Lile Procedural People
Playing politics with generators
Kate Compton
University of California, Santa Cruz
Santa Cruz, CA 95064
kecompto@ucsc.edu
ABSTRACT
Do generators have politics? What about generators that generate
around people, with people, or even create generative people. is
paper proposes four initial sites of inquiry that deserve further
aention from this community, or at least those members who nd
themselves building a person-generator: characters who engage so-
cially with people, generators which make use of data created by or
about people, the use of cultural and social signiers in generators,
and simulations or models which represent people.
CCS CONCEPTS
•Computing methodologies → Procedural animation;
KEYWORDS
Generativity, prototyping, interaction design, ethics
ACM Reference format:
Kate Compton. 2017. Lile Procedural People. In Proceedings of FDG’17,
Hyannis, MA, USA, August 14-17, 2017, 2 pages.
DOI: 10.1145/3102071.3110573
e procedural game-content generation community (and our neigh-
bors in generative art, generative text, and computational creativity)
are used to generating many kinds of things. We generate buildings
and landscapes, trees and owers, creatures, animations, dances,
game levels, music, and poetry. What happens when the things
that we generate are people?
ere are several ways that we use people in our generators:
• We create characters that act or speak like people
• We use real locations or real user content as an input
• We use cultural and social signiers in our generators
• We model a possibility space of “what people can be”
is paper proposes these as four sites where generativity inter-
sects with political and social responsibility. Building generators
can be a fun and expressive practice, but as a community we should
build our generators with consideration and awareness when we
are generating around, with, about, or in communication with
people.
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DOI: 10.1145/3102071.3110573
1 GENERATIVITY IN SOCIAL
ENVIRONMENTS
Of the many communities creating generative artifacts, the chatbot
and twierbot-making community has established conversations
about the political and social implications of generativity[3]. A
popular expectation in this community (of practitioners, industry,
and audience) is that we are aempting to build a human-like –or at
least personable– character, so it is not a large jump to imagine that
such a character could need all of social considerations a human
would have when operating in the same space. Oen bots are coded
as male or female, professional artist, young teen, or servant [5],
priming the interactor to read their generativity through that lens
of social expectations.
On Twier, bots and humans can easily interact on equal terms,
using identical social tools (text and image posts, likes, retweets,
follows). is equality come with a set of expectations: that which
it is unethical for humans to do is also unethical for bots to do, and
unethical things that are possible for humans are also possible for
bots. Not only must bots consider what they generate, but how they
post it. A bot which broadcasts its productions into a social platform
has a dierent set of ethical considerations than a generator living
on a webpage or in a game.
Each bot follows its own rules for what it says and when it re-
sponds. e Twierbot @infinite scream will respond to users’
direct tweets at it, but can only respond with variations of ”aaaah”,
making it a safe and reliable conversational partner. Other bots
will interject into conversations with reinterpretations of users
words (@godtributes) or repost tweets to ll a generative tem-
plate (@pentametron), but only of users who have ”consented” by
following them. From a combination of their rules of engagement
and their rules of generativity, each of these bots has constructed a
character which engages socially with the human users of Twier.
2 REAL LOCATIONS, REAL CONTENT, REAL
ISSUES
Many generative works scrape real-world data (as godtributes
does with tweets). Others use real-world locations through Google
maps APIs or augmented-reality overlays on physical space. When
this works well, like Pokemon Go, there is a sense of a magical
”alternate reality” co-existing with our own. Normal spaces like
bus-stops become uplied and turned into game spaces. But many
spaces are owned, or meaningful to the people already in them.
Constructing a virtual side to an existing place is not apolitical, as
when Pokemon started appearing in the Holocaust Museum.
One project already ran into this, using technology that I built:
the ”Every Rat in NYC (at People Complained About in 2016)”