Consciousness, Literature and the Arts

Archive

Volume 4 Number 2, July 2003

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Robotic Theatre In Extremis

Models for Artificial Intelligence in Robotic Performance: Or, How We Think A Machine Might Think As A Guide To How It Might Express Itself In A Performance Context

 

By

Gordon Ramsay

 

Meyerhold’s biomechanic model, whereby the human performer is at once externally controlled while at the same time paradoxically maintaining a degree of volition, and Schlemmer’s robotic Kunstfigur, arguably more extreme, making less of a concession to the human and more to the mechanical, find a scientific and theoretical advancement in the field of Artificial Intelligence (AI), and in particular in the work of cognitive scientist Douglas Hofstadter. If Meyerhold and Schlemmer are concerned with mechanisation of the performing body, consideration needs to be given to mind as machine and machine as mind in a performance context. The evaluation and exploitation of contemporary AI models offer us the opportunity to establish an idealised method by which a robotic performer, as well as character, might think.

Perceptual and conceptual qualities are far from explicit but are inherent in Meyerhold’s and Schlemmer’s models. The Kunstfigur certainly has a conceptual weight as far as Schlemmer is concerned, as personification “of the loftiest concepts and ideas” (Schlemmer 1971, p.29), and “concepts such as Power and Courage, Truth and Beauty, Law and Freedom” (Schlemmer 1971, p.31), but the Kunstfigur certainly is not envisaged as having concepts of its own. In that sense, the Kunstfigur is purely emblematic. Meyerhold’s distrust of psychology is well-documented, and while the actor has “initiative” (Braun 1991, p.201), this depends on the perceptual and conceptual capabilities of the performer. The overall approach leans heavily towards the primacy of the director’s concepts and perceptions and not those of the performer. If we are to contemplate a more “democratic” robotic theatre in its most extreme form as a future possibility, and by extreme I suggest that this must involve artificial intelligence, its plausibility naturally depends not only on a Totalitarian “idea-transference” from the scientific field, but also on the progress of robotic - or AI software - per se.

When we refer to robotic theatre in extremis, we suggest an ideal: a theatre involving machine/performers programmed to adhere to a written text and to be “directable”. At the same time, such machine/performers have a latitude for degrees of intelligent independence and creativity, at least within the rehearsal period, with this to be determined by the director/programmer[1]. This latitude mirrors the latitude offered by human directors to human performers in “conventional” theatrical practice. At one extreme, a director may “block” every movement and every expression for every scene. (In the film world, Hitchcock springs to mind as a good example of such a director). At the other extreme, the director may allow the actors such a high degree of independence, that they are largely responsible for creating virtually the whole text, performance and written, themselves. (One might argue that Peter Brook inhabits this end of the scale). This plainly raises a question or two over independence and creativity. For example, if we state that the two are co-existent, are we assuming that the machine/performer like the human performer is independently creative? With a human performer, acting in concert with others, this is obviously not so - the creativity of one performer directly affects the creativity of another, either by the mutual “democratic” sparking of ideas at a rehearsal or performance or by the natural, intended and sometimes unintended modulations that can occur during performance, when for example a performer leaves a slightly longer pause than usual. This creativity may automatically require some creative adjustment on the part of the other performer(s). If the pause is a misjudgement, or an accident - indeed the performer may speak the “wrong” word or line - creativity is still required by their colleague(s) in terms of a capacity for a flexible but appropriate response. To be creative is not necessarily to be independent, an observation that at first sight runs counter to Hofstadter’s own observation - “True Creativity Implies Autonomy” (Hofstadter 1998, p.411), deriving from his Letter spirit programme (1987). In fact, in citing requirements for creativity, he refers specifically to design programmes:

 

 The programme itself must arguably make its own decisions rather than simply carrying out a set of design decisions all of which have already been made, directly or indirectly, by a human. (Hofstadter 1998, p.411)  

 

 

The stress here is plainly on the establishment of self-reflexivity and independence as opposed to high external control. Nonetheless, this does not mean that a design programme cannot be creative alongside other programmes of artists/programmers. Hofstadter ignores such creative relationships. This is governed partly by the natural restriction of his theoretical goals but also by the

fact that for such a relationship to obtain, a programme’s capacity for independent creativity must first be established and proved. For our part it is sufficient to say that when we talk of the machine/performer’s independence we also suggest the machine/performer’s independence vis à vis the external control of the director/programmer, whilst accepting that within such independence there lies the potential for “mutual” creativity.

As far as creativity is concerned, the mutual creativity of the machine/performer finds an approximate translation in the mutual creativity of the director/designer/lighting designer/writer and others involved in the performance text. A director, like a performer, can plainly be creative both “independently” and in concert with others, including with the machine/performers themselves. Robotic theatre in extremis requires high levels of independence and external control for the machine/performer and high levels of absence and control for the director/programmer. This contradictory duality is accounted for in practice by what we might call a creative allowance, whereby the relationship between the two has an inherent democratic dynamic. Each, for example, is free to run with an idea, though the degrees of control/absence/external control/independence at any given time have a strong tendency to dictate some sort of tacitly agreed order - in other words, the two parties do not speak at once and ignore the other, though there will inevitably be collisions, interruptions etc. The high values ascribed to the in extremis model are high precisely because they have a high mutual creativity allowance. In simple terms, they allow for a high degree of creative give-and-take.

