoe or a deviceto pass gasoline <BrandEx>rob pump <Texmex>rob pump <RobBot>brandex: That is CORRECT! You win 800. Yourtotal is -300. <RobBot> Please wait while preparing the next Gullivers Travelsquestion... <jennew>brand rocks! <RobBot> Current category: GuUiversTravels. Question Value: 400. <RobBot>Category Comment:Trivia about Gullivers Travels <RobBot> Question6 of 30: The only thing the Laputian king wantedto learn about the outside world <Texmex> oh this one sux <Math> what food do you like rob <RobBot> Pass the ho-ho’s! * MastrLionpasses out (muchto the relief of the channel no doubt) <Mach>rob mathematics <MastrLion>rob tug <RobBot> mastrlion: Bzztf That is incorrect. Youlose 400. Yourtotal is -500. <RobBot>mach: That is CORRECT! You win 400. Your total is 400. RobBotrecognizestext prefacedby "Rob"as input relating to the game. In most cases, the input data constitutes commands or a player’s answer to a trivia question. However,the bot mayalso respondto text whichis not a command,as in the example where "Mach" comments about food, and the bot replies regarding ho-ho’s. These replies give RobBota personality- perhapsoneas a junkfood addict. Notethat while the gameproceeds,users are also socializing with each other; Texmexcomments about howhe dislikes the current category, whilejennewpraises BrandExfor answeringa question correctly. Bots as Agents In manyrespects, the gamebot maybe viewed as an intelligent agent. Foner (1995)describes crucial notions of an agent in terms of autonomy,personalizability, discourse, risk & trust, domain,graceful degradation, cooperation, anthropomorphism, expectation, entertainment and social needs. Each of these characteristics can also be understoodas facilitators for a social setting. Asfacilitators, the characteristics can be better understoodwhenthe purposefor the bot is clarified. First, we note howthe following characteristics are addressed by RobBot. Then, we will show howthese characteristicsrelate to the social purposeandsociological functioningof the game-playingenvironment. Autonomy. RobBot hosts the game without human intervention, although gameoperators are capable of giving the bot commands.However, despite serious neglectat times by the creators, the gamehas continuedto run and flourish on its own.Thebot as an agent must be able to nmindependentlyif it is to satisfy any value in terms of entertainmentor social interaction. If a human operator must constantly provide direction, then the bot becomesa tool of the humanrather than a separate entity. Dependence. Although not one of Foner’s crucial 13 notions of an agent, somedegree of dependenceof RobBot on humansis importantfrom a technical and sociological viewpoint. Technically, the bot requires somehuman intervention for the gameto run smoothly.In turn, this needfor dependence invokesa sense of responsibility and powerin the humanoperators that can satisfy a need for control that transcends entertainment and leisure time needs. Personalizability. RobBot maintains his own personality through the responses programmed into his lexicon, and is capable of recording information about other users. Thebot also maintainsdatabasefunctions in terms of whois an operator, and what scores each player has attained. Aplayer’s scores and record are important measuresof one’s social status on the gamingchannels. Additionally, by projecting life-like qualities onto the robot, an atmosphere inducing socialization maybe induced. Risk and Trust, Graceful degradation. RobBotdoes makeerrors while conducting the game. Players may phrasean answerdifferently than the answerstored in the answerdatabase, or spelling errors maybe present in the answer database, resulting in the bot pronouncing a correct answeras incorrect. Humanoperators are often present to correct such errors. Since the domainof Risky Businessis a game,risk is a lowfactor since the results of an error do not havedire consequences.Often, incorrectly interpreted responsesby the bot are foundto be humorous by the players, or playerswill bandtogetherin cursingthe bot for his errors. Cooperation.Userand agent collaboration is crucial to play the game.Moreworkis required so that a richer twoway communicationis constructed between player and robot. Whilethe bot does not question users, it does provide user feedbackto verify that command requests are being processed. This cooperationfacilitates a primitive form of socialization betweenhumanplayer and computer agent. Anthropomorphism. RobBot relies heavily on anthropomorphism in order to accomplishhis tasks as a game show host. While the technology currently implemented in RobBot consists of simple keyword mappings,the