Embodiment and Artificial Intelligence in Valve Software’s Portal
Transcript of Embodiment and Artificial Intelligence in Valve Software’s Portal
Embodiment and Artificial Intelligence in Valve Software’s
Portal
Abstract
Valve Software's first Portal game (2007) provides a locus for a
variety of concerns about the potential implications of AI and
games as they impact on notions of embodiment and
artificiality. Portal disrupts and intermingles the three
distinct categories of player, player character (avatar), and
artificial intelligence by deploying subtle self-referential
cues and parody which call attention to the game’s
artificiality. At the same time, this technique draws the
player into an affective relationship with GLaDOS, the
scripted AI construct who acts as the game’s villain.
Moreover, the game repeatedly points to the fact that
interacting with the game constitutes a cyborgic relationship.
As the game proceeds, the player’s perspective is repeatedly
shifted and reconstructed by these lines of rhetoric, and by
the eponymous portals which form the game’s core mechanic. The
cumulative effect is to cause the player to question what it
means to be an embodied subject interacting with the game, to
wonder what qualifies as “intelligence” (whether “artificial”
or not), and to interrogate the extent to which our
relationship with the game world makes us something more (or
less) than human.
Keywords: artificial intelligence, Portal, embodiment, cyborg,
artificiality
In order to induct the player into convincing simulations [1],
which Espen Aarseth describes as “complex systems based on
logical rules” (2001, para. 5), most single-player computer
games rely on artificial intelligence to convincingly control
the behaviours and actions of the player character’s opponents
in a variety of scenarios [2]. Recent successful examples
include the Call of Duty series and Bethesda’s Softworks’s
Gamebryo engine games (Oblivion, 2006; Fallout, 2008; Fallout: New
Vegas, 2010). In the former, the player is expected to make
strategic decisions based on the quantity and disposition of
his opponents as he fights through a simulation of a modern
battleground. In the latter games, the player is presented
with the choice of fighting or communicating with non-player
characters (NPCs) in order to achieve various goals—a
structure which Jesper Juul (2002) has referred to as “an open
game (a game of emergence) with built-in quests (progression
structures).” In both instances, the computer-controlled
characters are expected to react ad hoc to the range of actions
available (through the avatar) to the player; they are judged
based on their ability to manifest appropriate human
characteristics and emotions—including indecision, anger,
cunning and fear—in response to player input, in what amounts
to a specialized application of the Turing Test.
Manuel De Landa has suggested that “[i]n adversarial
situations,” such as those provided by combat simulations,
“being forced to treat a machine as an intentional system may
be considered as a good criterion for mechanical intelligence”
(1991). That is, if we believe that our opponents are
possessed of “mechanical intelligence” then, for the duration
of the game, they are. The ostensibly authentic behaviour of
AI encourages the player to anthropomorphize his opponents (to
treat them as “intentional systems”) in order to predict their
actions and defeat them. Simultaneously, however, the player’s
empathy with computer-controlled images (including the player
character) profoundly complicates the relativity of the AI,
the avatar, and the player. As Hans Belting (2005) writes,
“from early on, humans were tempted to communicate with images
as with living bodies and also to accept them in the place of
bodies. In that case, we actually animate their media in order
to experience images as alive.” This study negotiates this
problematic relationship with specific reference to Valve
Software's first Portal game (2007), which provides a locus for
a variety of concerns about the potential implications of AI
and games as they impact on notions of embodiment and
artificiality.
From the outset, Portal works hard to create a strong link
between the player, the avatar (Chell) and the AI (GLaDOS) in
control of the underground Enrichment Center in which the game
takes place. However, it differs from the more “conventional”
games mentioned above because AI in Portal is deployed self-
consciously to ironic effect: aside from stationary, automatic
turrets, there are no computer-controlled opponents to
interfere with the player’s avatar. In fact, despite the
frequent threats it makes against Chell, GLaDOS is essentially
a scripted character, disqualifying any potential for genuine
emergent interaction. The game disguises GLaDOS’s passivity by
emphasizing the humanity of the AI whilst working to limit
that of the player. In an interview for Rock, Paper, Shotgun, Eric
Wolpaw, writer for Portal, explains that “[y]ou get to know
GLaDOS over the course of the game and, hopefully, you feel
like your actions are really putting her through the wringer
emotionally” (Walker, 2007, para. 10).
This assertion is instantiated by the final confrontation with
GLaDOS, when the AI suggests to Chell that “[t]he difference
between us is that I can feel pain.” When Chell does not
reply, the AI sulkily continues: “You don’t even care, do you?
Did you hear me? I said you don’t care. Are you listening?”
