“MarI/O” – how an evolutionary neural network learned to play Mario
This is a repost promoting content originally published elsewhere. See more things Dan's reposted.
This is a repost promoting content originally published elsewhere. See more things Dan's reposted.
What’s the hardest word to guess, when playing hangman? I’ll come back to that.
Last year, Nick Berry wrote a fantastic blog post about the optimal strategy for Hangman. He showed that the best guesses to make to get your first “hit” in a game of hangman are not the most-commonly occurring letters in written English, because these aren’t the most commonly-occurring letters in individual words. He also showed that the first guesses should be adjusted based on the length of the word (the most common letter in 5-letter words is ‘S’, but the most common letter in 6-letter words is ‘E’). In short: hangman’s a more-complex game than you probably thought it was! I’d like to take his work a step further, and work out which word is the hardest word: that is – assuming you’re playing an optimal strategy, what word takes the most-guesses?
First, though, we need to understand how hangman is perfectly played. Based on the assumption that the “executioner” player is choosing words randomly, and that no clue is given as to the nature of the word, we can determine the best possible move for all possible states of the game by using a data structure known as a tree. Suppose our opponent has chosen a three-letter word, and has drawn three dashes to indicate this. We know from Nick’s article that the best letter to guess is A. And then, if our guess is wrong, the next best letter to guess is E. But what if our first guess is right? Well, then we’ve got an “A” in one or more positions on the board, and we need to work out the next best move: it’s unlikely to be “E” – very few three-letter words have both an “A” and an “E” – and of course what letter we should guess next depends entirely on what positions the letters are in.
What we’re actually doing here is a filtering exercise: of all of the possible letters we could choose, we’re considering what possible results that could have. Then for each of those results, we’re considering what guesses we could make next, and so on. At each stage, we compare all of the possible moves to a dictionary of all possible words, and filter out all of the words it can’t be: after our first guess in the diagram above, if we guess “A” and the board now shows “_ A _”, then we know that of the 600+ three-letter words in the English language, we’re dealing with one of only about 134. We further refine our guess by playing the odds: of those words, more of them have a “C” in than any other letter, so that’s our second guess. If it has a C in, that limits the options further, and we can plan the next guess accordingly. If it doesn’t have a C in, that still provides us with valuable information: we’re now looking for a three-letter word with an A in the second position and no letter C: that cuts it down to 124 words (and our next guess should be ‘T’). This tree-based mechanism for working out the best moves is comparable to that used by other game-playing computers. Hangman is simple enough that it can be “solved” by contemporary computers (like draughts – solved in 2007 – but unlike chess: while modern chess-playing computers can beat humans, it’s still theoretically possible to build future computers that will beat today’s computers).
Now that we can simulate the way that a perfect player would play against a truly-random executioner, we can use this to simulate games of hangman for every possible word (I’m using version 0.7 of this British-English dictionary). In other words, we set up two computer players: the first chooses a word from the dictionary, the second plays “perfectly” to try to guess the word, and we record how many guesses it took. So that’s what I did. Here’s the Ruby code I used. It’s heavily-commented and probably pretty understandable/good learning material, if you’re into that kind of thing. Or if you fancy optimising it, there’s plenty of scope for that too (I knocked it out on a lunch break; don’t expect too much!). Or you could use it as the basis to make a playable hangman game. Go wild.
Running the program, we can see that the hardest three-letter word is “xxv”, which would take 22 guesses (20 of them wrong!) to get. But aside from the roman numeral for 25, I don’t think that “xxv” is actually a word. Perhaps my dictionary’s not very good. “Oak”, though, is definitely a word, and at 20 guesses (17 wrong), it’s easily enough to hang your opponent no matter how many strokes it takes to complete the gallows.
There are more tougher words in the four-letter set, like the devious “quiz”, “jazz”, “zinc”, and “faux”. Pick one of those and your opponent – unless they’ve seen this blog post! – is incredibly unlikely to guess it before they’re swinging from a rope.
As we get into the 5, 6, and 7-letter words you’ll begin to notice a pattern: that the hardest words with any given number of letters get easier the longer they are. That’s kind of what you’d expect, I suppose: if there were a hypothetical word that contained every letter in the alphabet, then nobody would ever fail to (eventually) get it.
When we make a graph of each word length, showing which proportion of the words require a given number of “wrong” guesses (by an optimised player), we discover a “sweet spot” window in which we’ll find all of the words that an optimised player will always fail to guess (assuming that we permit up to 10 incorrect guesses before they’re disqualified). The window seems small for the number of times I remember seeing people actually lose at hangman, which implies to me that human players consistently play sub-optimally, and do not adequately counteract that failing by applying an equal level of “smart”, intuitive play (knowing one’s opponent and their vocabulary, looking for hints in the way the game is presented, etc.).
In case you’re interested, then, here are the theoretically-hardest words to throw at your hangman opponent. While many of the words there feel like they would quite-rightly be difficult, others feel like they’d be easier than their ranking would imply: this is probably because they contain unusual numbers of vowels or vowels in unusual-but-telling positions, which humans (with their habit, inefficient under normal circumstances, of guessing an extended series of vowels to begin with) might be faster to guess than a computer.