importanttask for RobBotis not to pass the TuringTest, but to provide entertainmentas a gameshow host might. To this end, keywordsand canned phrases appearto satisfy this requirement. Sociological Functioning of the Game-Playing Environment Foner stated that the bot Julia performedas an agent and that there were"sociological" patterns to her behavior. AlthoughFoner focused on the capabilities of Julia and not the sociologicalimpactof the peopleinteracting with Julia, he knewsomethingfundamentallysocial was going on in interactive multi-person communications.Foiler observed that meaningwas inferred by conversation, a building block of social interaction. Healso saw that context was another tool by whichweunderstand social meaningand can decide howto behave and respond. In what follows weshall discuss what sociological meaning is occurring through languageand context, and howthe agent-- the bot’s -- role can be designedto facilitate an appropriatesocial climate, in this case, for entertainment andsocializing. The extant purposeof RobBotis to run a game,and the gameis attractive to people for several reasons. People need leisure time. It helps themrelax for constraining social roles and reduce stress. Leisure takes manyforms and no form of leisure can satisfy all people, and is unlikelyto satisfy anyonepersonfor all his or her leisure needs. Leisure maybe solitary or social, intellectual or physical, passive or active, competitive or noncompetitive, etc. (Russell & Hultsman, 1988). importantkind of leisure is social leisure time because people need unstructured social time (Samdahl,1988). Leisure activities must also be accessible. The Riskybus gamefills a certain leisure niche (Lawton,1995). It intellectual, social, engaging, active and can be competitive. Becauseit is on-line, twenty-four hours a day, sevendays a week,it is accessible to anyonewhohas access to a computer,modem and phoneline, and whohas the basic knowledge to use an on-line system. As a core group of players engage in Riskybus, the network then becomesmeaningfully ritualized in its context, forming a sub-culture which can be then transmitted to newplayers as they arrive. Components of a sub-culture include a recognition of the dominant culture, somecontextualstability, sharedlanguage,history and purpose. These in turn lead to mutually shared norms(behaviorpatterns) and values (communal goals). RobBot’spurposeas agent, therefore, is to maintainthis social game-playingenvironmentand let the subculture continue and develop. Accordingly,the above-described characteristics of an agent are also mechanismsthat promote the sociological dynamicsas well. Wecan see howthe characteristics of the agent supportthe necessary sociological features necessary for an on-goingsocial environment. Autonomy,the first of these mechanisms, permits convenienceand a stable structure. Withoutthe stability of structure, it wouldbe difficult to knowhowto act in the social context of the game, which would effectively hamperthe development of the social networks.Therules more or less stay the same from day to day, monthto month, so the responses that exist to the game environment can be learned and becomepredictable. 14 The stability of the structure helps facilitate the development of social history to the game-playing environment. Twomore characteristics, Personalizability and Anthropomorphism, lead to the developmentof a shared language. Thebot typically utters certain phrases, which can then be used by participants as symbolsof events and concepts. Thebot’s consistency in phrasingleads to the game-playersacceptanceof them. Languageis one of the keytransmittersof sub-culture,so it is importantthat there is constant reinforcementof these phrases. WhenRobBot expresses delight about chocolate via "*choco*"then all participants can use *choco*as a keywordfor joy. The standardization of lapguageby players in responseto the bot’s languagealso adds significantly to the development of sharedlanguage.Further, sharedreality is enhancedby the bot’s record keeping capacity, creating a sense of community history and awareness. The characteristic of cooperation helps shape the behaviorpatterns of players and reinforces a definition of social order. For example,swearingis frowneduponand any player uttering certain wordswill receive a warning "<Player 1> This is a family channel! Be warnedor I’ll have to call the bouncers!" Persistence will get the miscreantkickedoff the channel. Players then learn that swearingis not to be tolerated in any large degree. In another game, Acro, the bot provides no such guidance and coarse languageis a common feature of the players’ answers.