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Jottings 3: Espionage on the chess board

Friday, May 3rd, 2013

[ by Charles Cameron -- playing the two great games, from Caxton to Le Carré ]
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Karla, the Russian spymaster in John Le Carré‘s Smiley novels, is represented as the white queen in the 2011 Tomas Alfredson / Gary Oldman film of Tinker Tailor Soldier Spy (lower panel, above).

In chess terms, that’s quite a step up for spies — pawn promoted to queen.

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Before the digital age, in the early years of printing, way back in 1474, Thomas Caxton‘s press issued the second book ever printed in England — his Game and Playe of the Chesse — and things were subtly different. The eight pawns, for instance, differed one from another, each representing a different human type or craft, and named accordingly: “Labourer, Smith, Clerk, Merchant, Physician, Taverner, Guard and Ribald.”

It’s the Ribald (in the upper panel, above) who interests us here — for he’s the spy on the chessboard, as surely as Joshua the son of Nun and Caleb the son of Jephunneh were spies in the land of milk and honey. Caxton describes the Ribald, stationing him in front of the Rook, thus:

The rybaulders, players of dyse and of messagers and corrours ought to be sette to fore the rook/ For hit apperteyneth to the rook whiche is vicayre & lieutenant of the kynge to haue men couenable for to renne here and there for tenquyre & espie the place and cytees that myght be contrarye to the kynge/ And thys pawn that representeth thys peple ought to be formed in this maner/ he must haue the forme of a man that hath longe heeris and black and holdeth in his ryght hand a lityll monoye And in his lyfte hande thre Dyse And aboute hym a corde in stede of a gyrdell/ and ought to haue a boxe full o lettres

And what should be the appearance of such a one?

And thys pawn that representeth thys peple ought to be formed in this maner/ he must haue the forme of a man that hath longe heeris and black and holdeth in his ryght hand a lityll monoye And in his lyfte hande thre Dyse And aboute hym a corde in stede of a gyrdell/ and ought to haue a boxe full o lettres

Let’s go over that first part one more time, and make sure we understand it:

It pertains to the Rook, which is vicar and lieutenant of the King, to have men available to run hither and yon to make inquiries and spy out the place and cities that might be contrary to the King.

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And isn’t that precisely what Moses sent Joshua and Caleb out to do, when he instructed them in Numbers 13.17-20:

Get you up this way southward, and go up into the mountain: And see the land, what it is, and the people that dwelleth therein, whether they be strong or weak, few or many; And what the land is that they dwell in, whether it be good or bad; and what cities they be that they dwell in, whether in tents, or in strong holds; And what the land is, whether it be fat or lean, whether there be wood therein, or not. And be ye of good courage, and bring of the fruit of the land.

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Espionage has been around longer than chess: some things never change — and some things have changed significantly.

Today, you can’t tell one pawn from the next…

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For fans of Daniel Suarez? Iain McGilchrist?

Saturday, January 12th, 2013

[ by Charles Cameron -- on, as usual, binocular vision, but this time 2020 as well as 20/20 ]
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I’m about half way through Freedom(TM), the second of the books in the trilogy by Daniel Suarez which began with Daemon and (I believe) ends with Kill Decision — I’d have finished all three pretty much as fast as I could lay my hands on them if I wasn’t trying to write quite so much myself. As those who have read or are reading the books know, there’s a lot in there about the difference in perspective between those who have and don’t have “augmented reality” glasses.

Since I tend to like to have at least two lenses through which to view things — and am interested in general in what William Blake called “fourfold vision” — the topic itself is of interest me, quite aside from its potential to illuminate some pretty obscure corners of near future possibilities.

Likewise, I’d like to have some roughly parallel universe with which to compare the one Suarez is providing me with — and this video introducing a game called Ingress looks like a suitable “second lens” to set up a stereoscopic inquiry and arrive at a measure of depth:


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I’m not looking to make a qualitative comparison between the books and the game here, just to ask if anyone with access to both would like to discuss what we can learn from juxtaposing them?