Word | Guesses taken | “Wrong” guesses needed |
---|---|---|
quiz | 24 | 20 |
jazz | 22 | 19 |
jazzy | 22 | 18 |
quaff | 22 | 18 |
zinc | 21 | 17 |
oak | 20 | 17 |
vex | 20 | 17 |
vox | 20 | 17 |
foxing | 22 | 16 |
foxed | 21 | 16 |
queued | 20 | 16 |
fuzzy | 20 | 16 |
quay | 20 | 16 |
pinup | 20 | 16 |
fox | 19 | 16 |
yuk | 19 | 16 |
vaquero | 22 | 15 |
jazzier | 21 | 15 |
quizzed | 21 | 15 |
hazing | 21 | 15 |
favour | 21 | 15 |
yoking | 21 | 15 |
quays | 20 | 15 |
quark | 20 | 15 |
joked | 20 | 15 |
guyed | 20 | 15 |
foyer | 20 | 15 |
bumph | 20 | 15 |
huge | 19 | 15 |
quip | 19 | 15 |
gibe | 19 | 15 |
rump | 19 | 15 |
guan | 19 | 15 |
quizzed | 19 | 15 |
oaks | 19 | 15 |
murk | 19 | 15 |
fezzes | 19 | 15 |
yuck | 19 | 15 |
keno | 19 | 15 |
kazoo | 19 | 15 |
Download a longer list
(there’s plenty more which you’d expect to “win” with) |
If you use this to give you an edge in your next game, let me know how it works out for you!
Update – 8 March 2019: fixed a broken link and improved the layout of the page.
I’ve got a new favourite game, this week: Movie Title Mash-Ups (with thanks to Cougar Town). Ruth and I sat up far too late last night, playing it. Here’s how you do it:
Take two movie titles which share a word (or several words, or just a syllable) at the end of one and at the beginning of the other. Shmoosh them together into a combined movie title, then describe the plot of that movie in a single sentence by borrowing elements from both component movies. See if anybody can guess what your mash-up movies were.
Here are some examples. The answers are ROT13-encoded, but if you’re reading this post directly on my blog, you can click on each of them to decode them (once you’ve given up!).
—
Zombies claw their way out of a graveyard, and Batman spends most of the film hiding in the attic.
Gur Qnex Xavtug bs gur Yvivat Qrnq
—
While trapped in an elevator at the end of October, a superficial man is hypnotised into murdering a bunch of high-school students with knife.
Funyybj Unyybjrra
—
A crazy professor and a kid travel back in time in a souped-up car, where local bully Biff cuts off the kid’s hand and tells him he’s his father.
Gur Rzcver Fgevxrf Onpx gb gur Shgher
—
Bill Murray has to live the same day over and over, until he can survive the zombie apocalypse by escaping to an island.
Tebhaqubt Qnl bs gur Qrnq
—
A pair of alcoholic, out-of-work actors stay at the countryside house of a Monty, dangerous robot who has learned to override his programming.
Jvguanvy naq V, Ebobg
—
An evil genie who maliciously manipulates words and misinterprets wishes opens a portal between Eternia and Earth, which He-Man and Skeletor come through.
Jvfuznfgref bs gur Havirefr
—
A bunch of outlawed vigilante superheroes fight shapeshifters and werewolves as they investigate a mystical curse which threatens to shatter the fragile cease-fire between Dark and
Light forces in Russia.
Avtug Jngpuzra
—
Harrison Ford and Michelle Pfeiffer hold a seance to communicate with subterranean humans who worship a giant bomb.
Jung Yvrf Orarngu gur Cynarg bs gur Ncrf
—
A lion cub born to a royal family grows up, climbs the Empire State Building, and fights aeroplanes.
Gur Yvba Xvat Xbat
—
James Bond is sent to investigate the murder of three British MI6 agents, who turn out to have been killed using a military satellite that concentrates the sun’s rays into a
powerful laser. (hint: both films are James Bond films)
Yvir naq Yrg Qvr Nabgure Qnl
—
So, what can you come up with?
Monopoly – the world’s best-selling board game – sucks. I’ve said it before, but it bears saying again. I’ve never made any secret of my distaste for the game, but it’s probably worth spelling out the reasons, in case you’ve somehow missed them.
Broadly-speaking, there are four things wrong with Monopoly: the rules, the theme, the history, and the players.
The following issues have plagued Monopoly for at least the last 75 years:
But that’s not what Monopoly‘s about, is it? Its purpose is to instil entrepreneurial, capitalist values, and the idea that if you work hard enough, and you’re lucky enough, that you can become rich and famous! Well, that’s certainly not its original purpose (see “The History”, below), but even if it were, Monopoly‘s theme is still pretty-much broken:
You might shoot down any or all of these arguments by pointing out that “it’s just a game.” But on the other hand, we’ve already discovered that it’s not a very good game. I’m just showing how it manages to lack redeeming educational features, too. With the exception of helping children to learn to count and handle money (and even that is lost in the many computer editions and semi-computerised board game versions), there’s no academic value in Monopoly.
You’ve seen now why Monopoly isn’t a very good game both (a) because it’s not fun, and (b) it’s not really educational either – the two biggest reasons that anybody might want to play it. But you might also be surprised to find that its entire history is pretty unpleasant, too, full of about as much backstabbing as a typical game of Monopoly, and primarily for the same reason: profit!
If you look inside the rulebook of almost any modern Monopoly set, or even in Maxine Brady’s well-known strategy guide, you’ll read an abbreviated version of the story of Charles Darrow, who – we’re told – invented the game and then published it through Parker Brothers. But a little detective work into the history of the game shows that in actual fact he simply made a copy of the game board shown to him by his friend Charles Todd. Todd, in turn, had played it in New Jersey, to which it had traveled from Pennsylvania, where it had originally been invented – and patented – by a woman called Elizabeth Magie.
Magie’s design differed from modern interpretations in only one major way: its educational aspect. Magie was a believer in Georgian economic philosophy, a libertarian/socialist ideology that posits that while the things we create can be owned, the land belongs equally to everybody. As a result, Georgists claim, the “ownership” of land should be taxed according to its relative worth, and that this should be the principal – or only, say purists – tax levied by a state. Magie pushed her ideas in the game, by trying to show that allowing people to own land (and then to let out the right of others to live on it) serves only to empower landlords… and disenfranchise tenants. The purpose of the game, then, was to show people the unfairness of the prevailing economic system.