A reasonable objection to this allowance can be made over what might be called ultimate independence or ultimate control. That is, who, creatively, has the “final say” - or is the creativity consensual? This will vary from director/programmer to director/programmer, since latitudes for consensus may be built-in to the machine/performer’s programme. This finds an equivalent between human directors and performers, in that there is a contract that is established (at one extreme by direct order), or one that establishes itself, whereby “the final sayer” (or “ender” of creative exploration of any given portion of performance text) is mutually and generally known. This can be apparently contradicted, however, when broken down to a smaller creative increment. For example, let us assume that the contract posits the director/programmer as the “final sayer”. During any creative exploration it is possible that the director/programmer will say: “No, that doesn’t work. Go back to the way you did it before” to which the machine/performer can respond with: “Let me just try this”, whereupon something is tried out that may or may not “work”. The director/programmer has already apparently had the “final say” but this is deliberately ignored and a barrier is breached. If, as far as the director/programmer is concerned, the ensuing piece of creativity fails, “the final say” may well be repeated, though this time with an increased finality which the machine/performer is more likely to conform to (though this is not a guarantee, it is more likely. The barrier will not yield so easily). On the other hand, should the new piece of creativity “work” for the director/programmer, all things being equal, the “final say” will be surrendered by the director/programmer themselves and taken up instead by the machine/performer. If there are shades of “final say”, open (to varying degrees) to constant negotiation, creativity can be said to emerge, at least, on occasion, from challenges made to the “accepted” hierarchy at any given time.

This rather obvious “picking apart” of the creative process regarding notions of control underlines the fluidity and slippability that may occur within the theatrical process. This finds a correspondence, as shall be seen, with Hofstadter’s subcognitive preoccupation and reminds us that the terms used such as independence, external control, control, and absence, are variables whose “scale” values are “shiftable” and far from concrete. The aggregate of these values can be averaged, with the machine/performer, for example, in general possessing a high intelligent independence value, but this independence fluctuates during rehearsal or performance. The term “fluidity”, which hitherto may convey a quality of weakness and architectural instability, in this sense confers a quality of strength, representing the creative capacity within the director/programmer and machine/performer relationship for dynamic and responsive cognitive behaviour, dependent as it is on the constant establishing and relinquishing of control.  

 

Setting Aside the Physical

At this point I will set aside physical movement and focus on the primacy of the perceptual and the conceptual, sub-cognitive processes which are vital to thought and creativity. This separation at first sight contradicts Robert M. French’s assertion, in “Subcognition and the Turing Test” (1996), that the physical cannot be isolated from the cognitive. This assertion arises as a response to the Turing Test, where the scientist Alan Turing (1912-1954) postulates that if a human communicates via teletype with an unseen being in another room, and cannot determine by a series of questions whether or not the being that answers is a computer programme or a human, then machines/programmes can be said to possess intelligence. French claims that a human’s cognitive profile, as regards the human’s relationship to the world around them, is necessarily imbued with concepts and networks accumulated via physical organs sensitive, to varying degrees, to a panoply of stimuli.

Consider, for example, a being that resembled us precisely in all physical respects except that its eyes were attached to its knees. This physical difference alone would engender enormous differences in its associative concept network compared to our own. Bicycle-riding, crawling on the floor, wearing various articles of clothing, for example trousers as opposed to shorts, and negotiating crowded hallways would all be experienced in a vastly different way by this individual. The result would be an associative concept network that would be significantly and detectably (by the Turing Test) different from our own (French 1996, p.23).

As far as French is concerned, while this anatomical difference does not register the “being” as necessarily having low intelligence, the Turing Test would expose, in the answers to the human’s questions, an abnormality, or “non-matchability”, in response. As a logical refutation of Turing’s separation of the physical and cognitive, French’s argument certainly has weight, but it is an argument more about Turing’s assumptions within the Test itself, rather than one about a more general relationship between these two aspects. It is possible to be physically “different” and to still be cognitively human. As Blay Whitby writes in “Turing Test: AI’s Biggest Blind Alley”:

 

 the imitation game does not test for intelligence, but rather for other items such as cultural similarity. (Whitby 1996, p.55)

 

If we abstract French’s knee-eye being to, for example, an ordinary man with poor vision the challenges of bicycle-riding and crowded hallways appear as obstacles easily identifiable to the interrogator. These obstacles that may be “uncommon” to the able-bodied, representing as they do “uncommon” physical difficulties, nonetheless allow for a comparable and identifiable cognitive ability. More specifically, while it may be said that, for example, poor vision or blindness (“physical” perception) automatically affects mental perception, and that physical and cognitive adjustments take place by way of compensation, it remains true that such disabilities do not make the person anything other than cognitively human.

The absence of movement in performance, as some of Samuel Beckett’s work demonstrates, does not preclude the presence of theatre, and this neatly allows a restriction of focus to the word and the thought processes behind the word. Imagine the machine/performers suffering from a physical paralysis that fails to impinge on their mental functions. What is important is that these performers are as close as can be got to being inherently human (certainly as much as we culturally “allow” any physically paralysed person to be), without forsaking their innate mechanical nature, and as close to being mechanical without forsaking their innate human-ness. This duality is important, they both are and are not. If we can imagine a situation where one more “notch”, however that may manifest itself, on a vertical scale renders them “human” then the duality will naturally vanish. Such performer/machines necessarily operate on a cusp between “is” and “isn’t”, rather like Hoffmann’s Sandman. It is just as much the case that one more “notch” “upwards” on the mechanical scale causes an imbalance the other way, rendering the performer a mere machine at the expense of their innate human-ness. Again, the duality vanishes. If we imagine robotic theatre in general as a graph with two axes, external control and independence, each with an equal scale of 0 to 5, then the in extremis example just described might appear on the graph with co-ordinates (5,5) - high intelligent, creative independence (which finds an equivalence in Hofstadter through the manifestation of intelligence, insightfulness, creativity and flexibility) combined paradoxically with a commensurately high measure of external intelligent control. It necessarily follows that there are other co-ordinates “below” and/or to the left of this, and where the duality may be “weighted” more one way than the other, that is towards external intelligent control, or towards intelligent independence. “High” external control does not on its own posit the machine/performer at the apex of robotic theatre any more than “high” independence on its own might do. An exaggerated analogy might be a lighted match casually thrown into a firework warehouse. The ensuing explosion (or display) would have a “high” degree of independence with a “low” degree of external control. These “values” can shift by say, making the dropping of the match less casual so it lands where we know the rockets are, and (all things being equal) they go off first. By doing this, there is a marginal increase in external control of the display, while at the same time a marginal decrease of its independence. Of course, the analogy falls apart as without the match no display would occur at all, which actually gives a high level of external control. The way round this is to separate the initiation of the explosion (high external control, low independence) from the explosion itself (low external control, high independence).

