Ethics inference.

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Disclaimer about ethical/moral position:
I am an INTP/INTJ atheist, with liberal-left politics (Eco: -7 , Soc:
-3.5 on the Political Compass), and with my own strange "religious"
beliefs that simultaneously eliminate Creator(s) and time-travel paradoxes.

Note: AFAICT, "ethics" is the correct word to use here, though various
websites disagree.

General Idea:
=============

Due to reading a document (which I now can't find) about the problems
with the traditional "good" vs. "evil" systems in some games (e.g.
_Black and White_), I wish to ask the group about a possibility I have
not yet seen anywhere else: ethics inference. The "good"/"evil" is
inferred by the EIE (Ethical Inference Engine). Inference is used in
the technical sense of finding a general pattern from specific examples.

The idea is not to have many restrictions (if any) on what you are
allowed to do (e.g. eating when already full, robbing corpses, killing
civilians, etc.), and not to have penalties for breaking moral rules,
but to let the player act how they like and have the game infer whether
they are "good" or "evil". For balance, both good and evil must have
benefits and drawbacks.

The EIE's inference of "good" and "evil" could be used to give a player
holy or unholy powers (e.g. bonuses for some types of spells, effects of
intrinsicly holy/unholy objects/places, reactions of some beings, or
even the plot of the game (heaven/hell).

One possibility is that "evil" should give short-term profit and
long-term pain, with "good" the opposite, rather than each being equally
easy -- this could be seen as pushing a moral agenda (maybe you want
to). If others' treatment of you is determined by how you treat them,
"evil" may quite naturally end up as a very difficult pit to get out of.

Thoughts On A Specific Game:
============================

This whole idea was partly inspired by a game idea that is kicking
around in my head where the player is a Kigdatsi (a
genetically-engineered highly intelligent dragon-like creature) from a
parallel universe waking up in our universe badly injured in a zoo (or
similar). It could be made fairly clear in the intro text that humans
are to blame for your current situation, which would give you ample
reason to be annoyed. (Has anyone seen anything like this before?)

You (the player) could co-operate with most humans, only kill to defend,
and minimise their suffering, *or* you could slaughter everyone (even
easy early on, as zoo visitors are not normally armed :->), care only
for yourself, and let people die painfully (you are large enough to
swallow people whole). Although you would recover rather faster if you
eat lots of humans, they will try harder to kill you (by sending the
army in), and your own species could despise you for it. The game would
need to do long-term monitoring of how you treat humans (and animals?)
and change their behaviour to fit.

Inferences From The Specific Game:
==================================

In fact, a linear "good"-"evil" system is not the best way to express
ethics. Some topics (e.g. euthanasia, religion, judgement of others,
homosexuality (but how would that appear in a RL?)) will be judged
differently by game-makers and game-players, so we need a more objective
measurement system, maybe one of:
http://en.wikipedia.org/wiki/Political_spectrum
(These are party policies, and not moral opinions, though. Economics
might be a hard one to infer :-> .) However, you will end up with
dozens of moral axes if you try to be too complete, so some
simplification will be necessary.

Some axes that could be inferred (many of these overlap):
* authoritarian -- anti-authoritarian (?)
* pro-euthanasia -- anti-euthanasia (?)
* painless killing -- painful killing
* merciful -- sadistic
* friendly -- aggressive
* run -- fight
* offensive -- defensive
* avoid danger -- destroy danger
* terrorising (scaring people for fun) -- non-terrorising (avoid
scaring people)
* honest -- tricky (e.g. feigning unconsciousness)
* survivalist -- bloodthirsty (e.g. is there any *point* invading a
kindergarten (Brit: "primary school") other than to kill lost of
innocent children?)

A useful system (for the above game at least) could be to have the
colour of beings indicating their mental state(s) e.g.:
Normal, Friendly, Aggressive, Scared, Terrified, Unconscious
as well as physical state e.g.:
Uninjured, Injured, Dying, Dead (or should that be a symbol?).
There are plenty of colours.

Slightly relatedly: a game based on the _His Dark Materials_ trilogy
(_Northern Lights_, _The Subtle Knife_, _The Amber Spyglass_) or just a
very twisted game, could have:
* angelic == evil,
* demonic == good.

--
Simon Richard Clarkstone: s.r.cl?rkst?n?@durham.ac.uk/s?m?n.cl?rkst?n?@
hotmail.com ### "I have a spelling chequer / it came with my PC /
it plainly marks for my revue / Mistake's I cannot sea" ...
by: John Brophy (at: http://www.cfwf.ca/farmj/fjjun96/)
 
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Simon Richard Clarkstone wrote:
>
*snip* (I don't have time to read it yet)

You know it took me a time to realize that this isn't another "Repent of
be condamned" post... It took me a time to realize that it was actually
on topic... Guess rgrd is getting soft ;-)
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
"Invalid thought detected. Close all mental processes and
restart body."
 
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"Kornel Kisielewicz" <kisielewicz@gazeta.pl> wrote in message
news:d8g69e$g9m$1@inews.gazeta.pl...
> Simon Richard Clarkstone wrote:
> >
> *snip* (I don't have time to read it yet)
>
> You know it took me a time to realize that this isn't another "Repent
> of be condamned" post... It took me a time to realize that it was
> actually on topic... Guess rgrd is getting soft ;-)

It's actually a pretty cool post. A bit pipe-dreamish, but still
interesting.