Magie herself approached Parker Brothers several times, but they didn’t like her game. Instead, then, she produced sets herself (and an even greater number were home-made), which proved popular – for obvious reasons, considering their philosophical viewpoints – among Georgists, Quakers, and students. She patented a revised version in 1924, which added now-familiar features like cards to mark the owned properties, as well as no-longer-used ideas that could actually go a long way to improving the game, such as a cash-in-hand “goal” for the winner, rather than an elimination rule.
Interestingly, when Parker Brothers first rejected Charles Darrow, they said that the game was “too complicated, too technical, took too long to play”: at least they and I agree on one thing, then! Regardless, once they eventually saw how popular Lizzie Magie’s version had become across Philadelphia, they changed their tune and accepted Darrow’s proposal. Then, they began the process of hoovering up as many patents as they could manage, in order to secure their very own monopoly on a game that was by that point already 30 years old.
They weren’t entirely successful, of course, and there have been a variety of controversies around the legality and enforcability of the Monopoly trademark. Parker Brothers (and nowadays, Hasbro) have famously taken to court the makers of board games with even-remotely similar names: most-famously, the Anti-Monopoly game in the 1970s, which they alternately won, then lost, then won, then lost again on a series of appeals in the early 1980s: there’s a really enjoyable book about the topic, and about the history of Monopoly in general. It’s a minefield of court cases and counter-cases, but the short of it is that trade-marking “Monopoly” ought to be pretty-much impossible. Yet somehow, that’s what’s being done.
What’s clear, though, is that innovation on the game basically stopped once Parker’s monopoly was in place. Nowadays, Hasbro expect us to be excited when they replace the iron with a cat or bring out yet another localised edition of the board. On those rare occasions when something genuinely new has come out of the franchise – such as 1936’s underwhelming Stock Exchange expansion, it’s done nothing to correct the fundamental faults in the game and generally just makes it even longer and yet more dull than it was to begin with.
The fourth thing that I hate about Monopoly is the people who play Monopoly. With apologies for those of you I’m about to offend, but here’s why:
Firstly, they don’t play it like they mean it. Maybe it’s because they’ve come to the conclusion that the only value in the game is to waste time for as long as possible (and let’s face it, that’s a reasonable thing to conclude if you’ve ever played the game), but a significant number of players will deliberately make the game last longer than it needs to. I remember a game once, as a child, when my remaining opponent – given the opportunity to bankrupt me and thus win the game – instead offered me a deal whereby I would give him some of my few remaining properties in exchange for my continued survival. Why would I take that deal? The odds of my making a comeback with a total of six houses on the board and £200 in my pocket (against his monopoly of virtually all the other properties) are virtually nil, so he wasn’t doing me any favours by offering me the chance to prolong my suffering. Yet I’ve also seen players accept deals like like, masochistically making their dull pick-up-and-roll experience last even longer than it absolutely must.
Or maybe it’s just that Monopoly brings out the cruel side of people: it makes them enjoy sitting on their huge piles of money, while the other players grovel around them. If they put the other players out of their misery, it would end their fun. If so, perhaps Lizzie Magie’s dream lives on, and Monopoly really does teach us about the evils of capitalism: that the richest are willing to do anything to trample down the poorest and keep them poor, so that the divide is kept as wide as possible? Maybe Monopoly’s a smarter game than I think: though just because it makes a clever point doesn’t necessarily make a board game enjoyable.
It’s not that I’m against losing. Losing a game like Pandemic is endless fun because you feel like you have a chance, right until the end, and the mechanics of games like Tigris & Euphrates mean that you can never be certain that you’re winning, so you have to keep pushing all the way through: both are great games. No: I just object to games in which winning and losing are fundamentally attached to a requirement to grind another person down, slowly, until you’re both sick and tired of the whole thing.
The second thing that people do, that really gets on my nerves, is make up the damn rules as they go along. I know that I spent a while further up this page complaining that Monopoly’s rules are pretty awful, but I can still have a rant about the fact that nobody seems to play by them anyway. This is a problem, because it means that if you ever play Monopoly with someone for the first time, you just know that you’re setting yourself up for an argument when it turns out that their crazy house rules and your crazy house rules aren’t compatible.
House rules for board games are fine, but make them clear. Before you start the game, say, “So, here’s the crazy rule we play by.” That’s fine. But there’s something about Monopoly players that seems to make them think that they don’t need to. Maybe they assume that everybody plays by the same house rules, or maybe they don’t even realise that they’re not playing by the “real” rules, but it seems to me that about 90% of the games of Monopoly I’ve been witness to have been punctuated at some point by somebody saying “wait, is that allowed?”
Because I’m a bit of a rules lawyer, I pay attention to house rules. Free Parking Jackpot, in which a starting pile of money – plus everybody’s taxes – go in to the centre of
the board and are claimed by anybody who lands on Free Parking, is probably the moth loathsome house rule. Why do people feel the need to take a game
that’s already burdened with too much luck and add more luck to it. My family used to play with the less-painful but still silly house rule that landing
exactly on “Go!” netted you a double-paycheque, which makes about as much sense, and it wasn’t until I took the time to read the rulebook for myself (in an attempt, perhaps, to work out
where the fun was supposed to be stored) that I realised that this wasn’t standard practice.
Playing without auctions is another common house rule, which dramatically decreases the opportunity for skillful players to bluff, and generally lengthens the game (interestingly, it was a house rule favoured by the early Quaker players of the game). Allowing the trading of “immunity” is another house rule than lengthens the game. Requiring that players travel around the board once before they’re allowed to buy any properties is yet another house rule that adds a dependence on luck and – yet again – lengthens the game. Disallowing trading until all the properties are owned dramatically lengthens the game, and for no benefit (why not just shuffle the property deck and deal it out to everybody to begin with: it’s faster and achieves almost the same thing?).