A good example of this “variable” scaling can be seen in the work of the Swiss artist, Jean Tinguely (1926- ), whose mechanical sculptures embraced the notion of chance and surprise. His “Study for an End of the World” (1961), sited in a park in Copenhagen, was made from various scrap materials, plaster, fireworks and dynamite. Their self-destruction was carefully orchestrated - in other words, there was a comparatively high degree of external control - yet, according to artist and assistant Billy Kluver, there was also a strong degree of independence:

 

 A rocking horse rocked wildly; a doll’s pram trundled up; the Russian astronaut Yuri Gagarin in the form of a broken doll, was shot into space; and, as a finale, the French flag descended slowly by parachute. The explosions were sometimes so violent that the audience’s clothes were blown about as if by a gale-force wind, and rockets flew low over their heads. It had perhaps not occurred to Tinguely that coating the explosives with plaster would substantially increase the strength of the blast. (Hulten 1987, p.98)

 

 

Sadly, in an ironic if accidental epilogue to the performance, the dove of peace that was meant to fly up after the first explosion, missed its cue and was found dead in the debris. Tinguely’s work, operating as it does on the cusp of sculpture and performance, provides an exaggerated example of an event where the machine/performer has a reasonably high level of independence. Suffice it to say, there has to be a combination of both external intelligent control and intelligent independence in some measure for what has been described as robotic theatre to obtain. The focus here is on robotic theatre in extremis, and more precisely on the theoretical means within the field of AI by which it may be eventually achieved in a theatrical domain.   

Mark Pauline’s performance group, Survival Research Laboratories (SRL), exploits machines in a similar fashion to Tinguely, that is, there is a planned sequence of events, yet chance and surprise are allowed to intervene and provide new avenues for creativity through improvisation. Thus while there is high external control (Pauline wears a headset and gives second by second instructions via colleagues who “drive” the devices), there is also a degree of machine/performer independence. In the frequently apocalyptic performances, machines war between themselves yet their fates, and the precise sequence of events within these fates, cannot be entirely predetermined or planned by the controllers. This differs from the British TV show Robot Wars, not only in terms of milieu and scale (SRL’s performances are outdoors and employ such items as ex-U.S. army rocket launchers) but also in terms of context. There is a narrative structure and conscious use of metaphor: thus in “Machine Sex” (1979), a satirical commentary on the oil crisis, “dead pigeons dressed as Arabs were shredded by a spinning blade while The Cure’s “Killing an Arab”…. blasted at mind-numbing volume” (Dery 1996, p.7); and in “Deliberately False Statements: A Combination of Tricks and Illusions Guaranteed to Expose the Shrewd Manipulation of Fact” (1985), the Sneaky Soldier features a crawling, dying sculpture of a soldier disembowelled by a landmine. Frequently too the performances are accompanied by Brechtian captions, describing or commenting on the action[2].    

A variation to these forms of machine performance occurs in Stelarc’s

Sci-Art:Bio Robotic Choreography”, currently being developed by Nottingham Trent University’s Digital Research Unit. Man and machine simultaneously co-perform in a creative relationship, and yet each enjoys a significant degree of independence tempered at times by an equally significant degree of external    control. While Tinguely and SRL stand apart from the performance, Stelarc is within it. His control of the large, six-legged robot (Locomotor) from a platform centrally located in its body is as partial as the machine’s control of itself. In other words, there is a high degree of creative allowance. As Stelarc himself remarks:

 

The body is not merely a passenger on the robot. The smart robot design will result in a more subtle interface. The robot’s mode of locomotion, its direction and speed are actuated by the shifting of the body’s weight and the twisting of  the torso… the body becomes a split body, sometimes automated, sometimes involuntary and always experiencing a split physiology. (Stelarc 2001)

 

It is also interesting to note that the philosophy behind the development of Locomotor has much in common with that which is behind Meyerhold’s and Schlemmer’s models: to extend human movement (and thus expression) beyond its limits by means of marriage to machine. This precipitates a re-reading of not only what it means to be human, but also what it might mean to be a machine. It should be noted that this blurring of the boundaries is not without its critics, as Donna Haraway writes in “Simians, Cyborgs and Women: the Reinvention of Nature”:

 

Late twentieth-century machines have made thoroughly ambiguous the difference between natural and artificial, mind and body, self-developing and externally-designed, and many other distinctions that used to apply to organisms and machines. Our machines are disturbingly lively, and we ourselves frighteningly inert. (Haraway 1991, p.152)

 

Haraway occupies a late twentieth century position redolent of Carlyle’s one hundred and fifty years before, but with a difference: while humans become mechanical adjuncts or drones, machines become organic in form and nature, the mechanised organism described by Schlemmer.

While SRL’s machine/performers have some independence, they have little sense of their location in respect of each other. Ullanta’s performers differ in this regard, and are a little closer to machines that can think. In “Robotic Love     Triangle” the integration of a video camera permits physical recognition or visual consciousness and the scaling of distance between the performers themselves as    well as between the performers and the audience members. Ullanta’s robots, whose prime task is to dispense snacks to the audience (as guests) on request, are also programmed to alternate at fixed intervals between displaying social and anti-social behaviour. As programmer/director Barry Brian Werger writes:

 

In 2 of three 30-second cycles, each robot would be “social”, seeking the company of other robots and serving humans, but in the third, it would become “antisocial”, avoiding robots and not acknowledging humans. The cycles were initialized so that a repeating pattern emerged: one robot would storm out as the others became intimate, then return affectionately as another left. Uncertainty of the real world would result in numerous variations, such as social robots running after antisocial ones instead of becoming involved with the other social robot. The guests, informed by signs on the robots that the love triangle not only caused the robots emotional strife but interfered with their service, were asked to step between the robots if they entered into long, intimate gazes with each other. This request had the effect of both drawing the audience into the drama and triggering the obstacle avoidance to move the robots into more effective service configurations….