However, the player’s only available choices are either to
stop playing or to continue, the latter course of action
inevitably leading to the destruction of GLaDOS and the
completion of the game. Neither option allows the player,
through Chell, to vocalize a response to the loquacious AI;
the player is limited to entirely performative communication,
circumscribed by the capabilities of the avatar. By
privileging the AI’s sense of being whilst eliciting but
necessarily denying the expression of the player’s emotional,
verbal response, the narrative works against the common-sense
belief that “[c]omputers... have no ‘hard-wired’ motivation
for awareness [and] they do not complain if we try to kill
them” (Pepperell, 2003, p. 140). The affectivity of the AI and
the human agent is rhetorically reversed, obfuscating the
differential relationship between Chell and GLaDOS.
Portal is quick to make reference to its enactment of such
reversals, as demonstrated by the phenomenon of the Weighted
Companion Cube (fig. 1). In-game, the inert cube fulfils no
purpose other than providing Chell with a weight to place on a
button. However, once this purpose has been served, GLaDOS
forces the player to incinerate the cube in order to progress.
This is made difficult by the game’s insistence that the
player perceive the cube as sentient. GLaDOS ironically points
out that:
the symptoms most commonly produced by Enrichment Center
testing are
superstition, perceiving inanimate objects as alive, and
hallucinations. The
Enrichment Center reminds you that the Weighted Companion Cube
will never threaten to stab you and, in fact, cannot speak.
The reference to (and implicit mockery of) the
anthropomorphization of AI controlled NPCs in conventional
games needs little explanation. “Enrichment Center testing”
becomes an analogy for the activity of gameplay. Our
projection onto the cube, the avatar, or more obviously
“living” AI constructs are all shown to be examples of our
irrational susceptibility to pareidolia, which is encouraged
by Portal. When the automatic turrets are destroyed, for
example, they inform the player (in a sing-song, childlike
voice) that there are “[n]o hard feelings” and that they
“don't blame you,” purposefully evoking the player’s guilt
guilt at the destruction of nothing more than simulacra in a
fictional space. Portal’s self-parody serves to illustrate the
artificiality of our relationship with objects and characters
in the game world; as Belting suggests, “when visual media
become self-referential, they turn against their images and
steal our attention from them.” As we undergo these moments of
extra-diegetic weightlessness, the game space reveals itself
as a simulacrum even as it draws the player further into its
network of “sick relationship[s].”
Figure 1: the Weighted Companion Cube (Portal, Valve Software,
2007)
One of the most crucial (and distorted) of these relationships
is that which is established between the player and Chell
(fig. 2). Laurie Taylor, examining the experience of gameplay
through the work of Lacan, has theorized that “the player in
play is present in more than one spatial domain.” She explains
that “the subject exists in multiple areas in such a way as to
be able to effect change in that (or those) other areas while
also being able to effect change in the subject's physical
space,” a state which she refers to as “telepresence” (2003,
para. 2-3). This segue from the motions of the player to those
of the avatar depends on the player’s subconscious acceptance
of the avatar as their digitized representation. However,
difficulty arises when the player is confronted by the avatar
gazing from the screen, as Taylor discusses with reference to
The X-Files Game (Hyperbole Studios, 1998). In Portal, this is
exacerbated by the physics system of the game, which often
results in the player viewing Chell, through the eponymous
portals, from above, below or behind at a greater or lesser
distance. Encountering their avatar in this way compounds the
player’s sense of uncanny displacement. Our embodiment as
Chell is at once logical—it makes sense within the narrative
of the game—and nonsensical, because in “real life” we seldom
see ourselves from behind in real time. The authenticity of
Chell’s positioning within game space is affirmed, even as the
game once again points to its own artificiality by embedding
the player vicariously in impossible situations, refracted
through difficult perspectives.
Figure 2: Chell gazes back at the player.
Telepresence also relies on the ergonomic naturalisation of
the computer interface, which must instantly and accurately
convert the analogue motions of the player’s hands into
digital signals which are then interpreted and calculated by
the computer, resulting in a change in the analogue display
produced on the screen: analogue to digital and back again. N.
Katherine Hayles has called this an “Oreo” structure. As she
poetically explains:
Wherever different embodied materialities are linked, analog
resemblance is likely to enter the picture, for it is the
dynamic that mediates between the noise of embodiment and the
clarity of form. (2005, p. 207-8)
In this view, the player character occupies a space somewhere
between the digital artificiality of the AI and the affective
humanity of the player: the disparity between GLaDOS’s
“clarity of form” and the player’s “noise of embodiment” is
mediated by Chell. In more functional terms, the link between
the player and the game is formalized by the “analog
resemblance” between the player’s motions and the movements of
their avatar. The player must contract themselves into this
complex feedback loop in order to interact with GLaDOS. In the
same way that the player anticipates and reacts to in-game
events, so too must the game program appear to react to the
player; the convergence of both is crucial to the production
of an “authentic” (and therefore enjoyable) game experience.