I once met a family who didn’t play with the rule that you have to spend 10% extra to un-mortgage a property, allowing them to mortgage and un-mortgage with impunity (apparently, they found the arithmetic too hard)! And don’t get me started on players who permit “cheating” (so long as you don’t get caught) as a house rule…
Spot something in common with these house rules? Most of them serve to make a game that’s already too long into something even longer. Players who implement these kinds of house rules are working to make Monopoly – an already really bad game – into something truly abysmal. I tell myself, optimistically, that they probably just don’t know better, and point them in the direction of Ticket to Ride, The Settlers of Catan, or Factory Manager.
But inside, I know that there must be people out there who genuinely enjoy playing Monopoly: people who finish a game and say “fancy another?”, rather than the more-rational activity of, say, the clawing out of their own eyes. And those people scare me.
If you liked this, you might also be interested in:
Have you ever come across non-transitive dice? The classic set, that you can get in most magic shops, consists of three different-coloured six-sided dice:
There are several variants, but a common one, as discussed by James Grime, involves one die with five “3” sides and one “6” side (described as red below), a second die with three “2” sides and three “5” sides (described as green below), and a third die with one “1” side and five “four” sides (described as blue below).
They’re all fair dice, and – like a normal six-sided dice – they all have an average score of 3.5. But they’ve got an interesting property, which you can use for all kinds of magic tricks and gambling games. Typically: the red die will beat the green die, the green die will beat the blue die, and the blue die will beat the red die! (think Rock, Paper, Scissors…)
If you want to beat your opponent, have them pick a die first. If they pick green, you take red. If they take red, you take blue. If they take blue, you take green. You now have about a 60% chance of getting the highest roll (normally you’d have about a 33% chance of winning, and a 17% chance of a draw, so a 60% chance is significantly better). To make sure that you’ve got the best odds, play “best of 10” or similar: the more times you play, the less-likely you are to be caught out by an unfortunate unlucky streak.
But if that doesn’t bake your noodle enough, try grabbing two sets of nontransitive dice and try again. Now you’ll see that the pattern reverses: the green pair tends to beat the red pair, the red pair tends to beat the blue pair, and the blue pair tends to beat the green pair! (this makes for a great second act to your efforts to fleece somebody of their money in a gambling game: once they’ve worked out how you keep winning, give them the chance to go “double or nothing”, using two dice, and you’ll even offer to choose first!)
The properties of these dice – and of the more-exotic forms, like Oskar van Deventer’s seven-dice set (suitable for playing a game with three players and beating both of your opponents) and like the polyhedral varieties discussed on Wikipedia – intrigue the game theorist and board games designer in me. Could there be the potential for this mechanic to exist in a board game? I’m thinking something with Risk-like combat (dice ‘knock out’ one another from highest to lowest) but with a “dice acquisition” mechanic (so players perform actions, perhaps in an auction format, to acquire dice of particular colours – each with their own strengths and weaknesses among other dice – to support their “hand” of dice). There’s a discussion going on in /r/tabletopgamedesign…
I’ve even written a program (which you’re welcome to download, adapt, and use) to calulate the odds of any combination of any variety of non-transitive dice against one another, or even to help you develop your own non-transitive dice sets.
Here’s another non-transitive game for you, but this time: I’ve made it into a real, playable game that you can try out right now. In this game, you and I will each, in turn, predict three consecutive flips of a fair coin – so you might predict “tails, heads, heads”. Then we’ll start flipping a coin, again and again, until one of our sequences comes up. And more often than not, I’ll win.
If you win 10 times (or you lose 20 times, which is more likely!), then I’ll explain how the game works, so you know how I “cheated”. I’ll remind you: the coin flips are fair, and it’s nothing to do with a computer – if we played this game face-to-face, with a real coin, I’d still win. Now go play!
This self-post was originally posted to /r/outside. See more things from Dan's Reddit account.
I’ve been playing for a little while now, and here’s my thoughts so far:
Earlier this year, I played Emily Short‘s new game, Counterfeit Monkey, and I’m pleased to say that it’s one of the best pieces of interactive fiction I’ve played in years. I’d highly recommend that you give it a go.
What makes Counterfeit Monkey so great? Well, as you’d expect from an Emily Short game (think Bee, which I reviewed last year, Galatea, and Glass), it paints an engaging and compelling world which feels “bigger” than the fragments of it that you’re seeing: a real living environment in which you’re just another part of the story. The island of Anglophone Atlantis and the characters in it feel very real, and it’s easy to empathise with what’s going on (and the flexibility you have in your actions helps you to engage with what you’re doing). But that’s not what’s most-special about it.
What’s most-special about this remarkable game is the primary puzzle mechanic, and how expertly (not to mention seamlessly and completely) it’s been incorporated into the play experience. Over the course of the game, you’ll find yourself equipped with a number of remarkable tools that change the nature of game objects by adding, removing, changing, re-arranging or restoring their letters, or combining their names with the names of other objects: sort of a “Scrabble® set for real life”.
You start the game in possession of a full-alphabet letter-remover, which lets you remove a particular letter from any word – so you can, for example, change a pine into a pin by “e-removing” it, or you can change a caper into a cape by “r-removing” it (you could go on and “c-remove” it into an ape if only your starting toolset hadn’t been factory-limited to prevent the creation of animate objects).
This mechanic, coupled with a doubtless monumental amount of effort on Emily’s part, makes Counterfeit Monkey have perhaps the largest collection of potential carryable objects of any interactive fiction game ever written. Towards the end of the game, when your toolset is larger, there feels like an infinite number of possible linguistic permutations for your copious inventory… and repeatedly, I found that no matter what I thought of, the author had thought of it first and written a full and complete description of the result (and yes, I did try running almost everything I’d picked up, and several things I’d created, through the almost-useless “Ümlaut Punch”, once I’d found it).