The guests both followed and entered into the robots’ interactions, and on the occasions where one robot would get separated from the others, concerned guests took it on themselves to clear a path for it to regain visual contact. Enterprising children discovered that the color of a cheese served by another robot was similar to the neon orange of our robots’ distinguishing marks and delighted in leading the robots around like hungry dogs. (Werger 1998, p.35)

 

 

Ullanta’s performance differs from Tinguely’s and SRL’s in key respects: not only does the machine/performer have a physical consciousness of others in that it recognises walls, people and other robots as obstacles and is programmed not to bang into them, it also interacts with other machine performers, directly and indirectly affecting changes in physical behaviour and the consequent pattern of relationships. Furthermore the audience itself is permitted and encouraged to play a part in the actions and is as responsible as the robots for the sequence of events, or narrative, that unfolds. However, while Werger’s external control is interestingly vulnerable to the external control of the audience, the apparent independence of the robot itself is largely illusory, that is, its actions stem from carefully programmed givens (for example, the three thirty second cycles) and there is little or no place for a genuinely emergent behaviour. This is not to carp at a seemingly effective and entertaining piece of robotic performance; it is more to acknowledge that for a relationship to exist between programmer/director and machine/performer that conforms to robotic theatre in extremis, the machine/performer must enjoy a higher degree of cognitive independence than Werger’s programming seeks or permits.

Finally, some mention needs to be made of the Shadow Robot Company’s Shadow Biped Robot (figure 1, see Shadow Robots), a machine whose movements conform closely to human movements, and in so doing avoid the clunk factor that is predominant in other industrial counterparts. I have been struck by the Shadow Biped’s characteristic fluidity, wrought by largely mechanical means. Designer Richard Walker describes this as “soft robotics”.

In simple terms, this is achieved by the use of air muscles, components that expand and contract by means of compressed air. The wooden skeleton, with its approximation of human limbs, houses a number of these muscles, which seek to replicate as closely as possible the qualities of human movement. Whilst Shadow Robot’s research has yet to solve the problem of getting the Biped to walk, with balance after the first step notoriously difficult to achieve, they have had success with arm and hand movements. Like Ullanta’s robots and Stelarc’s Locomotor, these have a degree of self-control due to the incorporation of pressure sensors. This allows the Biped with its complex hand/arm (figure 2, see Shadow Robots) to pick up a glass of beer (for example) without crushing it.

 

 

Figure 1

 

 

 

 

Tether
Used to hold the robot in place during balance tests
.

 

Interface Card
Connects computer's expansion bus to Robot's card.

 

Sensor Interface
Multiplexes Sensors to A/D converter card.

 

A / D Converter card
Samples Sensors producing a Digital Output.

 

Output Interface
Drives 12 Volt solenoid Valves.

 

Pressure Sensor Gauges

Modified Bourdon Tubes producing electrical output.

 

Control Valves
Regulates the air flow to the muscles.

 

Actuators

Using Shadow ® Air Muscle technology.

 

Joint Sensor
Measures position of the joint

 

 

 

Figure 2

 
 

 

 

 

 

Figure 1

The robot, which has yet to be tried in a performance context, can either be pre-programmed or operated live via a handset, and has the advantage of being comparatively cheap to build and reliable. While it is largely incapable of independent action, it is nonetheless a useful example of a machine that moves with the fluency of its human counterpart, whilst retaining its innately mechanical nature. What is now needed is the discovery of a cognitive system that is similarly on the cusp of human and machine, and one that manifests the capacity for a high degree of independence. 

 

 

Machines that Think

As I have already indicated, the interest is less in physical expression and more in spoken expression and the cognitive processes that govern it. The focus now turns to the theoretical means within the AI field by which robotic theatre in extremis may be eventually achieved in a theatrical domain. Put simply, in what way might one conceive of machines and machine/performers that can think?     

Hofstadter’s presence here, along with the Fluid Analogies Research Group, is important in that through the microdomains of computer programmes such as Jumbo, Numbo, Copycat and Tabletop, taking into account as they do notions of analogy, concept, perception and consciousness, he establishes, unlike many others working in the AI field, a theory for self-reflexive and genuinely emergent artificial intelligence which matches (on a physical/intelligent axis) the models of external control and independence intimated by Meyerhold and Schlemmer and which will form the basis of robotic theatre in extremis. Hofstadter’s work cuts against what Boyle identifies as the Quantitative element of “new” science - that is, the perceived primacy of mathematics and regularity, which dictates that only areas displaying such facets are explored. This axiomatic quality is reflected in the bedrock of much AI research and application, “Laws of Thought” (1854) by George Boole, whose assertion that not only is mathematical structure inherent within intellect and reason but that it can be logically analysed and symbolically represented by algebraic means, is a paradigm integral to Claude Shannon’s chess-playing machine (1950) and Ernst and Newell’s General Problem Solver (1969), as well as a host of traditional AI programmes. Such programmes, governed as they are by a Quantitative overview, tend to stress external control whilst overlooking the qualities of independence, and contrast strongly with Hofstadter’s “epiphenomenal” model, with its emphasis on naturally emergent intelligence. As Hofstadter writes in “Fluid Concepts and Creative Analogies, Computer Models of the Fundamental Mechanisms of Thought”:

 

 The philosophy….comes from an analogous vision…(it) goes against the grain of traditional AI work, which seeks to find explicit rules (not emergent or statistical ones) governing the flow of thoughts. (Hofstadter 1998, p.125)

 

Hofstadter establishes the necessity for models of conceptual processes to be undertaken alongside models of perceptual processes, the latter being achieved by a study of analogy-making. The one cannot be separated from the other in trying to come to a better understanding of the human mind. With analogy-making the touchstone, the precepts on which such programmes as Jumbo are based are striking in that they are more biological and organic, less deterministic and axiomatic, allowing as they do room for emergent intelligence (the equivalent of our theatrical independence) rather than an imposed system of formalised laws (equivalent to our external control). At the heart of the models is the characteristic of fluidity, or shiftability, which allows problem-solving or pattern-recognition tasks to be carried out dynamically, with the programme independently free to discover its own affinities and determine its hierarchical structures. This fluidity, as has been seen, corresponds to the nature of our creative relationship between machine/performer and director/programmer, as well as to the individual machine/performer’s innate creativity.

