Cardplay, a New Textual Instrument

David Durand

dgd@acm.org

Brown University

Noah Wardrip-Fruin

nwf@brown.edu




Introduction: What is textual play?

We are exploring what it means to play textual literature.
                  We don't mean, by this, playing games that incorporate textual
                  material within their structure ߞ but rather textual and
                  literary structures for which play is a primary means of interaction. We are
                  conducting our exploration both as creators and scholars of
                  digital media. This paper discusses a number of related issues —
                  including the notion of "instrumental texts" discussed by
                  electronic literature authors, the critical games proposed by
                  Jerome McGann and Johanna Drucker, and what Markku Eskelinen has
                  characterized as the challenge of ludology (the study of games)
                  to traditional literary study. This discussion then becomes the
                  background for describing a system we are building — Cardplay —
                  its design goals, our authoring work within it, and its
                  relationship to prior work in the hypertext and artificial
                  intelligence communities.



Texts and instruments

In the electronic writing community there has been increasing talk, in
                  the last few of years, about the idea of instrumental texts 
                  (Cayley, Moulthrop, Wardrip-Fruin). An instrumental text is meant to be
                  played, and provides affordances for such play, much as folk musical
                  instruments do (as the frets on a guitar invite the production of the notes of
                  the scale). Such texts can and should provide opportunities for practice and reward
                  mastery. What is practiced and mastered — again, the analogy is drawn with
                  musical instruments — is often presented as a physical discipline.
                  Instrumental texts also show close resemblances to computer
                  games in these ways. Given that most works presented as examples of
                  instrumental texts always use the same material for their play (always, so
                  to speak, play the same tune) the analogy with games may be the more
                  accurate of the two. However, the type of engagement that authors hope to
                  produce with instrumental texts may be more musical than game-like.

A textual instrument, on the other hand, is a tool for
                  textual performance which may be used to play a variety of
                  compositions. In this sense it is evocative of Thalia Field's
                  figure of the "language piano" — something that one learns to
                  play, and which may produce a much wider variety of texts than is
                  the case for those projects normally discussed as instrumental
                  texts. However, a textual instrument need not be like a prepared
                  piano. The direct selection of text, rather than the manipulation
                  of a non-linguistic device, can be its interface. And the
                  relationship between a textual instrument's interface affordances
                  and the possible textual outcomes need not be one-to-one at all
                  levels (as it is with a piano's keys, though they may be
                  played in many combinations). Gaining an intuitive understanding of how a
                  textual instrument will react for a given composition is part of learning to play 
                  that piece. Compositions, here, consist of a body of text (and/or a means of acquiring
                  text) and a set of tunings for the instrument(s) used, where a tuning
                  is a particular configuration of the interaction mechanisms and settings for the procedures 
                  (along with any instructions on how these change over time).
               

We have previously built two
       [Note 1: ]
      textual
                  instruments — one, for performing local pre-parsed texts (and for which
                  currently there is one composition, Regime Change), the other for playing
                  live network RSS feeds of current news. Both of these operate
                  using the logic of n-gram statistical models of text (first used in textual
                  play by Claude Shannon) and exhibited strengths and weaknesses that might be
                  expected from such a purely statistical approach. An intuitive understanding
                  of how to get good results from both works is possible, however, despite
                  the fact that there is no pre-set goal to the interaction. Because of the
                  aleatoric nature of the automatic processes in both works, and the size and
                  opaqueness of a statistical model of even a short text, these instruments
                  are easy to compose for, but relatively resistant to precise control, by
                  author or reader. Cardplay, on the other hand, is designed to operate more
                  directly out of human authorship (of texts and rules), with interaction
                  techniques and infrastructural motifs more typical of hypertexts
                  or rule-based artificial intelligence systems. The aim is a blend of these
                  parallel (non-intersecting) but closely related sets of techniques.



Playing with games

Interest in games has a long history within the literary
                  community. The work of the Oulipo, for example, could be seen as
                  a relatively recent entry in a series of authoring games
                  stretching back through literary history. (Amusingly, the Oulipo
                  have referred to those employing difficult authoring constraints
                  before them as "anticipatory plagiarists" — and characterized
                  themselves as rats who design the mazes from which they propose
                  to escape.) Critical interpretation has also been characterized
                  as a game. Warren Motte has done important work on playtexts.
                  However there has been little attention to games in a more formal
                  sense — games involving rules, moves, and outcomes. Perhaps this
                  is because few literal games have, before the last couple of decades,
                  contained much of literary interest.