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Because juxtaposition is key. Because, as Iain McGilchrist says in his speech The Divided Brain and the Courage to Think Differently:

There’s an oddity about the brain, which is that it makes all its everything that happens — the multifarious beauty of the world — come out of connections. It exists only to make connections.

Because, as he also says:

Relations matter more than things.

So that a marvelous counterpoint to Suarez’ fast-paced action-oriented techno-thriller imagination is McGilchrist’s slow-paced psycho-stiller contemplative approach:


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I hope you’ll find time to appreciate them both.

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The Story of Sembl, I: Herman Hesse’s Glass Bead Game

Wednesday, January 2nd, 2013

[ by Charles Cameron -- cross-posted from Sembl -- first in a series on the inspirations & developments that led to Sembl, & the aspirations that flow from them ]
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Music for a Glass Bead Game, Arturo Delmoni & Nathaniel Rosen, from  John Marks Records

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Hermann Hesse is just about due for a revival.

While other novelists on the whole explored the “real world” around them, the outside world, the world of other people and things, Hermann Hesse was concerned with the “inner” world – the world of hopes, dreams, distress, anguish, rage and insight. With his 1927 novel Steppenwolf, he introduced us to the “dark side” of ourselves, our “shadow” to use Jung’s term, long before Star Wars, longer before the Sith Lord Cheney committed the United States to work “sort of the dark side, if you will … to spend time in the shadows in the intelligence world.” And if Steppenwolf showed us our shadow, in his earlier novel Siddhartha (1922) he had already shown us the light – in a deliciously sensual revisioning of the young Buddha‘s ascetic purity.

Siddhartha and Steppenwolf between them provided cover for generations of young idealists coming to terms with their own dreams and nightmares, but it was in his final great novel Das Glasperlenspiel (1943), known in English as The Glass Bead Game or Magister Ludi, which won him the Nobel Prize in Literature while confusing and losing many of his admirers — and inspiring beyond measure those who stayed with him.

Hesse’s grand vision was of a game played by the members of a scholarly caste – monastic Brahmins of a secular, post European world – whose purpose, pleasure and play it was to bring all human culture into one architecture, one music, woven of similarities, parallelisms, patterns, archetypes.

As an architecture of insights, Hesse spoke of this great game of his as “harmoniously building the hundred-gated cathedral of Mind.” In musical terms, he described the game as a virtual music in which “ideas” rather than “melodies” would be harmonized or held in counterpoint:

All the insights, noble thoughts, and works of art that the human race has produced in its creative eras, all that subsequent periods of scholarly study have reduced to concepts and converted into intellectual values the Glass Bead Game player plays like the organist on an organ. And this organ has attained an almost unimaginable perfection; its manuals and pedals range over the entire intellectual cosmos; its stops are almost beyond number.

And the game’s ultimate destination – besides the creation of an overarching synthesis uniting sciences and arts, great leaps of discovery and profound flights of imagination?

Every transition from major to minor in a sonata, every transformation of a myth or a religious cult, every classical or artistic formulation was, I realized in that flashing moment, if seen with a truly meditative mind, nothing but a direct route into the interior of the cosmic mystery, where in the alternation between inhaling and exhaling, between heaven and earth, between Yin and Yang, holiness is forever being created.

The ultimate aim is contemplative simplicity, meditation, a renewed sense of the sacred.


It was not the characters in the novel, nor its plot, that won Hesse the Nobel Prize: there is hardly a female character in the entire book, the males are largely cardboard imitations of people, and the plot such as it is might have made a fine twenty page novella – no need there for a 550-page masterpiece.

No, it is the game itself that holds the imagination, as the Himalayas might hold the attention of one who had lived a lifetime in the lowlands. And catch hold the imaginations of brilliant minds it has.