Where Taylor and the Gilbreths, in the field of time and motion study (see Barnes 1968), and   Schlemmer and Meyerhold, in theatre, attempt to break down physical activity and expression into a series of smaller events and actions, Hofstadter similarly breaks down cognitive processes into a series of smaller cognitive events, actions, relationships and reactions. To develop an architecture for expression in robotic theatre, some understanding and interpretation of the flexible structure and spirit of Hofstadter’s cognitive architecture would seem to be essential. The next section explores cognitive structures.

 

Jumbo: A Cognitive Architecture

Such terms as “biological” and “organic” have a tendency to sound woolly and we need to look at them further. The activities and relationships of the “Codelets” and “Coderack” which help form Jumbo’s bonding architecture are deliberately analogous to the activities and relationships within and around cellular, molecular and cytoplasmic structures. Some form of hierarchy can be established, with atoms (low level molecules), followed by small molecules, amino acids, and chains of amino acids, all with various strengths of bond. Furthermore, within the cell and around its nucleus is the cytoplasm, within which the molecules are built, each with its own construction process. Jumbo is based on the popular word puzzle where letters have to be unjumbled and rearranged to make sense. Hofstadter relates the grouping and bonds of the molecular paradigm to individual letters (atoms); “tight consonant clusters” (small molecules, “th”, “ng”, “ck”); “higher-level clusters” (amino acids, “thr” from “th” + “r”, “ngth”, “cks”); and syllables (amino acid chains). External pressures can break a biological chain and language bond theoretically anywhere, though as Hofstadter points out:

 

 its natural breaking-points will be between (my italics) the highest-level constituents rather than inside them. (Hofstadter 1998, p.101)

 

The process of Jumbo’s verbal pattern-making and pattern-breaking closely reflects the very basis of human life at the cellular level - the arrangement and rearrangement of molecular bonds, with each operation carried out via a particular enzyme or agent. Each successful (anabolic) molecular bonding the agent achieves (they can break bonds too, in which case this would be catabolic) is accompanied by a chemical “marking” which further attracts the attention (like a marked lamppost attracts a dog) of another enzyme looking for somewhere to join its “own” molecular bonds onto. Jumbo’s architecture gradually takes shape effectively but with apparent randomness, until the edifice is complete. The analogy of a building site, to the untrained observer an apparently chaotic scene with holes, piles of rubble, stacks of bricks, footings, reinforcements, foundations, scaffolding, pipes, cables, concrete - teeming with bricklayers, foremen, labourers, plumbers, surveyors, electricians, carpenters, decorators and a riot of machines (dumper trucks, diggers, cement mixers, lorries, cranes), all involved in different but to varying degrees related tasks is actually a good one, vis à vis the difference between the Analytical and what we could call the Organic approach.[3] Boole and Descartes, watching the overall site activity from a bus stop across the road, see no logical regular pattern that adheres mathematically to their precepts, and determine that no building is being built. They get on a bus and leave, failing to identify a building process that emerges by means of methods that may appear chaotic and at the time deterministically un-representable but which are in fact both effective and reliable. As Hofststadter comments:

 

 One could therefore bring in a third basic analogy relevant to Jumbo’s architecture: that of statistical mechanics, which explains how macroscopic order (the large-scale deterministic laws of thermodynamics) emerges naturally from the statistics of microscopic disorder. (Hofstadter 1998, p.125)

 

It is this disorder, in essence non-deterministic, and termed by Hofstadter as “stochastic”, with its concomitant flexibility that allows what we could call the “affinity-gauging” of letters and letter groups in the programme. Values or attractiveness ratings are intuitively ascribed by Hofstadter to various clusters - so, for example, in the data table (see figure 3, (Hofstadter 1998, p.104)) “sm: initial 5, final 2”, means  that “sm” has a likelihood rating of 5 to act as the beginning of a syllable, for example “smog”, while to act as a final cluster it merits a likelihood rating of 2, for example “spasm”:

                                            

sc: initial 2

sh: initial 8, final 4

sk: initial 4, final 4

sl: initial 5

sm: initial 5, final 2

sn: initial 2

sp: initial 4, final 2

s-ph: initial 2

sq: initial 3

ss: final 5

st: initial 8, final 4

str: initial 3

sw: initial 3

 

oa: initial 2, middle 4

oi: middle 4

oo: middle 5, final 2

ou: initial 2, middle 3

ow: middle 3, final 3

oy: final 3                               Figure 3

         

 