I can’t say too much more without spoiling one of the best pieces of interactive fiction I’ve ever played. If you’ve never played a text-based adventure before, and want a gentler introduction, you might like to go try something more conventional (but still great) like Photopia (very short, very gentle: my review) or Blue Lacuna (massive, reasonably gentle: my review) first. But if you’re ready for the awesome that is Counterfeit Monkey, then here’s what you need to do:
How to play Counterfeit Monkey
(alternatively, you can use experimental technology to play the game in your web browser: it’ll take a long time to load, though, and you’ll be missing some of the fun optional features, so I wouldn’t recommend it over the “proper” approach above)
For our fourth day at the Edinburgh Fringe, Ruth, JTA and I decided to take a little break from the rushing-around-to-comedy-shows game and get out and see the sights. Ruth had somehow acquired a somewhat romantic idea of nearby Leith: that it would be full of quays and boats and suchlike, and not – as we would come to discover instead – full of rain and a foul-smelling burst sewer pipe.
We started with breakfast from Snax Cafe, under Matt‘s recommendation, which turned out to be a good one, as this tiny greasy spoon/takeaway turns out to serve a fantastic selection of fried foods ready-to-eat at great prices. I opted for a fried egg sandwich, with which I quickly made a mess of my t-shirt and shorts when I accidentally spilt the yolk all over myself.
A combination of the weather quickly turning against us, Leith being significantly further away than it first appeared on a map, and the three of us still being remarkably tired since the previous day turned this expedition into a far more arduous affair than we had initially expected. By the time we’d reached the pretty little boats and bars of the waterfront, we were damp (admittedly, we’d all but JTA underdressed for the excursion: his overcoat helped protect him, but it had the side-effect of making him look like a flasher, his bare legs poking out from under it).
The food was good, though: we lunched upon freshly-made haggis stovies, served in mugs, with chunky chips (in further mugs) and oatcakes. And when we were done, and set out into the world again to explore the waterfront… that’s when it began raining again, even harder than before. Fucking marvellous.
By the time we’d worked our way around the docks, we were damp and tired, so we found a bus to take us back to Princes’ Street, cut across to a cheesemonger in Grassmarket to stock up on delicious cheeses, and then returned to the flat for a quick nap, because we were all pretty pooped.
Later, we went out for another helping of Peter Buckley Hill and Some Comedians. Being Tuesday – the day before Buckers’ day off – and close to the end of the Fringe, he was clearly exhausted, and kept digressing from the usual (awesome) shite to random stream-of-consciousness new shite. Still all funny, and some enjoyable guests.
And then we slept. A lot.
I’ve had a few weekends fully of party. It’s no wonder I’m knackered.
First, there was Andy‘s 30th birthday. Ruth, JTA and I slogged our way over to Cardiff to celebrate in style with pizza, booze, and dancing.
Siân‘s got more to say on the subject, but suffice it to say this: it’s been a long, long time since I’ve found myself dancing in a nightclub until half past two in the morning, then grabbing a thoroughly disgusting-looking (but remarkably good-tasting) portion of fried food as an after-club snack. Oh, and Alec drooled all over himself long before he ended up sharing a bed with me.
Honestly, I didn’t think I had it in me to party like that any more: I’m such an old man (having myself turned thirty a good year and a bit prior). Didn’t stop me from getting up before anybody else the following morning for a quick geocaching expedition, though…
The following weekend was the Summer Party On Earth: an event that started out with Ruth saying “Let’s have a summer party!” and finished as a nostalgia-themed marathon of epic proportions.
This… was a party with everything. It had kids’ toys like Brio wooden railway, Lego bricks, and a marble run; it had soup and buffets and a barbeque and cakes; it had board games and party games and drinking games; it had beer and wine and cocktails; it had the world’s tiniest and most-nettley geocaching expedition… and from the time that we first started entertaining guests to the moment that the last of them left, it lasted for an exhausting 36 hours.
It was particularly interesting to get together with people from all of our varied social circles: workmates, former workmates, local friends, distant friends, partners of friends… all kinds of random folks coming to one place and – for example – pointing foam guns at one another.
In order to help us identify, classify, and dispose of some of the vast collection of booze that Ruth has recently inherited, JTA invented a drinking game. What can I say about it? Well: it certainly brought us all a lot closer together to suffer through some of the drinks we were served…
As usual for any party at which Ruth caters, everybody was required to consume their own weight in (delicious, delicious) desserts, and we only just finished eating the very last of the party food, almost two weeks later.
Finally, then, just the weekend after that, was the wedding of two folks I know via the Oxford Quakers: Matthew and Katherine.
I turned down the curious “What to expect at a Quaker wedding” leaflet as I entered: after all, I felt like an old-hand now, after helping make Ruth & JTA’s wedding into one of the most spectacular events ever. Well, maybe I shouldn’t have, because every wedding is as different as every bride and groom, and Matthew and Katherine’s was no exception. They’d clearly put so much thought into exactly what it is they wanted to do to celebrate their special day, and – with their help of their friends and family – had pulled everything together into a beautiful and remarkable occasion.
For me, particular highlights included:
On account of having a busy life, I only just recently got around to playing Bee, Emily Short‘s interactive book on the Varytale platform. Varytale is one of a number of recent attempts to make a modern, computerised system for “choose your own adventure“-style fiction, alongside the likes of Undum, Choice Of Games, and my personal favourite, Twine/Twee. As a beta author for the platform, Emily was invited to put her book on the front page of the Varytale website, and it’s well worth a look.
