Bots. Nick Monaco

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provide services in IRC channels (Leonard, 1997, pp. 62–63).

      The arc of bot usage and evolution in IRC is similar to that of Usenet. At first, bots played an infrastructural role; then, tech-savvy users began to entertain themselves by building their own bots for fun and nefarious users began using bots as a disruptive tool; in response, annoyed server runners and white-hat bot-builders in the community built new bots to solve the bot problems (Leonard, 1997; Ohno, 2018).

      Just as with Usenet, early bots in IRC channels played an infrastructural role, helping with basic routine maintenance tasks. For instance, the initial design of IRC required at least one human user to be logged into a server (often called a “channel”) for it to be available to join. If no users were logged into an IRC server, the server would close and cease to exist. Eventually, “Eggdrop” bots were created to solve this problem. Users deployed these bots to stay logged into IRC servers at all times, keeping channels open even when all other human users were logged out (such as at night, when they were sleeping). Bots were easy to build in the IRC framework, and users thus quickly began designing other new bots with different purposes: bots that would say hello to newcomers in the chat, spellcheck typing, or allow an interface for users to play games like Jeopardy! or HuntTheWumpus in IRC.

      In addition to Usenet and IRC, computer games were also a hotbed of early bot development. From 1979 on, chatbots were relatively popular in online gaming environments known as MUDs (“multi-user domains” or “multi-user dungeons”). MUDs gained their name from the fact that multiple users could log into a website at the same time and play the same game. Unlike console games, MUDs were text-based and entirely without graphics,5 due to early computers’ limited memory and processing power, making them an ideal environment for typed bot interaction. These games often had automated non-player characters (NPCs) that helped move gameplay along, providing players with necessary information and services. MUDs remained popular into the 1990s, and users increasingly programmed and forked their own bots as the genre matured (Abokhodair et al., 2015; Leonard, 1997).

      As we have seen, early internet environments such as Usenet, IRC, and MUDs were the first wave of bot development, driving bot evolution from the 1970s through the 1990s. The next stage of bot advancement came with the advent of the World Wide Web in 1991.

      The basic logic that drives crawlers is very simple. At their base, websites are text files. These text files are written using hypertext markup language (HTML), a standardized format that is the primary base language of all websites.7 HTML documents can be accessed with an HTTP call. Users submit an HTTP call every time they type a webpage’s URL into a browser and press enter or click on a link on the internet. One of the core features of HTML – the one that enables the World Wide Web to exist as a network of HTML pages – is the ability to embed hypertext, or “links,” to outside documents within a webpage. Crawler bots work by accessing a website through an HTTP call, collecting the hyperlinks embedded within the website’s HTML code, then visiting those hyperlinks using another HTTP call. This process is repeated over and over again to map and catalogue web content. Along the way, crawler bots can be programmed to download the HTML underneath every website, or process facts about those sites in real time (such as whether it appears to be a news outlet or e-commerce site).

      Initially, these bots crawled the web and took notes on all the URLs they visited, assembling this information in a database known as a “Web Directory” – a place users could visit to see what websites existed on the web and what they were about. Quickly, advertisers and investors poured funds into these proto-search engines, realizing how many eyes would see them per day as the internet continued to grow (Leonard, 1996).

      We have already seen that bots can be used for either good or bad ends, and World Wide Web bots were no different. Originally used as a solution to the problem of organizing and trawling through vast amounts of information on the World Wide Web, bots were quickly adapted for more devious purposes. As the 1990s went on and the World Wide Web (and other online communities like Usenet and IRC) continued to grow, entrepreneurial technologists realized that there was a captive audience on the other end of the terminal. This insight led to the birth

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