Such scoring is entirely subjective and does not therefore conform to Analytical procedure. Instead, it conforms to Hofstadter’s psychological predilections for particular letter and cluster matches, and this imbues the programme with a deeply “human” nature. Its architecture depends on “sparks” of affinity - of varying brightness or strength - in practice represented in code by a codelet (resident in a coderack from which it can be plucked and in which it subsequently installs potentially a whole “amino-acid” chain of replacements), which signals promising letter-relationships with a “flash”. If the relationship is unpromising, each letter is free to form associations with other partners instead. What determines which codelet is to leave the coderack at any given moment is its urgency value, an urgency governed by statistical probability, but a probability that ultimately has no overall power to force any given codelet into action. Put simply, this allows for the fact that sometimes - as humans - we get things wrong. A good analogy might be Manchester United facing a two-one defeat with five minutes to go in the European Cup Final. Goals are needed and the two on-field strikers, Van Nistleroy and Scoles, are tired. With only two of three substitutes left on the bench free to be used - two of them strikers (Forlan and Solskjaer), one a defender (Neville) - the probability is that manager Alex Ferguson will simply swap the strikers, new for old. In most scenarios, this is what he does. Both men score and Manchester United lift the Cup. Occasionally the pattern will run differently, and Ferguson will replace only one striker, preferring - because it is equally important not to concede another goal - to replace the tiring and injured Ferdinand with Neville. The urgency to score is thus challenged by the urgency to defend. As it happens, it’s a “bad” decision. The substitute striker fails to score and Watford become European Champions instead. Of overall importance is that the codelets have at any one time, like the football players, left their mark on the proceedings, their indisputable effect on the cytoplasm. Their presence and activity have contributed to a solution or result.

To deny or ignore the organic complexity inherent in cognitive processes is to encourage what might be called the ‘clunk factor’ in robotic cognition and expression. The clunk factor, with its associations of predictability and regularity, disallows emergent thought and confers upon machine or programme a status of low independence and high external control. Meyerhold’s “innate capacity for reflex excitability” (Braun 1991, p.199) seems to run counter to this and occupies a position that is extremely similar to Hofstadter’s model. That is, in certain conditions, the machine or mechanised performer has capacity for genuinely independent and automatic cognition and expression.

 

Non-Emergent Alternatives    

It would be a mistake to assume that all AI programmes share this characteristic. On the contrary, this “creative emergence” contrasts strongly with the much-vaunted claims of artificial intelligence in other programmes. The Bacon programme (Langley et al.,1987) is a case in point, concerned as it is with the re-discovery of famous scientific laws and the cognitive means by which they arose. Of this Herbert Simon in “Machine as Mind” writes:

 

These successes in simulating scientific work put high on the agenda the simulation of other facets of science (inventing instruments, discovering appropriate problem representations) that have not yet been tackled. (Simon 1996, p.99)

 

Simon over-eggs the pudding, ignoring the fact that the “appropriate” data is fed in along with “appropriate” structural frameworks, thus automatically leading the programme in predetermined directions. Creativity is “enforced”, a contradiction in terms, rather than emerging stochastically, a process analagous to my giving a classroom of students dot-to-dot representations of bananas, then congratulating them on their completion of same with: “Well done, you’re very clever - you got good representations of bananas all on you’re own, without any help from me!” In fact, given a basic understanding of number sequences, they were able to arrive at these representations with minimal creativity and without any necessary grasp of the concept of “a banana”. I have effectively set them a task at which they are not only bound to “succeed” but to which I can (falsely) assign them roles reflecting maximum intelligent independence and minimum external intelligent control. In Bacon, the data given to the programme were as ordered, consistent and logically convergent as the actual data from which the original momentous scientific discoveries were chaotic, contradictory and disparate (Hofstadter 1998, p.177). 

Another programme reflecting the Quantitative givens of Bacon is the analogy-based Structure Mapping Engine (Falkenhainer, Forbus, and Gentner, 1990), which maps correlations between atoms and the solar system. Again, the structures and their representations are already packaged and presented, rendering any necessity for the programme to develop analogies for itself unnecessary. Only the particular relations sought to “prove” the analogy are given, thus while a “revolve” relationship is identified both between planet and sun and electron and nucleus, no attempt is made to identify any characteristic on either side which does not find an equivalent. For example, since moons revolve round planets, what is the equivalent relationship within the atomic model? None is offered because no comfortable analogy can be made. As Hofstadter writes:

 

 It comes as no surprise, in view of the analogy sought, that the only relations present in the representations that SME uses for these situations are the following: “attracts”, “revolves around”, “gravity”, “opposite-sign” and “greater”….These, for the most part, are precisely the relations that are relevant factors in this analogy. (Hofstadter 1998, p.183)

 

Such programmes, whatever their inherent strengths and weaknesses, are nonetheless inseparable from the programmes of Hofstadter, if only by virtue of their ambitions. All attest themselves to be models of at least some aspect of human cognition, and as such they command attention as regards their suitability as potential models for artificial intelligence in general and robotic theatre in particular.

 

Tabletop

          French and Hofstadter’s Tabletop (1995) inhabits a conceptually complex and more “slippery” territory than Jumbo. Again, analogy is central, offering a window to concept and perception, aspects of human cognition that Hofstadter (as Kant before him, (see Harvie 1970)) identifies as inseparable. High-level perceptual processes, on which analogical thought depends, are at the heart of human cognitive ability, for which appropriate representations are required. One’s perception’s representations, without recourse to conceptual influence, will be rigid and unable to adjust to context (Hofstadter 1998, p.192). For example, without a grasp of concept at the same time as perception, the phrase “The waiter served coke” may possibly mean he served a solid fuel or he served a narcotic. Encouragement to “allow” an audience their concepts to slip and contexts to slide is plainly inherent in the domain of surreal and/or comic creativity.

Analogising requires the perception that some of the aspects of both situations are equal. The statement “alien toys are the new trolls” uses “trolls” as a representational tool with which to grasp something of the essence of how we feel about “alien toys”. They are not interchangeable. They are different in appearance and size and are made from different materials but we perceive equality (or a high degree of similarity) in the fact that they are collectable (you can make up sets or “families”), inexpensive and readily available. That is, we identify overlapping conceptual attributes, to convey meaning. Hofstadter divides analogical thought into situation-perception, “taking the data involved with a given situation, and filtering and organising them in various ways to provide an appropriate representation for a given context” (Hofstadter 1998, p.180); and mapping, the process of overlapping, as seen with the aliens and trolls, where the first does not necessarily require the second, but the second requires the presence of the first.