Now this is changing, and rapidly. Critics from literary
                  backgrounds are among the most active in the formation of the
                  rising field of game studies (or ludology). Meanwhile, other
                  critics have proposed means by which the metaphorical game of
                  literary interpretation can be literalized — via the
                  introduction of rules, moves, and outcomes into public acts of
                  interpretation carried out in a computational media
                  environment.

Among those from a literary background who are now helping
                  create the field of game studies, we will primarily focus on
                  Markku Eskelinen's recent work. While we might also fruitfully
                  consider the work of Espen Aarseth, Lisbeth Klastrup, Susana
                  Tosca, and Torill Mortensen, it is Eskelinen who has most clearly
                  brought concepts from ludology into contact with the notions of
                  "instrumental text" and "textual instrument" . He
                  points out the importance of overcoming the "fear of variety" in
                  order to understand instruments fashioned precisely so that each
                  reading is different. We must find methods of reading not only
                  textual outcomes (which vary) but the systems that produce them
                  (which remain consistent).

In another sense, the creation of systems for playing literature — but
                  for critical purposes, rather than artistic ones — has been a focus of the
                  Speculative Computing Laboratory at the University of Virginia. Best known
                  of these projects is The Ivanhoe Game first proposed by Jerome McGann and
                  Johanna Drucker. Here some types of literary interpretation are formalized
                  in a manner that would be recognizable to ludologists, even if they do not
                  fully satisfy all formal definitions of the term game.
               



Playing cards for drama

In Cardplay, we are trying to create a textual instrument whose center of
                  gravity is clearly literary, focused on the creation of a work, a play, that
                  is in some senses conventionally literary, and yet to make the process of
                  playing the work simultaneously be the the process of playing a game
                  in the most literal sense. In Cardplay,
                  players manipulate virtual cards (each associated with text that is not
                  fully visible to the players), in an attempt to win the card game (Solitaire
                  is also possible). However,
                  a successful play wins points when the card played
                  interacts with other cards played to advance the creation of the script of a
                  play, whose transcript accumulates and may be saved. Copyright in
                  the result may be automatically granted to the winner of the game, by the
                  program, on the successful completion of the game. Players of the game are
                  thus in competition with each other to advance the story. Unlike many
                  interactive fictions, however, neither player is identified with a character
                  in the ongoing story, nor is the plot of the story necessarily determinative
                  of victory in the game.
               

Significant aspects of Cardplay are inspired by the description of Mark
                  Bernstein's systems Thespis and Card Shark. 
                  In Berstein's Card Shark, players
                  create texts by playing cards each containing a fragment of narrative. Each
                  card may have some named properties, which are active once the card is
                  played. Cards may also have preconditions which must match the properties of
                  active cards. Thespis extended this notion to a self-composing drama system
                  in which a number of artificial agents try to play their own cards, with a
                  similar condition system.

In neither of Bernstein's systems was the notion of a game used. In
                  Thespis, a number of standard AI techniques (Blackboard systems, Agents) are
                  used in a minimal way to create a reading experience. Cardplay cards can be
                  divided into two types: Fundamental cards, which respresent aspects of events,
                  characters, places; and Master cards, which create textual content in the
                  transcript. There is no procedural aspect to Cardplay cards, unlike
                  Bernstein's Thespis agents, and the conditions by which cards are matched
                  are more complex than those in Card Shark. A Cardplay card is more like a
                  logical rule in an AI system, which has variables that it can match in the
                  cards on deck, and results that it presents, to which other cards can
                  match. When played, a Master card, and the cards that it has matched with,
                  are all removed, and the transcript is augmented with the results.

We believe that the methods of symbolic AI provide a fertile area for
                     exploration in the creation of literary systems and games. The thorny AI
                     issues of how the knowledge in such systems is grounded are irrelevant to the creation of the
                     experience of irreal worlds, which by definition are not so grounded. As
                     authors, we find what has come to seem the naivete of early AI methods quite attractive,
                     because it means that the resulting systems
                     are relatively easy to understand and control. Finally, we find it
                     interesting that in our system the reader will play a game whose issue will 
                     provide a soul for the machine that is our text.
                  



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