Sorry I don't have the time to respond any more meaningfully.

--
Glen
L:pyt E+++ T-- R+ P+++ D+ G+ F:*band !RL RLA-
W:AF Q+++ AI++ GFX++ SFX-- RN++++ PO--- !Hp Re-- S+
 
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Simon Richard Clarkstone w wiadomosci
news:d8fopv$ro6$1@heffalump.dur.ac.uk pisze, co nastepuje:

> The idea is not to have many restrictions (if any) on what you are allowed
> to do (e.g. eating when already full, robbing corpses, killing civilians,
> etc.), and not to have penalties for breaking moral rules, but to let the
> player act how they like and have the game infer whether they are "good"
> or "evil". For balance, both good and evil must have benefits and
> drawbacks.
>

You can find simple implementations of this concept in computer RPGs, such
as Darklands, Planescape: Torment, or, more recently, Knights of the Old
Republic. And I think something like this was used in one of Star Wars
First-Person Shooters (Jedi Knight, I believe).

Ah, yes, how could I forget. Ultima series, of course. Ultima IV in
particular. Possibly the closest to what you're looking for.

Some space combat pseudo-sims also use simple faction systems. for instance,
Freelancer has a nice, yet simple mechanism, in which destroying a ship of a
given faction enrages this faction, as well as all its allies (although to a
lesser degree), but also makes enemies of this faction a bit friendlier
towards the player.

> differently by game-makers and game-players, so we need a more objective
> measurement system, maybe one of:
> http://en.wikipedia.org/wiki/Political_spectrum
> (These are party policies, and not moral opinions, though. Economics
> might be a hard one to infer :-> .) However, you will end up with dozens
> of moral axes if you try to be too complete, so some simplification will
> be necessary.
>

I think a good way to solve this problem would be to customize the whole
system in regard to a given setting. Instead of having abstract "moral"
axes, define a set of rules (a "moral code") for each in-game faction (the
general population with their common beliefs and social rules can be treated
as a faction too). Each deed can then be "judged" by each faction as
conforming or opposed to their code. This would be highly customizable and
fully objective, because you would simply calculate player's relations with
factions, instead of giving the player labels. You could express each code
as a set of recommendations and prohibitions. You can implement more complex
rules (such as "killing is prohibited uless the enemy is armed") with
decision trees.


Pozdr.

--
Jacek "Zillameth" Weso³owski
zill@jimp.neostrada.pl
"[...]certane substinsays can be appleyed to rmur to countervoid
the effects of poyzins used by an oponunt."
 
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Zillameth <zill@jimp.neostrada.pl> wrote:
> Simon Richard Clarkstone w wiadomosci
> news:d8fopv$ro6$1@heffalump.dur.ac.uk pisze, co nastepuje:

>> The idea is not to have many restrictions (if any) on what you are
>> allowed to do (e.g. eating when already full, robbing corpses,
>> killing civilians, etc.), and not to have penalties for breaking
>> moral rules, but to let the player act how they like and have the
>> game infer whether they are "good" or "evil". For balance, both good
>> and evil must have benefits and drawbacks.

> You can find simple implementations of this concept in computer RPGs,
> such as Darklands, Planescape: Torment, or, more recently, Knights of
> the Old Republic. And I think something like this was used in one of
> Star Wars First-Person Shooters (Jedi Knight, I believe).

Hmmm.... Knights of the Old Republic's mechanism is to constally barrage
you with multiple choice options which obviously correspond to different
degrees of good and evil and then to pretend that this type of choice
making is a form of role playing, which is much different than the
dynamic, extensible system that has been described above.

I feel a lot was lacking from the original description. Fable actually
always confused me as to what was supposed to be good and evil.
Apparently killing someone instead of sparing their life was sometimes
the good choice.

How do you make a moral decision about something in a game when it's so
hard to do so in real life? When is looting a corpse or killing
something good or evil? Seems like any system like the one describe
above would be woefully inadequate...

--
Jim Strathmeyer
 
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On Sun, 12 Jun 2005, Zillameth wrote:
>
> I think a good way to solve this problem would be to customize the whole
> system in regard to a given setting. Instead of having abstract "moral"
> axes, define a set of rules (a "moral code") for each in-game faction
> (the general population with their common beliefs and social rules can
> be treated as a faction too). Each deed can then be "judged" by each
> faction as conforming or opposed to their code. This would be highly
> customizable and fully objective, because you would simply calculate
> player's relations with factions, instead of giving the player labels.
> You could express each code as a set of recommendations and prohibitions.
> You can implement more complex rules (such as "killing is prohibited
> unless the enemy is armed") with decision trees.

I like this idea. Note that the moral codes can be hidden from the
player or revealed (or hidden until the player discovers the Sacred
Text of Faction X, at which point he can figure out what they value).
And it's a generalization of the typical "good/evil" system used by
many human religions --- that's just one faction with a lot of hidden
values! ;)

-Arthur