Bee is the story of a young girl, home-schooled by her frugal and religious parents. After a few short and somewhat-linear opening chapters, options are opened up to the reader… and it doesn’t take long before you’re immersed in the protagonist’s life. Her relationships with her sister, her parents, and the children from the local homeschool co-operative and from her church can be explored and developed, while she tries to find time – and motivation – to study for the local, regional and national spelling bees that are her vocational focus.
The choices you make will affect her motivation, her spelling proficiency, and her relationships, and in doing so open up different choices towards one of the book’s four possible endings. But that’s not what makes this piece magical (and, in fact, “choose your own adventure”-style games can actually feel a little limiting to fans of conventional interactive fiction):
[spb_message color=”alert-warning” width=”1/1″ el_position=”first last”]Minor spoilers below: you might like to play Bee for yourself, first.[/spb_message]
What’s so inspirational about this story is the compelling realism from the characters. Initially, I found it somewhat difficult to relate to them: I know next to nothing about the US education system, don’t “get” spelling bees (apparently they’re a big thing over there), and certainly can’t put myself in the position of a home-schooled American girl with a super-religious family background! But before long, I was starting to really feel for the character and beginning to see how her life fit together.
To begin with, I saw the national spelling bee as a goal, and my “spelling” score as a goal. I read the book like I play The Sims: efficiently balancing the character’s time to keep her motivation up, so that I could get the best out of her cramming sessions with her flashcards. Under my guidance, the character became highly-academic and driven by achievement.
After I’d won the local spelling bee with flying colours, I came to understand how the game actually worked. Suddenly, I didn’t need to study so hard any more. Sure, it was important to get some flashcard-time in now and then, but there were bigger things going on: making sure that my little sister got the upbringing that she deserved; doing my bit to ease the strain on my family as financial pressures forced us into an even-more-frugal lifestyle; finding my place among the other children – and adults – in my life, and in the church.
By the time I made it to the national spelling bee, I didn’t even care that I didn’t win. It was almost a bigger deal to my mother than to me. I thought back to the blurb for the story:
Sooner or later, you’re going to lose. Only one person wins the National Spelling Bee each year, so an elementary understanding of the odds means it almost certainly won’t be you.
The only question is when you fail, and why.
Then, everything made a little more sense. This was never a story about a spelling bee. The spelling bee is a framing device. The story is about growing up, and about finding your place in the world, and about coming to an age where you can see that your parents are not all-knowing, not all-understanding, far from perfect and with limits and problems of their own. And it’s a story about what you do with that realisation.
And it’s really pretty good. Go have a play.
Commissioned, a webcomic I’ve been reading for many years now, recently made a couple of observations on the nature of “fetch quests” in contemporary computer role-playing games. And naturally – because my brain works that way – I ended up taking this thought way beyond its natural conclusion.
Today’s children are presumably being saturated with “fetch quests” in RPGs all across the spectrum from fantasy Skyrim-a-likes over to modern-day Grand Theft Auto clones and science fiction Mass Effect-style video games. And the little devil on my left shoulder asks me how this can be manipulated for fun and profit.
The traditional “fetch quest” goes as follows: I’ll give you what you need (the sword that can kill the monster, the job that you need to impress your gang, the name of the star that the invasion fleet are orbiting, or whatever), in exchange for you doing a delivery for me. Either I want you to take something somewhere, or I want you to pick something up, or – in the most overused and thankfully falling out of fashion example – I want you to bring me X number of Y object… 9 shards of triforce, 5 orc skulls, $10,000, or whatever. Needless to say, about 50% of the time there’ll be some kind of challenge along the way (you need to steal the item from a locked safe, you’ll be offered a bribe to “lose” the item, or perhaps you’ll just be mobbed by ninja robots as you ride along on your hypercycle), which is probably for the best because it’s the only thing that adds fun to role-playing a postman. I wonder if being attacked by mage princes is something that real-life couriers dream about?
This really doesn’t tally with normality. When you want something in the real world, you pay for it, or you don’t get it. But somehow in computer RPGs – even ones which allegedly try to model the real world – you’ll find yourself acting as an over-armed deliveryman every ten to fifteen minutes. And who wants to be a Level 38 Dark Elf Florist and Dog Walker?
So perhaps… just perhaps… this will begin to shape the future of our reality. If the children of today start to see the “fetch quest” as a perfectly normal way to introduce yourself to somebody, then maybe someday it will be socially acceptable.
I’m going to try it. The next time that somebody significantly younger than me looks impatient in the queue for the self-service checkouts at Tesco, I’m going to offer to let them go in front of me… but only if they can bring me a tin of sweetcorn! “I can’t go myself, you see,” I’ll say, “Because I need to hold my place in the queue!” A tin of sweetcorn may not be as impressive-sounding as, say, the Staff of Fire Elemental Control, but it gets the job done. And it’s one of your five-a-day, too.
Or when somebody asks me for help fixing their broken website, I’ll say “Okay, I’ll help; but you have to do something for me. Bring me the bodies of five doughnuts, to prove yourself worthy of my assistance.”
It’s going to be a big thing, I promise.
Last week, I wrote about two of the big-name video games I’ve been playing since I suddenly discovered a window of free time in my life, again. Today, I’d like to tell you about some of the smaller independent titles that have captured my interest:
Minecraft
I’d love to be able to say that I was playing Minecraft before it was cool, and I have been playing it since Infdev, which came before the Alpha version. But Minecraft was always cool.
Suppose you’ve been living on another planet all year and so you haven’t heard of Minecraft. Here’s what you need to know: it’s a game, and it’s also a software toy, depending on how you choose to play it. Assuming you’re not playing in “creative mode” (which is a whole other story), then it’s a first-person game of exploration, resource gathering and management, construction, combat, and (if you’re paying multiplayer, which is completely optional) cooperation.
