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The Abel Prize for a great Sembl move

Wednesday, May 22nd, 2013

[ by Charles Cameron -- cross-posted from Sembl ]
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You don’t have to be playing a Sembl or Hipbone game to make a great Sembl move — you just have to see a rich semblance between two concepts in (previously) widely separated fields of thought. Thus Pierre Deligne of Princeton’s Institute for Advanced Study, who won the Abel Prize in mathematics this year, did so by working on a rich Sembl-style insight from André Weil. As Scientific American reports today:

Deligne’s most spectacular results are on the interface of two areas of mathematics: number theory and geometry. At first glance, the two subjects appear to be light-years apart. As the name suggests, number theory is the study of numbers, such as the familiar natural numbers (1, 2, 3, and so on) and fractions, or more exotic ones, such as the square root of two. Geometry, on the other hand, studies shapes, such as the sphere or the surface of a donut. But French mathematician André Weil had a penetrating insight that the two subjects are in fact closely related. In 1940, while Weil was imprisoned for refusing to serve in the army during World War II, he sent a letter to his sister Simone Weil, a noted philosopher, in which he articulated his vision of a mathematical Rosetta stone. Weil suggested that sentences written in the language of number theory could be translated into the language of geometry, and vice versa. “Nothing is more fertile than these illicit liaisons,” he wrote to his sister about the unexpected links he uncovered between the two subjects; “nothing gives more pleasure to the connoisseur.”

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While I was still a schoolboy, my favorite place to visit on vacation was the great Abbaye St. Pierre de Solesmes, celebrated for its central part in the renewal of Catholic liturgy and of the Gregorian Chant in particular. Two of my fondest memories are of the terrific bowls of coffee served in the monastic refectory at breakfast, and of my opportunity to take a class in chant under the chironomic hand of Dom Joseph Gajard, then Choirmaster at Solesmes. The liturgy and the chant were sublime.

I was an Anglican (“Episcopalian”) at the time, and just a wee bit concerned that the monks might want to convert me to the One Holy [Roman] Catholic and Apostolic version of the faith — but when I expressed my concern to one of the monks, I was reassured: they had had an earlier guest at the abbey, one Simone Weil, and she too had been unready to convert, though deeply moved by the liturgy…

So I’ve felt a quiet kinship with Simone Weil ever since, and try to keep a copy of her Letter to a Priest nearby me at all times. She begins:

When I read the catechism of the Council of Trent, it seems as though I had nothing in common with the religion there set forth. When I read the New Testament, the mystics, the liturgy, when I watch the celebration of the mass, I feel with a sort of conviction that this faith is mine or, to be more precise, would be mine without the distance placed between it and me by my imperfection.

I love her for that — and I love, too, that her brother should make such a splendid Sembl move.

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I suppose I’d better post my reading of Wiles’ Proof of Fermat’s Last Theorem viewed as a Glass Bead Game as a follow up.

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Playing a double game

Monday, November 19th, 2012

[ by Charles Cameron -- a chess variant exploring the twinned human drives for competition and collaboration ]
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I posted a neat piece of math the other day, showing how dogs might respond to conditions of combined fear and rage in terms of a catastrophe theory diagram, and Larry Dunbar pointed out in a comment that humans might respond differently in equivalent circumstances depending on whether they had a strategy going into the situation or not…


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The idea that humans can have an override on such instinctive drives as fear and rage is obviously an important one, and Larry’s comment reminded me of a post I’ve been meaning to make about another “dualism” we humans are subject to…

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Humans are not IBM machines: they have dual drives, responding to a greater or lesser extent at all times to competitive and collaborative motivations.

I was attempting to capture something of that essential dualism in the simplest possible game format when I devised my story-telling chess variant for Ruth Catlow‘s Rethinking Wargames blog:

My own chess variant, which would require two fairly accomplished story-tellers of roughly equal chess strength to play it, is one in which the game is played as in any chess game, following the usual rules, with the added proviso that at each move, the player should write a fictionalized account of the move, such that the combined narratives of the two players taken together in sequence of moves constitutes a story for publication.