(This feature resulted in a moralityplay between certain players. Eventually those whocouldn’t deal with occasionalvulgarityceasedplaying.) Withthe characteristics of Risk andTrust and Graceful Degradationwesee that RobBot’sflaws lead to a bonding of players. Players advise one another on RobBot’s unpredictabilityin certain categories. Byreferring to the bot as a character ("stupid bot") the players recognizethe shared reality that they face. This shared reality contributesto part of the community consciousness. It should be clear that the point of the bot is not necessarily to be a stand-in for a real person. Somebots maysuccessfully accomplishtheir role by being even more primitive than RobBot.For example,in Chaosor Boggle, there is little if anyPersonalizationor Anthropomorphism. Nevertheless, the social space (roomto chat) provided the bot contributes to the development of the game-playing environment.Bogglehas little community associated with it: the mainattraction is the competitivenature of the leisure time. Chaos has more social space, but the structure of its bot precludesleisurely chatting time, even though a core of committedplayers has developedon the various networks.Accordingly,while certain friendships may form and intensify in those game-playing environments, they are less likely becausefewerfeatures of agents(andtheir underlyingsocial catalysts) are present. By understanding that a real social need is being facilitated, it is feasible to design entertainment environmentsto meet other social needs, for example, educational games. In such a game, designers could combineeducation(curriculummaterial), play, self-esteem enhancing praise, etc., all structuredinto the bot’s design. Thebot could also act as chaperonby chastising obscene or other problematic language. Not only wouldthe game be fun, but the process of learning through game-playing ad the social environmentof the gamewouldreinforce essential social skills in child andadolescentdevelopment. Role of AI in Risky Business & Internet Peopleflee to the Internet for a variety of reasons;perhaps the most common reason is that it’s touted as being the technologicalrevolution of the 90s. Therecent growthof Internet Service Providers indicates that the teenage hacker, the aspiring businessman, and the greying academicall desire to be on the net. However,people are reluctant to change,andoneof the primecharacteristics of computertechnologyis the speedthat it changes.People long for the normal, for the usual, for the understood. Therefore, whenthey traversed the electron boundaryto the worldof the Internet, alreadya drastic changein itself, they initially founda world far fromtheir expectations, filled with evenmorealien symbolsand mystic rituals. A larger influx of such peoplegavethemthe powerto start creating that which they understood: bars, neighbourhoods, dating services. All those institutions in the real worldthat cater to the social animalin mannow havea place on the Internet. Onerole of Artificial Intelligence in the cyberspace worldis to providea familiar interface to the participants. RobBot and the Risky Business channel provide an environment hospitable to peopleawashin the chaotic flux of the Internet. Theartificial intelligence inherent in RobBot,minimalas it is, creates a persona to which people can relate becausehe is somethingunderstoodand non-threatening. RobBotplays an essential part in acclimatizing people to the world of the Internet. With evenmoreartificial intelligence, the line betweenuser and software artifact wouldbecomeeven further blurred, flawlessly playing the ever jovial gameshow host, providing witty repartee on demandor the answers to tricky trivia questions. AI Technology to Augment Robot Capabilities Someof the areas where more advanced artificial inteUigencetechniques can better meet RobBot’sgoals of becominga better gameshowhost include improvements in the core capabilities of autonomy,personalizability, 15 risk and trust, graceful degradation, cooperation, and anthropomorphism. Improvements in these categories fall under three broader areas: improved parsing and knowledge-processingcapabilities to better understand input text, a modelof the domainenvironmentto support intelligent reasoning and autonomy,and mechanismsto support other life-like qualities such as emotion, personality, and beliefs. Althoughweare not currently applying these technologies to RobBot,manyresearch projects and methodologiesexist in these areas which could be applied. Selection and implementationof the specific technologiesremainsas future work. The area of parsing and knowledge-processing capabilities has been exploredby