          In Tabletop, Hofstadter and French use variously positioned items - cutlery, cups, glasses etc. - on opposite sides of a coffee table, to form analogies based on locational, perceptual and conceptual values, a process involving the stochastic emergence of choice with the concomitant pressures and urgencies associated with Jumbo. Thus, if Henry has a cup on the right hand side of the table, and Eliza has a similar cup in a corresponding position, on her left hand side, then if Henry touches his cup, Eliza is faced with two obvious choices if she is to follow Henry’s “Do what I do” instruction. She may literally touch Henry’s own cup (what Hofstadter would term a shallow or superficial analogy) or, touch her own cup (a deeper analogy).

A third, even deeper analogy might involve Eliza touching the empty space opposite Henry’s cup, to her right. The interaction of concept and perception is dramatised if we take Eliza’s cup away and replace it instead with a glass. Eliza now experiences a perceptual pressure to touch something that has a locational correspondence to the only other item on the table (the glass) whilst at the same time experiencing a conceptual pressure to touch something of the same object-classification (a cup). If she is not to yield to the superficial analogy of touching Henry’s cup, her solution is to touch the glass. This “mapping” depends on her finding appropriate correspondences. For example, her glass is a drinking vessel (like the cup) and she assumes it is “hers” as opposed to “Henry’s” (it is on her side of the table - even though the table has no line across it, she infers one, thus making use of concepts such as “territory” and “ownership”). The analogies can be made more complicated and the pressures and urgencies more strained. One might imagine changing Eliza’s glass for a fork. What then of object-classification?

Here high-degrees of cognitive latitude and flexibility are essential. What is important is that the architecture of Tabletop, apart from requiring usage of conceptual and perceptual processes, allows itself a flexibility and variation of approach, strongly reminiscent of a human counterpart. This is evidenced by the programme running a particular tabletop “problem” or configuration fifty times, with the resultant statistical analysis demonstrating a variety of solutions (of varying complexity and represented in terms of “structure values”) and displaying what Hofstadter and French deem to be a human propensity to reach for the easiest, or most superficial, solution more frequently than for the more complex (Hofstadter 1998, p.392). The particular component that aids the inherent dynamicism is the “parallel terraced scan”, which permits possible solutions to be simultaneously sought on the basis of probability or likelihood:

 

          The first codelets that run are thus inspired by the touching-action, and they scan the table in a biased manner, giving probabilistic preference to certain areas of the table…. There are codelets that look directly across the table from the object Henry touched to see what, if anything, is there. Other codelets look diagonally across the table….(Hofstadter 1998, p.386)

 

 

 Thus the programme is biased in the routes its codelets take, forsaking “across the board” (Hofstadter and French term these “egalitarian”) forays for more promising routes or correspondences, and ascribing each codelet an “urgency” value. The programme’s capacity for a growing awareness of what it is, its self-consciousness, depends to a large extent on the measure of its own coherence (by means of the aforementioned structure values), as set against the time it takes to reach a solution.

          Tabletop’s sophistication lies in its ability, by means of situation-perception and mapping, to recognise and establish correspondences in environments that are considerably less clear-cut than the territories explored by its predecessors, Copycat and Jumbo. This “mushier” terrain, as Hofstadter calls it, is closer to the areas where high-level human perceptual[4] and the accompanying conceptual cognition operate, and requires a programme that is both dynamic and self-regarding, with a capacity to explore and evaluate avenues of thought, choosing the more likely while at the same time disregarding the less promising. Tabletop’s importance lies not only in the fact that it is a working example, albeit on a micro-level, of the sort of artificial intelligence that might be developed for future use in robotic theatre in extremis, but also in the fact that it provides us with a useful theoretical model with which to explore further the elements and degrees of independence, external control, control and absence regarding the machine/performer and the director/programmer. Specifically, it offers us the integrated bottom-up and top-down parallel dynamic, in conjunction with a capacity for data untouchability, with which we can re-evaluate, and if necessary adjust, the theatrical dynamics, and their corollaries, of independence and control.

Hofstadter’s definition of bottom-up and top-down processes arises from his Seek-Whence programme (1983):

 

       “Bottom-up” here describes perceptual acts that are made very locally and without any context-dependent expectations; “top-down” pertains to perceptual acts that attempt to bring in concepts, and to extend patterns, that have been noticed. (Hofstadter 1998, p.63)

 

 

Whilst the “bottom-up” initiates the perceptual process, the “top-down” influence gradually and increasingly impinges on it, until a “solution” is reached. Thus the two processes run in parallel and can be said to be integrated.

 

Bottom Up, Top Down Processes: A Theatrical Equivalent Between Machine/Performer and Programmer/Director?

This can be given an approximate theatrical equivalence that can be illustrated by re-creating a rehearsal for a small scene where the machine/performer, in “complete” darkness and in a state of physical paralysis, must say the line “He’s dead.” The superficial intention of making these restrictions is to limit expression as far as possible to the purely vocal. Darkness helps in this regard, but because it is usually incomplete (one can, eventually, see in the dark) it is supported by absolute physical stillness, an “absolute” difficult to fully achieve with a human performer, but obviously much more likely to be realised by the machine/performer. This disregard of the panoply of elements that make up the performance text (a comprehensive summary of which can be found in Bennett (1990)) is not to devalue their importance, but is made for a deeper theoretical reason, namely to narrow the focus in order to create a microdomain, by which the processes we are seeking to understand and extrapolate may be more easily grasped. This is more likely to occur through the diminution of low-level perceptual activity, in this case, the sensory deprivation of vision, and a commensurate concentration on higher-level perceptual activity, the expression and comprehension of the words.