Your character is plunged at dawn into a landscape of rolling (well, stepped) hills, oceans, tundra, and deserts, with infinite blocks extending in every direction. It’s a reasonably safe place during the daytime, but at night zombies and skeletons and giant spiders roam the land, so your first task is to build a shelter. Wood or earth are common starting materials; stone if you’ve got time to start a mine; bricks later on if you’ve got clay close to hand; but seriously: you go build your house out of anything you’d like. Then begins your adventure: explore, mine, and find resources with which to build better tools, and unlock the mysteries of the world (and the worlds beyond). And if you get stuck, just remember that Minecraft backwards is the same as Skyrim forwards.
Parts of it remind me of NetHack, which is one of the computer games that consumed my life: the open world, the randomly-generated terrain, and the scope of the experience put me in mind of this classic Rougelike. Also perhaps Dwarf Fortress or Dungeon Keeper: there’s plenty of opportunities for mining, construction, trap-making, and defensive structures, as well as for subterranean exploration. There are obvious similarities to Terraria, too.
I think that there’s something for everybody in Minecraft, although the learning curve might be steeper than some players are used to.
Limbo
I first heard about Limbo when it appeared on the XBox last year, because it got a lot of press at the time for it’s dark stylistic imagery and “trial and death” style. But, of course, the developers had done a deal with the devil and made it an XBox-only release to begin with, putting off the versions for other consoles and desktop computers until 2011.
But now it’s out, as Paul was keen to advise me, and it’s awesome. You’ll die – a lot – when you play it, but the game auto-saves quietly at very-frequent strategic points, so it’s easy to “just keep playing” (a little like the equally-fabulous Super Meat Boy), but the real charm in this game comes from the sharp contrast between the light, simple platformer interface and the dark, oppressive environment of the levels. Truly, it’s the stuff that nightmares are made of, and it’s beautiful.
While at first it feels a little simplistic (how often nowadays do you get a game whose controls consist of the classic four-button “left”, “right”, “climb/jump”, and “action” options?), the game actually uses these controls to great effect. Sure, you’ll spend a fair amount of time just running to the right, in old-school platformer style, but all the while you’ll be getting drawn in to the shady world of the game, set on-edge by its atmospheric and gloomy soundtrack. And then, suddenly, right when you least expect it: snap!, and you’re dead again.
The puzzles are pretty good: they’re sometimes a little easy, but that’s better in a game like this than ones which might otherwise put you off having “one more go” at a level. There’s a good deal of variety in the puzzle types, stretching the interface as far as it will go. I’ve not quite finished it yet, but I certainly will: it’s a lot of fun, and it’s a nice bit of “lightweight” gaming for those 5-minute gaps between tasks that I seem to find so many of.
I know, I know… as an interactive fiction geek I really should have gotten around to finishing Blue Lacuna sooner. I first played it a few years ago, when it was released, but it was only recently that I found time to pick it up again and play it to, well, it’s logical conclusion.
What do you need to know to enjoy this game? Well: firstly, that it’s free. As in: really free – you don’t have to pay to get it, and anybody can download the complete source code (I’d recommend finishing the game first, because the source code is, of course, spoiler-heavy!) under a Creative Commons license and learn from or adapt it themselves. That’s pretty awesome, and something we don’t see enough of.
Secondly, it’s a text-based adventure. I’ve recommended a few of these before, because I’m a big fan of the medium. This one’s less-challenging for beginners than some that I’ve recommended: it uses an unusual user interface feature that the developer calls Wayfaring, to make it easy and intuitive to dive in. There isn’t an inventory (at least, not in the conventional adventure game sense – although there is one optional exception to this), and most players won’t feel the need to make a map (although keeping notes is advisable!). All-in-all, so far it just sounds like a modern, accessible piece of interactive fiction.
But what makes this particular piece so special is it’s sheer size and scope. The world of the game is nothing short of epic, and more-than almost any text-based game I’ve played before, it feels alive: it’s as much fun to explore the world as it is to advance the story. The “simplified” interface (as described above) initially feels a little limiting to an experienced IFer like myself, but that quickly gives way as you realise how many other factors (other than what you’re carrying) can be used to solve problems. Time of day, tides, weather, who you’ve spoken to and about what, where you’ve been, when you last slept and what you dreamed about… all of these things can be factors in the way that your character experiences the world in Blue Lacuna, and it leads to an incredibly deep experience.
It describes itself as being an explorable story in the tradition of interactive fiction and text adventures… a novel about discovery, loss, and choice.. a game about words and emotions, not guns. And that’s exactly right.
It’s available for MacOS, Windows, Linux, and just about every other platform, and you should totally give it a go.
As I previously indicated, I’ve recently found myself with a little free videogaming time, and I thought I’d share some of the things that have occupied my time, over the course of two blog posts:
Skyrim
Well; here’s the big one. This game eats time for breakfast. It’s like World Of Warcraft for people who don’t have friends. No, wait…
Seriously, though, Bethesda have really kicked arse with this one. I only played a little of the earlier games in the series, because they didn’t “click” with me (although I thoroughly enjoyed the entire Fallout series), but Skyrim goes a whole extra mile. The game world feels truly epic and “living”: you don’t have to squint more than a little to get the illusion that the whole world would carry on without you, with people eating and sleeping and going to work and gossiping about all the dragon attacks. The plot is solid, the engine is beautiful, and there’s so much content that it’s simply impossible to feel that you’re taking it all in at once.
It’s not perfect. It’s been designed with console controls in mind, and it shows (the user interface for skills upgrades is clunky as hell, even when I tried it on my XBox controller). The AI still does some damn stupid things (not standing-and-talking-to-walls stupid, but still bad enough that your so-called “friends” will get in your way, fire area-effect weapons at enemies you’re meleeing with, and so on). Dragons are glitchy (the first time I beat an Elder Dragon it was mostly only because it landed in a river and got its head stuck underwater, like it was seeing how long it could hold it’s breath while I gradually sliced its tail into salami).