The point is that each player then has two motives in making each move — a chess-winning-motive, and a storytelling-collaborative-motive — and the way they play will thus reflect something that parallels human motivation, with its characteristic mix of survival drive and quest for selfactualization / spirituality.

I’m neither a decent chess-player not a decent writer of fiction, but I believe I’m a first rate conceptual game designer, and that this game concept captures something essential about the human condition in simple form. I offer it as a thought-experiment with “live” game potential.

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One last thought:

I suspect that this game is in effect a game for exploring the intersection of zero-sum with non-zero-sum games, so playing with the interactions of collaboration and competition should also offer us insight into the interactions of quality and quantity.

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For more on Ruth Catlow’s work, see her book Artists Re: thinking Games.

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Myst-like Universities, Oxford-like Games?

Saturday, June 16th, 2012

[ by Charles Cameron -- games in education -- written in 1996 for friends on the Magister-L mailing list -- for background, see In response to Lewis Shepherd ]
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I’ve been thinking about education, “edutainment” and games, with special reference to Myst-type games, Glass Bead Games and Universities not unlike my own alma mater, Oxford…

Here are some preliminary ideas…

I: Proposal

There is no reason why the books in a MYST-like game shouldn’t be real books.

Yeah? So?

There is no reason why studying the books in a MYST-like game to gain access to the information needed to “solve puzzles” within the game structure and gain access to more advanced levels of the game should be any different from studying the same books in an OXFORD-like university to gain access to the information needed to “pass exams” within the academic structure and gain access to more advanced levels of knowledge…

There is no reason why education and game should not merge. OXFORD is a walk-thru MYST, and the puzzles are exams. Education is Game, the supreme Game of life itself.

The only thing needed to make the future of computer game playing and the future of computer education one thing is a concept of gaming which extends as far as the concept of education — and Hermann Hesse’s Glass Bead Game does this.

A future Glass Bead Game with Myst-like properties could encompass the entirety of education, because (a) unlike chess it deals in the sum of human culture and knowledge while (b) its own skills involve a chess-like mastery: its game aspect stretches as high as its knowledge base.

We already know from such things as Sesame Street that learning about “fiveness” can take place at the intersection of education and entertainment, with a kangaroo bouncing five oranges on a trampoline and gleefully calling out “five, five”. We suspect that at this level, the entertainment element adds to the student’s interest in learning.

We also suspect that at higher levels of learning, entertainment quite naturally gives way to the “more important” educational element. No need to entertain, the subject itself fascinates…

But Feynmann — the Nobel Prize man, the drummer, the CalTech fellow — entertains while he educates, educates while he entertains: it’s an aspect of the nature of his genius…

The future of education lies in a Game involving mastery in the acquiring and manipulating of knowledges, both in depth within individual disciplines, and in breadth across them. This is the future of the Glass Bead Game…

It is stored on megacomputers. It is accessible through cable lines coming into your home. It is displayed on your new hi-res TV screen. Think of a terabyte holographic storage device which could transfer info in or out a gigabyte per second… Its architecture contains “rooms” at all levels of learning from K through post doctoral, in all subject areas. Any student of whatever age can access any “room” to which he has solved the “prerequisite” puzzles. The “rooms” contain a massive library of “books” and an equally impressive video library…

Imagine a world in which the very best classes taught at Harvard, Yale, MIT, CalTech, Stanford, Oxford, Cambridge, Heidelberg, the Sorbonne are accessible on the web in video form…

Imagine a world in which students can supplement their “live” classes with access to a virtual environment of this sort…

The arts — at the level of a Mozart, a Bach, a Yeats, a Shakespeare, a Leonardo, a Michelangelo — are games. Creative play with a very high order of skill…

Imagine the Great Game…

II: Background

That’s the main thrust of where I’m going, but it may help if I add in some background, in the form of the following notes:

I am wondering about a number of “threads” that seem to come together somewhere hereabouts:

(i) a recent effort in California to put together all the information in a “geography” curriculum from kindergarten through — I think — the second year of college on videodisks, in such a way that a student of any age could move as far and as fast through it as his/her ability to give “correct” answers to the quizzes along the way permitted…