Hesse’s old friend and rival Thomas Mann inscribed a presentation copy of his novel Doctor Faustus with the words: “To Hermann Hesse, this glass bead game with black beads.”

Christopher Alexander, the progenitor of pattern languages, distilled the essence of his thinking in his “Bead Game Conjecture”:

That it is possible to invent a unifying concept of structure within which all the various concepts of structure now current in different fields of art and science, can be seen from a single point of view. This conjecture is not new. In one form or another people have been wondering about it, as long as they have been wondering about structure itself; but in our world, confused and fragmented by specialisation, the conjecture takes on special significance. If our grasp of the world is to remain coherent, we need a bead game; and it is therefore vital for us to ask ourselves whether or not a bead game can be invented.

Manfred Eigen, Nobel laureate in Chemistry, wrote of his book on molecular biology with Ruth Winkler-Oswatitsch, Laws of the Game:

We hope to translate Hermann Hesse’s symbol of the glass bead game back into reality.

John Holland, father of genetic algorithms, told an interviewer:

I’ve been working toward it all my life, this Das Glasperlenspiel. It was a very scholarly game, starting with an abacus, where people set up musical themes, then do variations on it, like a fugue. Then they’d expand it to where it could include other artistic forms, and eventually cultural symbols. It became a very sophisticated game for setting up themes, almost as a poet would, and building variations as a composer. It was a way of symbolizing music and of building broad insights into the world.

If I could get at all close to producing something like the glass bead game I can’t think of anything that would delight me more.


Mid-way between architecture and music, forming an arch between the arts and sciences, Hesse’s imaginative game has been construed on many levels and in many ways, serving the needs of molecular biology, artificial intelligence, architecture and more. But what of its nature as a game to be played?

From my point of view as a game designer, Hesse’s game is both an artwork – to be played as Bach or the blues are played – and a game – to be played as soccer or chess are played.

And what a game!

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Of children, cultural differences, and computers

Saturday, December 15th, 2012

[ by Charles Cameron -- kids, computers, creativity and games ]
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Motorola Xoom tablet

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It’s quite a triumphant story, with African kids in the foreground and Nicholas Negroponte and MIT playing the role of proud parents pushing them forward from behind…

With 100 million first-grade-aged children worldwide having no access to schooling, the One Laptop Per Child organization is trying something new in two remote Ethiopian villages—simply dropping off tablet computers with preloaded programs and seeing what happens. The goal: to see if illiterate kids with no previous exposure to written words can learn how to read all by themselves, by experimenting with the tablet and its preloaded alphabet-training games, e-books, movies, cartoons, paintings, and other programs. Early observations are encouraging, said Nicholas Negroponte, OLPC’s founder, at MIT Technology Review’s EmTech conference last week.

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Earlier this year, OLPC workers dropped off closed boxes containing the tablets, taped shut, with no instruction. “I thought the kids would play with the boxes. Within four minutes, one kid not only opened the box, found the on-off switch … powered it up. Within five days, they were using 47 apps per child, per day. Within two weeks, they were singing ABC songs in the village, and within five months, they had hacked Android,” Negroponte said. “Some idiot in our organization or in the Media Lab had disabled the camera, and they figured out the camera, and had hacked Android.”

That’s a striking story, and it has caught many people’s attention since David Talbot wrote about it in a piece in MIT’s Technology Review in late October, titled Given Tablets but No Teachers, Ethiopian Children Teach Themselves.

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I’d like to let that sink in — because I don’t want to deny it, in fact I want to share the excitement — but I do, too, want to juxtapose it with something else I read recently, where we’ll see some other African children, and where a different set of questions about their intelligence are in the air.