In Donna Haraway’s locution, this feedback loop constitutes a
cyborgic relationship. She writes:
It is not clear who makes and who is made in the relation
between human and machine... One consequence is that our sense
of connection to our tools is heightened... The machine is us,
our processes, an aspect of our embodiment. (1991, p. 177-8,
180)
The player and the machine become interchangeable in the
moment of play. Because there is no definable cutoff point
between human and tool (“the machine is us”), there is no
fundamental difference between the embodiment of the avatar
and that of the player—they can both be understood as modules
interacting in a fluid, autopoietic system. Portal displays its
awareness of this problematic notion by depicting Chell as a
cyborgically modified human (fig. 3), a metaphor for the
player-in-play. The mechanical enhancements grafted onto
Chell’s legs are integrated to the extent that they have
become an extension of her body, no different from the orange
jumpsuit she wears. The flowing metal curves mock the shape of
her legs, altering (and improving) her posture and allowing
her to fall from great heights without sustaining damage. The
Aperture Science Handheld Portal Gun is similarly integral:
the gun is the only part of Chell which is constantly visible
to the player. Hovering persistently at the bottom of the
screen, it becomes an “aspect of our embodiment,” a vital tool
controlled by the player’s manipulation of the computer mouse.
Joel Dinerstein, reading Andy Clark, has suggested that “[i]f
the thought of moving a prosthetic leg creates motion in it,
the mind accepts it as part of ‘self’” (2006, p. 585). It is
no great leap to suppose that the player’s control of the
portal gun, through Chell and the computer interface, leads to
a similar acceptance of the external, artificial tool as a
naturalized constituent of the embodied “self,” ultimately
rendering the player’s body boundary as permeable, shifting,
and subjective.
Figure 3: Chell the Cyborg
This blurred identity in the instance of play is further
confused by GLaDOS’s bizarre addresses. Once Chell has passed
successfully through Test Chamber 16, the AI congratulates
her: “Well done, android. The Enrichment Center once again
reminds you that Android Hell is a real place where you will
be sent at the first sign of defiance.” This statement at
first appears to be a glitch in GLaDOS’s programming, an
example of the fallibility of an AI fed with incorrect data.
Considering the player’s position in light of Haraway’s
conception of the cyborg, however, it can be read as a shrewd
comment on the synonymy of man and machine as increasingly
recognised by post-Enlightenment scientific/ philosophical
discourse. To GLaDOS, Chell is no more than “a mathematical
error” in need of correction. The AI claims to have Chell’s
“brain scanned and permanently backed up in case something
terrible happens,” and once the backup is deleted, she assures
Chell that her destruction is final: “You’re still shuffling
around a little, but believe me, you’re dead. The part of you
that could have survived indefinately [sic] is gone.” GLaDOS
gives voice to the computational view of the human mind, which
describes brains as “processors of encounters and observations
that can be reprogrammed or even erased” (Seaman, 2007, p.
248). As Fred Dretske writes:
Brains have their own coding systems, their own way of
representing the objects... with which its (or our) thoughts
and calculations are occupied. In this respect a person is no
different [from] a computer. (2005, p. 284)
Given GLaDOS’s position as a “strong AI” construct and the
epitome of (proper noun) Science, its adoption of this stance
is predictable. The AI’s assertion that Chell’s body might
have been replaceable—its destruction is irrelevant if her
brain can still be uploaded, downloaded or copied—verbalizes
Portal’s questioning of the importance of fleshly embodiment,
which has so far remained implicit in the formal structure of
gameplay. As Myra J. Seaman writes, the “alternative, or
extended, human... reveals certain cultural anxieties about
embodiment – perhaps most especially when that embodiment is
rejected or overcome in the attempt to release a supposedly
‘pure’ cognition” (2007, p. 247). Portal exploits such anxieties
for dramatic effect. At the most frantic moments in play (the
final action sequence is intensified by a countdown), when the
player’s awareness of their own physicality is overridden by
the mental demands of telepresent interaction, GLaDOS
describes (and instantiates) an alluring alternative to human
embodiment. Even as the player manipulates the “flesh” of the
avatar in order to destroy the AI, we are led to believe that
GLaDOS will be able to transfer (or resurrect) its programmed
consciousness into a new form, effecting a return from the
dead which has been made unavailable to Chell [3].