(ii) the notion that large film archives such as those maintained by the studios may in the not too distant future be accessible on-line, with real time delivery along fiber optic “phone” cable for display on the “tv” screen…

(iii) the notion that all the classes in, say, Harvard, Yale, Stanford, MIT, CalTech, Oxford, Cambridge, Heidelberg… could be videotaped, also in the not too distant future, and be made available in a similar fashion…

(iv) efforts to put large libraries online in toto: I gather from an IBM commercial (!), for instance, that the Indiana musicological library is now available to the daughters of Italian vineyard owners over the net…

Putting these all together, I see the possibility of computers storing and delivering enough in the way of first class lectures and libraries to allow students of whatever age to move as far and as fast through self-education as their interest and capacity to pass quizzes permits…

III: Invitation

The “proposal” and “background” above, taken together, represent the thinking I’ve done so far, and the direction I hope to take — they’re my personal “state of the art” on all this. I suspect there are people already working on many of the ideas that go into this mix — but that the overall vision here is a “gourmet” version, and that we’ll get pretty thin soup if we leave it to people outside the GBG environment to do all the cooking.

There’s further background on the origins of Myst-like games in the classical Art of Memory in my piece The Mysts of Antiquity.

Please feel free to contact me if you are interested in discussing these ideas in more detail.

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In response to Lewis Shepherd

Saturday, June 16th, 2012

[ by Charles Cameron -- prescience, edutech, a twitter exchange -- Glass Bead Games, Harper's magazine and Microsoft ]
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Twitter avatars, left to right: Mark Safranski, Enriqueta Turanzas, Lewis Shepherd
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Mark Safranski, whom I like to think of as the Zen of Zen since there are now three of us who blog here, was tweeting with Lewis Shepherd and Enriqueta Turanzas about the future of education the other day, and Shepherd — who blogs at Shepherd’s Pi and is, as far as I know, Director of the Microsoft Institute for Advanced Technology in Governments — tweeted a phrase that caught my eye:

Education’s future = MMPORG

My friend Mike Sellers had released the path-breaking game Meridian 59 in 1996, and Richard Garriott coined the term MMORPG (for massively multiplayer online role-playing game) in 1997 — so the tech side of things was just swinging into view in 1996-97, though it would be another five years before MIT began offering courseware (2001), and eight years before Games for Change was founded (2004).

Back in 1996 and 1997 I was writing up my ideas on education and games for the Magister-L mailing list, and pushing them on anyone who would listen at the Computer Game Developers’ Conference — now renamed the GDC, since it has since become obvious that games and computers are a match… and to shorten a long story, my ideas back then seemed to me to rhyme with Shepherd’s tweet this week.

And rhymes between ideas are important to me.

I tweeted back to Shepherd, offering a link to a piece I’d written in 1996 titled Myst-like Universities, Oxford-like Games? — and along with the link, my tweet said, ee cummings style:

if i wrote this in 1997 i was prescient, eh?

To which Enriqueta, bless her, quickly agreed, while Shepherd responded:

Prescient, yes. And if you patented it in ’97. you should get a call from Sebastian Thrun : )

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So.

That got me thinking, and I went back to look a little more carefully at what I’d written back then, and decided I should re-up it here on Zenpundit, which I will do in a follow up post to this one.

But first I should respond to Lewis Shepherd on the question of patenting.

I am a lot closer to a hermit than a man of business, to be honest – for reasons that Zenpundit regulars will have intuited from my two recent posts about Trevor Huddleston, and which followers of my games will know from my recent biographical sortie on the Sembl pages.

So, no – I didn’t patent my ideas, and indeed am deeply indebted to whoever engraved the words “to give, and not to count the cost, to labour, and not ask for any reward” on my heart early enough for me to be something of a Creative Commons type avant la lettre.