This quote is from Malcolm Gladwell, in a New Yorker piece titled None of the Above: what IQ can’t tell you about race:

The psychologist Michael Cole and some colleagues once gave members of the Kpelle tribe, in Liberia, a version of the WISC similarities test: they took a basket of food, tools, containers, and clothing and asked the tribesmen to sort them into appropriate categories. To the frustration of the researchers, the Kpelle chose functional pairings. They put a potato and a knife together because a knife is used to cut a potato. “A wise man could only do such-and-such,” they explained. Finally, the researchers asked, “How would a fool do it?” The tribesmen immediately re-sorted the items into the “right” categories. It can be argued that taxonomical categories are a developmental improvement— — that is, that the Kpelle would be more likely to advance, technologically and scientifically, if they started to see the world that way. But to label them less intelligent than Westerners, on the basis of their performance on that test, is merely to state that they have different cognitive preferences and habits. And if I.Q. varies with habits of mind, which can be adopted or discarded in a generation, what, exactly, is all the fuss about?

That one, of course, concerns me deeply — in fact they both do.

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Look, my work with Cath Styles on the Sembl Game is predicated on the importance of resemblances — so the more cognitive preferences we can marshal by inviting people to make rich and varied links between things — Kpelle-style, western-style, art-style, science-style, you think of it, you name it — the better. But clearly we should also be aware in using and propagating the game that different styles of association exist, and should be explored.

And the first quote? That’s important too, because it shows the eagerness to learn that’s there, innate, before our culturally-acquired habits and assumptions and behaviors inhibit the childlike excitement of discovery, recognition, eureka! and aha!

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Howard Rheingold once said of community-building digital media such as this blog, “Like all technologies, this medium has its shadow side, and there are ways to abuse it.”

When feeling the thrill of “up” stories like Negroponte’s, it may we wise to ask also what the “down” side might be. And IMO, there’s always room for optimism — but let’s keep it cautious, eh?

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On the HipBone and Sembl games: update

Thursday, November 29th, 2012

[ brief intro by Charles Cameron, then shorter version of Dr. Cath Styles' presentation of Sembl at the National Digital Forum in New Zealand, 20 November 2012 ]
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Charles writes:

I’ve been working for almost twenty years on the development of a playable variant on Hermann Hesse‘s concept of the Glass Bead Game.

It’s an astonishing idea, the GBG — that one could build an architecture of the greatest human ideas across all disciplinary boundaries and media — music, religion, mathematics, the sciences, anthropology, art, psychology, film, theater, literature, history all included — and it has engaged thinkers as subtle as Christopher Alexander, the author of A Pattern Language [See here, p. 74]. Manfred Eigen, Nobel laureate in Chemistry and author of Laws of the Game [see here], and John Holland, the father of genetic algorithms [see here].

Here’s Hesse’s own description of the game as a virtual music of ideas:

All the insights, noble thoughts, and works of art that the human race has produced in its creative eras, all that subsequent periods of scholarly study have reduced to concepts and converted into intellectual values the Glass Bead Game player plays like the organist on an organ. And this organ has attained an almost unimaginable perfection; its manuals and pedals range over the entire intellectual cosmos; its stops are almost beyond number.

My own HipBone Games were an attempt to make a variant of the game that would be simple enough that you could play it on a napkin in a cafe, and has in fact been played online — and more recently, my friend Cath Styles has adapted it for museum [play, and introduced the basic concept and our future hopes in a presentation at the National Digital Forum 2012, New Zealand — which you can see very nicely recorded in Mediasite format.

Do take a look — Cath makes a first-rate presentation, and I love the Mediasite tech used to capture it.

Since the slides are shown in a small window concurrently with Cath’s presentation, I’ve edited her presentation for Zenpundit readers, and reproduced many of her slides full-size with some of her commentary below.

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Sembl, the game of resemblance

Cath speaking:

In its first form, Sembl is an iPad game, called The Museum Game, at the National Museum of Australia. We’ve just released it in beta as a program for visiting groups.

Cath then talks about feedback from children and adults about their experience of playing the game. Some kids homed in on the principle of resemblance, others emphasised the social side of the game. She talks, too, about their teacher, and her observations about the ways the game engaged her kids.

