It's the winter of 2001, in a corner of the Disney studio lot; a
trailer is set up as a top-secret research lab. Reels of old Disney
cartoons, stacks of gigabyte computer hard drives, and three
24-year-old-computer graphic artists hole up inside. In about three
months they deconstruct Mickey Mouse. He is reanimated as a potentially
3-D being who only appears in two dimensions. He knows how to walk,
leap, dance, show surprise and wave goodbye on his own. He can lip sync
but can't talk. The entire overhauled Mickey fits onto one Syquest 2-gig
portable disk.
The disk is walked over to the old animation studio, past its rows of
empty and dusty animation stands, to the cubicles where the Silicon
Graphics workstations are glowing. Mickey is popped into a computer. The
animators have already created a fully detailed artificial world for the
Mouse. He's cued up to the scene and the tape turned on. Roll! When
Mickey trips on the stairs of his house, gravity hauls him down. The
simulated physics of his rubbery rear end bouncing against the wooden
stairs generates realistic hops. His cap is blown away by a virtual wind
from the open front door, and when the carpet slides out from under him
as he attempts to run after his hat, it bunches up in accordance with
the physics of fabric, just as Mickey collapses under his own simulated
weight. The only instruction Mickey got was to enter the room and be
sure to chase his hat. The rest came naturally.
After 1997, nobody ever draws Mickey again. There's no need to. Oh,
sometimes the animators butt in and touch up a critical facial
expression here or there --- mere make-up artists the handlers call them -- but
by and large Mickey is given a script and he obeys. And he -- or one of his
clones -- works all year round on more than one film at once. Never
complains, of course.
The graphic jocks aren't satisfied. They hook up a Maes learning module
into Mickey's code. With this on, Mickey matures as an actor. He
responds to the emotions and actions of the other great actors in his
scenes -- Donald Duck and Goofy. Every time a scene is rerun, he remembers
what he did on the keeper take and that gesture is emphasized next time.
He evolves from the outside as well. The programmers tune up his code,
give him improved smoothness, increase the range of his expressions, and
beef up the depth of his emotions. He can play the "sensitive guy" now
if needed.
But, over five years of learning, Mickey begins to get his own ideas. He
somehow reacts hostilely to Donald, and becomes furious when he gets
clunked on the head with a mallet. And when he is angry, he becomes
obstinate. He balks when the director instructs him to walk off the edge
of a cliff, having learned over the years to avoid obstacles and edges.
Mickey's programmers complain that they can't code around these
idiosyncrasies without disrupting all the other finely tuned traits and
skills Mickey has acquired. "It's like an ecology," they say. "You can't
remove one thing without disturbing them all." One graphic jock puts it
best: "Actually, it's like a psychology. The Mouse has a real
personality. You can't separate it. You've just got to work around
it."
So by 2007, Mickey Mouse is quite an actor. He is a hot "property" as
the agents say. He can speak. He can handle any kind of slapstick
situation you can imagine. Does his own stunts. He has a great sense of
humor, and the fabulous timing of a comedian. The only problem is that
he is an SOB to work with. He'll suddenly fly off the handle and go
berserk. Directors hate him. But they put up with him -- they've seen
worse -- because, well, because he's Mickey Mouse.
Best of all, he'll never die, never age.
Disney foreshadowed this liberation of toons in its own film Roger
Rabbit. Toons in this movie have their own independent life and dreams,
but they have to stay in Toon Town, their own virtual world, except when
we need them to work in our films. On the set, toons may or may not be
cooperative and pleasant. They have the same whims and tantrums that
human actors have. Roger Rabbit is just fiction, but someday Disney will
have to deal with an autonomous out-of-control Roger Rabbit.
Control is the issue. In his first film, Steamboat Willie, Mickey was
under the full control of Walt Disney. Disney and the Mouse were one. As
more lifelike behaviors are implanted into Mickey, he is less at one
with his creators and more out of their control. This is old news to
anyone with kids or pets. But it is new news to anyone with a cartoon
character, or machines that get smarter. Of course, neither kids nor
pets are completely out of our control. There is the direct authority we
have in their obedience, and the larger indirect control we have in
their training and formation.
The fairest way to state this is that control is a spectrum. At one end
there is the total domination of "as one" control. At the other is "out
of control." In between are varieties of control we don't have words
for.
Until recently, all our artifacts, all our own handmade creations have
been under our authority. But as we cultivate synthetic life in our
artifacts, we cultivate the loss of our command. "Out of control," to be
honest, is a great exaggeration of the state that our enlivened machines
will take. They will remain indirectly under our influence and guidance
but free of our domination.
Though I have searched everywhere, I could not find the word that
describes this type of clout. We simply have no name for the loose
relationship between an influential creator and a creation with a mind
of its own -- a thing we shall see more of. The realm of parent and child
should have such a word, but sadly doesn't. We do better with sheep
where we have the notion of "shepherding." When we herd a flock of
sheep, we know we are not in complete authority, yet neither are we
without control. Perhaps we will shepherd artificial lives.
We also "husband" plants, as we assist them in their natural goals, or
deflect them slightly for our own. "Manage" is probably the closest in
meaning to the general type of control we will need for artificial
lives, such as a virtual Mickey Mouse. A women can "manage" her
difficult child, or a barking dog, or the 300-strong sales department
under her authority. Disney can manage Mickey in films.
"Manage" is close, but not perfect. Although we manage wilderness areas
like the Everglades, we actually have little say in what goes on among
the seaweed, snakes and marsh grass. Although we manage the national
economy, it does what it wants. And although we manage a telephone
network, we have no supervision on how a particular call is completed.
The word "management" may imply more oversight then we really have in
the examples above, and more than we will have in future very complex
systems.
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