I’m not a purist, some of my writings have that dastardly little © mark attached, and I don’t mind getting paid on occasion – but to be honest, much of what I love about blogging is the free circulation of ideas and the cameraderie of bloggers…

The other thing that’s just a tad ironic about all this, though, is that back in April of 1997, Lewis Lapham, who was then editor-in-chief of Harper’s, wrote an extended editorial called Notebook: The Spanish Armadillo in which he recommended that Microsoft should consult me – publishing my email address for their convenience, no less:

Hesse’s bead game lends itself so obviously to the transcendent aspirations of the Internet that it’s probably only a matter of months before Microsoft buys the rights to his name for one of its software programs. The company’s marketing strategists might first want to consult Charles Cameron, reachable on the Internet at hipbone@earthlink.net, the foremost of 263 correspondents concerned with the implications of Hesse’s novel.

Well, I never got the email from Microsoft. I came to the conclusion they likely didn’t read Harper’s, or not at the requisite level for initiating consultations. And I was busy writing and thinking, thinking and writing, and taking pauses.

I still am.

But perhaps if Microsoft had called on me back then, I’d have blurted my thoughts out to them in greater detail than I was able to in that one HTML 1.0 post, so many years ago.

And perhaps they’d have thought I was prescient — and patented my idea or ideas, back in 1997.

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It’s interesting to compare my thoughts back in 1996-97 with what we’re up to these days with the Sembl project.

Next up, for your amusement: the text of that 1997 post of mine, giving my thoughts on games and education sixteen years ago – when I thought a terabyte was huge, huge.

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The crackling energy of a Sembl move

Sunday, June 10th, 2012

[ by Charles Cameron -- cross-posted from Sembl ]
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image credit The Movie Poster Art Gallery / http://www.rock-explosion.com/catpage2.html


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1.

I’m always looking around for ways to describe the leap between two ideas (concepts, people, events, things) that occurs when you make a move in a Sembl game. On the game board, the ideas are shown as circles and the links as lines between them.

In the case of the museum version, the “ideas” are objects in the Museum’s collection – but the same principle applies whether we’re talking objects, concepts, events or people: entities of whatever type go in the circles, the lines between them signify the exploration of their resemblances and differences.
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2.

Okay.

In more technical terms, Arthur Koestler in his classic book about the conceptual structure of creativity, The Act of Creation, diagrammed the intersection of two conceptual frames as representing the place where the joyous aha! of discovery, the gasped ah! of tragedy or the delightful ha! of laughter is generated, and this more recent version of his diagram gets the essence:


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3.

But wait!

There’s a lot going on here, there’s a distinct leap – think: creative leap, even perhaps leap of faith.

It was the leap between two ideas – electricity and magnetism – that gave Faraday his dynamo, Maxwell his equations, and the modern world almost its whole existence. It was the leap between two ideas – modular forms and elliptic equations – that gave Taniyama his conjecture and Wiles his proof of Fermat‘s Last Theorem.

The leap that intuits similarities, particularly between rich similarities between rich concepts in widely separated fields, is the most powerful tool of the thinking mind – and playing Sembl amounts to nothing more or less than a repeated, playful, delightful invitation to make leaps of exactly that kind.

So a Sembl leap of resemblance can be anything from training wheels for creativity to a prize-winning long-jump at the conceptual Olympics.
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4.

Maria Popova at Brainpickings quotes Steve Jobs:

Creativity is just connecting things.

And she quotes James Webb Young, back in 1939:

Consequently the habit of mind which leads to a search for relationships between facts becomes of the highest importance in the production of ideas.

This isn’t some hidden secret, but it’s not exactly common knowledge either, it’s not something many schools teach — which is why the great anthropologist Gregory Bateson famously told his fellow Regents at the University of California:

Break the pattern which connects the items of learning and you necessarily destroy all quality.

Which is also why Eliot Eisner, Stanford professor and former President of the American Educational Research Association, said of Sembl’s precursor HipBone Games, “the cognitive processes you are interested in developing are critical to a decent education”.
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5.

And just what does this have to do with Van der Graaf Generators, you might wonder?

There’s a cracking sense of energy discharged when you connect two ideas in a Sembl game move – not unlike the discharge of energy between the spheres of two Van der Graaf Generators picture here:

Imagine the spheres as two ideas in place on a Sembl game board, and the electrical discharge as the excitement of seeing how they mesh together to create that ah!, aha! or ha!

Or watch the whole, ultra-short video from which that image was taken, courtesy of the folks at MIT:

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