She then shows us various Sembl gameboards for iPad:

Sembl Museum gameboard for four teams of younger players

Four different Sembl Museum gameboards

Cath speaks:

But The Museum Game is just one form of Sembl. The Museum Game is played in real time, on site, and players take photos of physical objects to create nodes on the board.

The next step is to make a web-based form, that you could play at your own pace, and from your own place. Then, Sembl becomes a game-based social learning network, which amplifies the personal value of the game – it becomes social networking with cognitive benefits.

But it’s the bigger picture – of humans as a community – that I most want to explore: Sembl as an engine of networked ideas, or linked data.

Charles notes: I’m skipping the educational part — and the bit about my own role in the game’s development, to get to the core of her presentation as I see it: the cognitive facilitation it provides

Cath again:

Another way of saying this is that the Game provides a structure and impetus for dialogue, between the museum and visitors, between visitors and things, among visitors and between things. And this is not dialogue in the sense of an everyday conversation. It’s deeper than that. It’s a mutual experience of looking both ways, simultaneously.

Cath next quotes David Bohm, the eminent quantum physicist:

to hold several points of view in active suspension – quotation of David Bohm

Cath speaks:

For Bohm, dialogue means holding several points of view in active suspension. He regarded this kind of dialogue as critical in order to investigate the crises facing society. He saw it as a way to liberate creativity to find solutions.

Cath then drops in an important topic header:

Toward a game-based social learning network

Cath:

The concept of Sembl, in its deepest sense, is social learning – game-based social learning. In its first instantiation, it is game-based social learning in a museum and – if things turn out as I hope they will – from next year it will be playable at any other exhibiting venue that has the infrastructure and the will to host games – galleries, libraries, botanic gardens, zoos and so on.

network thinking – how Sembl network links differ from traditional linked data links

A web-based form of Sembl can generate linked data with a difference. It’s linked link data, and quite different to normal linked data.

  • Instead of connections based on what a thing is – sculpture, or wooden, or red – Sembl generates connections based on a mutual resemblance between two things. Which, amazingly enough, is a great way of gaining a sense of what each thing is. And if your interest is to enable joyful journeying through cultural ideas, or serendipitous discovery, this approach just wins…
  • Instead of compiling logical links, Sembl cultivates the analogical.
  • Instead of building and deploying a structured, consistent set of relationships, Sembl revels in personal, imprecise, one-of-a-kind, free association, however crazy.
  • Instead of attempting to create a comprehensive and stable map of language and culture, Sembl links are perpetually generative, celebrating the organic, dynamic quirks of cognitive and natural processes.

But the most important way that Sembl is distinct from other systems of network links is that those who generate the links learn network thinking. Which is a critical faculty in this complex time between times, as many smart people will tell you.

Poets have always known the virtues of analogy as a path to the truth.

Tell all the truth but tell it slant – poem by Emily Dickinson

Sembl promotes dialogic, non-linear thinking, and new forms of coherence.

deliberative thinkers – quotation of Charles Cameron

It’s distinct from deliberative thinking, which is rational and causal and logical and linear.

eccentric thinkers – quotation of Charles Cameron

It’s another kind of thinking, which might be informed by rational thought, but its purpose is not singular.

bridge-builders – quotation of Charles Cameron

You might say its purpose is to create – and cohabit – a state of grace, from which ideas simply emerge.

every move you make is a creative leap

If playing Sembl gives us practice in polyphonic thinking, if it helps cultivate connectivity and our capacity to find solutions to local and global problems, it is good value. As Charles says, every move is a creative leap.

Cath concludes:

If you’re interested in working with us to supply content, develop strategy or raise capital, we’re keen to talk.

And I can’t tell you how much I’m anticipating being able to invite everyone to play.

thanks

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Cath can be reached via Twitter at @cathstyles, and I’m at @hipbonegamer. The Sembl site is at Sembl.net.

Next up: what Sembl has to offer the IC.

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