manyresearchers. Many methodsexist for parsing include simple keywordmethods (Weizenbaum,1965), statistical methods (Charniak, 1993), knowledge-basedapproaches (Riesbeck & Schank, 1989), or hybrid methods(Mock, 1996). Anyof these could be implementedinto RobBotto improvehis natural language understanding. Improvedunderstanding will improvethe functionality of the bot, e.g., users couldgive commands to RobBotin natural language as opposedto a set of formal commands. Additionally, stronger capabilities in this area will improvegraceful degradation since RobBotwill better understandthe input resulting in fewer instances of miscommunication, and provide for a moresophisticated personality to enhancesocialization and communication. Notethat the systemdoes not haveto be capableof passingthe TuringTest to be successful, but only to understand enough material to facilitate an entertaininginteraction withthe players. Thearea of model-basedreasoningwill provide greater autonomy. Currently, the bot has only a limited understandingof his environmentand operations that may be applied to the environment.Byproviding a modelto RobBotof what the environmentlooks like (Hedges,1989) andwhat operationsare available to navigate throughthe environment,the bot can search the space to achieve a goal. For example,if control is lost on the homechannel of #RiskyBus, then by consulting the model of the environmentand available operations, RobBotcan choose to create a newchannelor invokea series of operations whichmaylead to a state wherecontrol of the channelis regained. Throughsearch of the problemspace and a set of heuristics, RobBotmaybe able to pick the operation it believesis mostlikely to result in its goalstate. Thearea of supportinglife-like qualities in computer agents is a newarea that has only recently becomepopular due to more easily available computing power. Consequently, this area has not been explored as thoroughlyas the other twoareas, but a numberof projects exist in this arena. Hayes-Roth’sworkwith the Virtual Theater (1995) involves the creation of improvisational computercharacters that can performlife-like activities such as exhibition of intelligence, variability, idiosyncrasy, affect, motivation, and personality. Other projects such as ALIVE(Maes, 1994) can provide graphical interpretations of feelings and emotions. To express nebulous areas such as opinions or beliefs requires modelsof thought and the construction of argtunents (Alvarado, 1990). The culmination of these types of technologies into RobBot will result in increased expression, which provides entertainment and also provides an environment that facilitates socialization. Withthese types of capabilities, players will be able to interact and socialize with RobBot on a level of detail they were previously unable to. Conclusion Due to the complexity and scale of Internet systems, computer agents have become a popular method to help manageand navigate cyberspace. As the Internet becomes more accessible to non-technical people, the application and importance of entertainment on the Internet grows. This paper has examined the IRC game "Risky Business," a multi-player trivia game that is hosted by a computer bot. While the intelligence of the bot is currently very simple, it is conducive to an entire frameworkof leisure time socialization as well as entertainment. Additional AI technologies may enhance the socialization and communicationby making the bot more personable and human-like. This can help bring the bot closer to the humangame showhost, and ease the changes necessary for humansto adapt to the online world. Since the inception of Risky Business two years ago, we have seen the evolution of cliques and friends whose ties to each other seem to be as stable as those relationships formedin life off of the Internet. The underlying structures for communication and socialization in IRC and Risky Business are the driving technologies behind this behavior. These findings suggest that support for socialization and communicationare key factors in the success of entertainment systems, not just technological advances such as high resolution graphics or 32-bit sound. Experimentsare also under investigation to examine the application of the social-based gaming environment toward educational systems. Information about getting onto IRC is available on the WWW at http://www.kei.com/irc.html. Information about playing Risky Business is available on the WWW at http://phobos.cs.ucdavis.edu:8001/~mock/irc, html and http://www.cs.uregina.ca/~hoyle/Games/. MA:Kluwer Academic Publishers Charniak, E. 1993. 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