          To return then to “He’s dead”. The machine/performer, when presented with the line for the first time, may well struggle to find a way to say it that they, or the director/programmer, is entirely happy with. Indeed, it would be strange if this were not the case, particularly if the line arrives (as it has) on its own, without any theatrical context or “story” to it. The performer’s only real and somewhat desperate recourse is to “fire off” a variety of vocalisations and hope that after a while, they will “hit” the right one and the director/programmer will call a halt to the proceedings. This will be unusual. If the “scene” is a “scene” and not an exercise whereby the performer has to guess the context from which the line has sprung (in other words, if it is a “story” or part of a “story”, if it has been or is going “somewhere”), the performer-dependent scatter-gun approach will not suffice. A context is plainly required, in this case one provided (at least partially) by the director/programmer - for simplicity, the possibility of the machine/performer largely supplying this themselves is ignored. The vocalisations/data now have a source of concepts to latch onto or try out, and the director/programmer consequently a “context-dependent expectation”. If the machine/performer is involved in a bottom-up process, the director/programmer may be said to be involved in a top-down process, some way from the perceptual integration that Hofstadter has established as a cognitive requirement for creativity and problem-solving.

            If the director/programmer supplies more “information”, for example, that it is Tom, her character’s partner who she has loved all her life, who is dead, and invites her to try the line again. Almost immediately the performer is able to latch onto the concept of “grief”, and vocalise accordingly. This “marking”, whilst not being entirely successful, is a good deal more accurate than the previous (unaided) efforts and provides herself and the director/programmer with a bearing against which new attempts can be made. For example, “more” context is provided by the information that, say, Tom had been increasingly preoccupied by a sense of impending doom. This extra context now gives the initial “grief” a more distinctive flavour when the line comes again, and another bearing is plotted for further work still. The mapping of these points is essential to an integrated bottom-up/top-down process, where the “solution” being sought is ultimately represented by the appropriate positioning of a given bearing.

Since there is a duality at play here, with the two dynamics merging into one “solution”, we can look at the “grief” bearing as the result of two co-ordinates whose “values” represent on the one hand, the top-down concepts and contexts of the director/programmer, and on the other, the bottom-up data of the machine/performer. However, to stretch the perceptual process and robotic performance process analogy further and give it a higher structure value one might reverse the attributions. The experiment suggests that the bottom-up process can be ascribed to the director/programmer and the top-down process to the machine/performer, with data attaching to the first and concept and context attaching to the second. This can plainly occur by the performer expressing the “grief” in such a way as to cause an altogether different concept to take shape in the director/programmer’s scheme. Suddenly, for example, within the same context, the machine/performer may express “He’s dead” with an unexpected element of joy, a moment that may radically reshape the director/programmer’s expected patterns and sequences. Hofstadter’s system plainly allows for this flexibility, which we can accommodate by confirming that the roles are interchangeable (to varying degrees, according to the contracts we mentioned earlier) whilst the twin processes remain as constants. As with the independence/control model, there is mutual creativity, conferred here by a “slippability” of status, though with the caveat (again) that there is a “final say”. This is defined by Hofstadter in his discussion of Suber’s Nomic game (1982) as “untouchability”; and, as with “final say”, “untouchability” is not always untouchable:

 

Now, for the ultimate in flexibility, none of these levels should be totally untouchable….any recognition programme must have at its core a tiered structure….in which there are levels that are “easily mutable”, “moderately mutable”, “almost mutable” and so on. (Hofstadter 1985, p.86)

 

This capacity appears in Tabletop’s architecture inside the Workspace, where the “highly untouchables” inhabit the Worldview, an inner sanctum where “élite” perceptual structures reside, but from which they can, if necessary, be demoted. An important point here is that the creative act in which our duality of machine/performer and director/programmer is involved paradoxically depends as much on a potential for temporary “destructions”, or the breaching (and surrendering) of the defences of “untouchables” and “final says”.

In the analogising between Tabletop and the independence/control model correspondences only go so far. However, Hofstadter’s Tabletop and Jumbo confirm the inherent qualities of flexibility and self-reflexivity that accompany the cognitive processes of creativity and problem solving. Specifically, the variable scalings of independence, external control, absence and control that pertain to the dynamic relationship of the machine/performer and the director/programmer in robotic theatre in extremis bear a strong resemblance to the top-down/bottom-down subcognitive dynamic which represents the process of the individual’s thought. Furthermore, examination of the latter’s tendency to independently re-ascribe status according to variable pressures and urgencies suggests that the “control” status of the machine/performer and the director/programmer are equally variable, according to similar creative pressures and urgencies. Above all, Hofstadter’s work is evidence of a dynamic, organic artificial intelligence that can be appropriated in time to form the basis of robotic theatre in extremis

 

 

Bibliography

 

 

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Bennett, Susan, (1990) Theatre Audiences:  a theory of production and reception. London: Routledge.

 

Boyle, Charles, Wheale, Peter, Sturgess, Brian, (1984) People, Science and Technology: a guide to advanced industrial society. Brighton: Wheatsheaf.

 

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[1] The focus is on the relationship between director and performer, as opposed to that between performer and audience. As with Hofstadter’s “microdomain”, this is for the sake of analytical simplicity. A largely improvised “unscripted” performance, the material of which may be derived from or dependent on the responses of performer and audience (as occurs, for example, with stand-up comedy), opens up a fascinating but necessarily more complex dimension, which is not examined here.

[2] It is interesting to note that both SRL and Tinguely seem to choose destruction as a dramatic outcome. This might be due to a desire to shed associations of predictability and regularity that are frequently attached to the machine. As Hulten writes: “the polar opposite of repetition is destruction; it is only natural that destruction should represent a powerful attraction and temptation for people whose work is of a repetitive nature” (Hulten 1987, p.68).

[3] It is interesting to note that the notion of architecture is also a dominant preoccupation of Schlemmer and the Bauhaus. In spite of Schlemmer’s desire for mathematical rigour, his Schaubűhne or visual stage betrays something of an organic flexibility, and he terms it a “mechanistic organism.” (Schlemmer 1971, p.22) 

4 “Low-level perception….involves the early processing of information from the various sensory modalities. High-level perception…involves taking a more global view of this information, extracting meaning from the raw material by accessing concepts, and making sense of situations at a conceptual level.” (Hofstadter 1998, p.169)