But it’s still a huge and beautiful game that’s paid for itself in the 55+ hours of entertainment it’s provided so far. Recommended.
Update: between first drafting and actually publishing this list, I’ve finished the main questline of Skyrim, which was fun. 85 hours and counting.
Modern Warfare 3
I should confess, first, that I’m a Call Of Duty fanboy. Not one of the these modern CoD fanboys, who rack up kills in multiplayer matchups orchestrated by ability-ranking machines in server farms, shouting “noob” as they teabag one another’s corpses. I mean I’m a purist CoD fanboy. When I got my copy of the first Call Of Duty game, broadband was just beginning to take off, and games with both single-player and multiplayer aspects still had to sell themselves on the strength of the single-player aspects, because most of their users would only ever play it that way.
And the Call of Duty series has always had something that’s been rare in action-heavy first-person shooters: a plot. A good plot. A plot that you can actually get behind and care about. Okay, so we all know how the World War II ones end (spoiler: the allies win), and if you’ve seen Enemy At The Gates then you also know how every single Russian mission goes, too, but they’ve still got a fun story and they work hard to get you emotionally-invested. The first time I finished Call of Duty 2, I cried. And then I started over and shot another thousand Nazis, like I was some form of human tank.
Modern Warfare was fantastic, bringing the franchise (complete with Captain Price) right into the era of nuclear threats and international terrorism. Modern Warfare 2 built on this and took it even further, somehow having a final boss fight that surpassed even the excellence of its predecessor (“boss fights” being notoriously difficult to do well in first-person shooters inspired by the real world). Modern Warfare 3… well…
It was okay. As a fanboy, I loved the fact that they finally closed the story arc started by the two previous MW games (and did so in a beautiful way: I maintain that Yuri is my favourite character, simply because of the way his story is woven into the arc). The chemical weapon attacks weren’t quite so impressive as the nuclear bomb in MW2, and the final fight wasn’t quite as good as the previous ones, but they’re all “good enough”. The big disappointment was the length of the campaign. The game finished downloading and unlocked at 11pm, and by 4am I was tucked up in bed, having finished it in a single sitting. “Was that it?” I asked.
Recommendation: play it if you’re a fan and want to see how the story ends, or else wait until it’s on sale and play it then.
Part Two will come when I find time, along with some games that you’re less-likely to have come across already.
It’s that time again, the highlight of the interactive fiction year (for me, at least), and IFComp 2011 is upon us. I’ve been playing my way through this year’s entries, and – as I have in previous years – I’ll be sharing with you any that leap out at me as “things you really ought to try.”
The first of which is The Play, by Deirdra Kiai. This entry stands out for a few reasons. Firstly, it’s one of those uncommon (but growing in popularity) pieces of hypertext IF. I remain not-completely convinced by hypertext IF: perhaps as a result of the medium, the games often feel shorter than they might otherwise be, and while I don’t miss playing “hunt the verb” to try to find exactly the word the designer hoped I would, having the option to click on any one of just a handful of links seems a little… simple.
That’s not to say that I don’t like the medium: hell, I feel like I was a pioneer in it, thanks to things like Troma Night Adventure (originally on the long-dead RockMonkey Wiki, and revived in its own engine last year). It’s just… different from most IF that I play, and that difference is stark.
If there’s one big advantage to hypertext interactive fiction, though, it’s that it lowers the barrier to entry. Everybody knows how to use a web browser, there’s nothing to install or set up, and they typically play really well on mobile devices, which is a growing market for this kind of game. I’m excited to see tools like Twine/Twee, ChoiceScript, and Undum (the latter of which powers The Play) appearing, which make creating this kind of game reasonably easy.
Secondly; it’s unusual. And I do enjoy a bit of quirky fiction: something that takes the genre in a new direction. And The Play does that. You play as Ainsley M. Warrington, the director of a disaster-ridden play on the eve of the first night, orchestrating a last-second dress rehearsal. The story is told through alternating segments of your experience and “script”: segments of the play as they are performed (which may vary, depending on how lenient you allow the cast the be with the script and how much goes awry), and this is a wonderful use of the semi-graphical nature of the medium.
Mostly, you’re trying to balance and improve the moods of your cast members (and your stage manager), in order to gain a good review. This is made challenging by the fact that they all have quite different ideas and attitudes towards the nature of the play, how it should be performed, and so on. They only thing that they all seem to agree on is that you’re not doing a very good job.
But beyond that theoretical (and, frankly, self-imposed) goal, it’s actually a lot of fun just to play off the different actors against one another, to experiment with how much you can improvise the ending, and to see how things turn out if you try different choices. And that’s exactly how interactive fiction ought to be. Like a good book, I want to be able to read it again and again. But unlike traditional fiction, I can enjoy it in profoundly different ways based on my moods and whims.
It’s a little short, but quite beautiful for it. There’s certainly plenty of reasonably well-written text to amuse and entertain. I’d thoroughly recommend that you give it a go, whether you’re an IF veteran or if you’ve never played this kind of game before in your life: play The Play in your web browser. And then play it again to see how much of a difference you can make in this well-crafted and inspiring little world.
Things I’ve been doing instead of blogging, this last month, include:
That’s quite a lot of stuff, even aside from the usual work/volunteering/etc. stuff that goes on in my life, so it’s little wonder that I’ve neglected to blog about it all. Of course, there’s a guilt-inspired downside to this approach, and that’s that one feels compelled to not blog about anything else until finishing writing about the first neglected thing, and so the problem snowballs.
So this quick summary, above? That’s sort-of a declaration of blogger-bankruptcy on these topics, so I can finally stop thinking “Hmm, can’t blog about X until I’ve written about Code Week!”