Further comparisons between the AI and the player in Portal can
be explored if we read the concept of emergence in Artificial
Life (alife) systems back into the experience of gameplay. In
her analysis of Karl Sims’s “Evolved Virtual Creatures,”
Katherine Hayles notices that “in some runs of the program
creatures evolved who achieved locomotion by exploiting a bug
in the way conservation of momentum was defined in the world's
artifactual physics” (2005, p. 195). This is an example of
emergent behaviour which was not predicted by the designer but
which, to the creatures, constitutes an acceptable adaptation
within the rules of the program: the creatures cannot know
which are “good” (intended) exploits and which are “bad”
(unintended). Comparatively, given the amount of players to
which any computer game is exposed, it is inevitable that
emergent solutions will evolve which creatively (and often
aberrantly) overcome obstacles set within it. Jesper Juul uses
the examples of “[t]he teamplay required in Counter-strike [sic]
or the advantage of working in groups in EverQuest,” and also
“[d]ominant, complete strategies” which “will always lead to
victory” (2002, p. 326). Portal indulges the player’s drive to
adaptively interpret the rules by setting illusively
“impossible” puzzles: GLaDOS describes Test Chamber 9 as
“unsolvable,” informing the player that “quitting at this
point is a perfectly reasonable response.” By stubbornly
completing the puzzle, we are encouraged to believe that we
have broken the rules of the game, when in fact, like an alife
organism, we have merely worked within them in an apparently—
but in this case not actually—unforeseen way.
The final third of the game, in which Chell ventures “behind
the scenes” of the Enrichment Center, is designed to evoke a
similar sense of rebellion, as is the destruction of the AI.
Throughout, however, GLaDOS (and, by extension, the design
team) remains in control as the omniscient and omnipresent
narrativising force of the game. In Hayles’s analysis, “we
anthropomorphize [Sims’s] virtual creatures while they
computationalize us” (2005, p. 194). When applied to Portal,
this dynamic of a reciprocal relationship becomes more
complicated. Due to the idiosyncrasies of gameplay, we
(functionally) become computationalized creatures. At the same
time, we are expected to empathize with an AI which effusively
delineates our affectivity as an inauthentic response to
artificial in-game events. In this (admittedly compelling)
atmosphere of confusion and reversal, boundaries between AI
and human intelligence are effectively dissolved. If we must
anthropomorphize images, then Portal (through the figure of
GLaDOS) insists on interrogating the object of our projection
and, perhaps more disturbingly, the subject from which
projection occurs.
It is difficult to provide a comprehensive assessment of the
shifting definitions of artificiality and authenticity caused
by AI/ human interactions. As Robert Chodat states, “[n]obody
denies that since the middle decades of the twentieth century,
research into artificial intelligence (AI) has reshaped our
accounts of meaning, mind and consciousness” (2006, p. 686)
and we cannot doubt that it will continue to do so. Given the
relative novelty of the computer game medium (and the critical
framework surrounding it), it is more difficult still to
assess how gameplay affects embodiment through telepresent
interaction. Nevertheless, games such as Portal can at least be
used as sounding boards for the depiction of AI in popular
media. If computer games continue to provide us with a
spectacle driven by market forces, then several assumptions
can be made: the application of AI will become increasingly
refined; errors in the medium which draw our attention away
from the image will be ironed out; computer interfaces will
become increasingly intuitive (as the Nintendo Wii and
Microsoft’s Kinect already demonstrate); and graphics will
improve, all of which will lead to a greater depth (and ease)
of anthropomorphization.
The most apt conclusion can perhaps be drawn from analogizing
the final moments of Portal, which sees Chell’s triumphant
emergence from the Enrichment Center—the success of the
embodied, (mostly) human subject—marred by the resurrection of
GLaDOS as a series of sinister, eyeball-like orbs. The
successive updating of AI in increasingly sentient, integrated
and disembodied guises must be accommodated by paradigm shifts
in what constitutes authentic interactivity (for example,
between two bodies, between a body and a computer, or between
a body and itself). We must also ask what it is that marks the
game-world as artificial; how far our body boundaries extend
into, or are made permeable by the game; and, ultimately, what
it is (if it must be something) that signals the difference
between human and computer intelligence.
Notes
[1] My own conception of a simulation in this essay is
elaborated from Jean Baudrillard’s definition of simulation as
“the generation by models of a real without origin or reality:
a hyperreal” (1988, p. 166).
[2] The terms ‘player character’ and ‘avatar’ will henceforth
be used interchangeably to describe the same thing: the
embodied, in-game representation of the agency and actions of
the player/user.
[3] Indeed, this is confirmed by the song “Still Alive” which
closes the game, featuring a highly emotive GLaDOS “doing
Science.” GLaDOS also returns in Portal 2 (Valve Software,
2011).
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