Re-thinking Singularity

October 31, 2009 by vlad43210

Hey, another post! I seem to be writing about 1/year. Oh well, this pace about suits me.

This is mostly a reaction to the IEEE special report on the Singularity (http://spectrum.ieee.org/static/singularity) which came out summer of 2008 (I think?). I did not see it then – only stumbled upon it now, linked from, of all things, a political blog. I’m going to start with a brief summary of what the Singularity (a.k.a. the Rapture of the Geeks) is, then my one-paragraph impression of the report, and then the thoughts it provoked.

The Singularity has been described in many different ways, but primarily, it is understood to be the event (or series of events) that lead to the construction of machines that are as intelligent as humans. Since, by definition, these machines would be able to construct themselves (we, the humans, were able to construct them, after all), and to upgrade themselves (much as I can upgrade a computer by inserting a new video card – gross oversimplification, but I will use this example for now), the human-smart-machines will be able to create smarter-than-human-machines. Current advances in engineering and computer science suggest that this upgrade process will happen very quickly, certainly on sub-human-lifetime scales. We will then experience an explosion of progress, etc. as super-smart, super-efficient machines work out cold fusion, grant everyone (nearly) unlimited free energy, vastly improve human longevity via pharma advances, and so on – assuming that said machines will actually want to do that. An oft-quoted aspect of the singularity argument is that, given the ability to create human-intelligent machines, we would also be able to store our own human brains within these machines and, as such, become immortal (provided nobody does sudo rm -rf / on our machine hard drive, which, of course, will run Ubuntu 40, codename Zzzataxous Zzzorn).

The special report addresses the concept of singularity, and invites great thinkers, proponents and debunkers alike, to weigh in. There’s a lot of criticism, ranging from the specific (engineering and physics do not, in fact, suggest that computers will self-upgrade at very quick rates) to the very general (we won’t be able to construct human-intelligent machines because we lack Some Fundamental Understanding of how the human brain works). Overall, this page: http://spectrum.ieee.org/computing/hardware/tech-luminaries-address-singularity suggests that most “Tech Luminaries” invited to give their opinions in the issue are very skeptical about singularity. There are many other fine articles to check out in the special report, with relevant discussions of human consciousness and how it may be reproducible in a machine, which I encourage my audience to read, but it is this general skepticism that I wish to address below.

I respect the opinions of the scholars, industry leaders, etc. invited to this round table, but I am somewhat surprised at their responses. For example, take Prof. Pinker’s statement that “There is not the slightest reason to believe in a coming singularity. The fact that you can visualize a future in your imagination is not evidence that it is likely or even possible.”(same link as above) While true in principle, this statement is an example of a common mis-framing of the singularity problem: singularity is a fictional advancement in technology that may happen tomorrow, or never, and has little basis in reality. Pinker goes on to say that “Sheer processing power is not a pixie dust that magically solves all of your problems.”

Stephen Pinker is not the only person who thinks like that. Garry Kasparov, famous chess champion, once said something along the lines of “a machine can never play at Chess Master level.” (paraphrase) A few years later, Mr. Kasparov had to rephrase that statement to say “a machine can never play at Chess Grand Master level.” Then, “a machine can play at a Grand Master level, but not at the level of the top players in the world.” A few years after that, Mr. Kasparov, World Chess Champion was defeated by a machine armed but with nothing but “sheer processing power,” an artifact that couldn’t think or write plays or pass the simplest Turing test. But boy it could count.

This story is not meant to illustrate that Pinker and Kasparov are wrong, and that we merely need to get to exa- or zeta- or yotta-FLOP capability to get to human consciousness. There’s another side to Kasparov’s story, the side told by the computer scientists and engineers who worked on Deep Blue, the computer that beat the chess champion. This side is usually pretty boring to tell – it’s full of exciting technical details like “and then we realized we could rearchitecture the machine to more efficiently do chess board computation!” but it’s the side that won, by Not Making Assumptions. That is the problem with the singularity-is-a-fiction-and-pixie-dust-processing-power-won’t-change that argument. It makes assumptions that those who work on singularity are working on fiction. They are not. They are working on very real artifacts, such as Deep Blue, and solving very real problems.

The field of machine learning attests to the quiet work of thousands of these real-problem solvers. They have taken what I think is the essential part of cognition – logical conclusions not as the end states of a rule chain, but as the result of statistical analysis of noisy data – and started applying it to problems. Before long, machines started doing simple things, like comparing documents to each other (a critical component of search and plagiarism detection). Image recognition. Text translation. Genetic sequence alignment. These days, machine learning powers the world’s greatest search engines and text analysis packages. Is it perfect? No! But neither are we, humans (something that many critics of the search for singularity tend to forget). What’s important, to use a business term, is that machine learning is actionable. Just as the computers of old helped governments calculate missile trajectories and hack codes, the computers of today help corporations make a buck. These advances represent a significant step towards replicating human intelligence, and they are not fiction. They are part of life, right now.

I foresee two criticisms of my bold hurrah for machine learners as forerunners of intelligent machines: one, that I am missing the forest for the trees, and two, that I have been talking about intelligence, not cognition. I will address each separately.

The first criticism is also known as the “blind men and elephant” story that is often used to represent the current state of cognitive science research. The story talks about how a bunch of blind men want to describe an elephant by touch. One feels the elephant’s feet and states that the creature is some heavy armored beast, the second feels its trunk and compares it to a giraffe, the third feels its tail and says that the elephant must be small and hairy. None is right, and the society of blind men is no closer to understanding elephants than when they started. Similarly, all the scientists working on different parts of the brain, and studying them in different ways – from the neurophysiologist looking at axon structure to the philosopher considering the Chinese Room thought experiment – are blind, missing the larger picture for their focus on the details. This, however, is a gross misrepresentation of the scientific process. By studying crucial details, one understands more about the whole. Physicists spent centuries studying everything from gravity to electromagnetism before unified theories began to emerge. True, it is possible we are still far off from any unified theories about the brain, but we are definitely NOT moving in the wrong direction.

I will be more ambitious and say that we are, in fact, moving in the right direction, and pretty quickly. We know a lot about neurons, the basic building blocks of the brain. We understand that neurons and bunches of neurons can do computation via a simple version of statistical analysis (of the electric signals coming in). We know that the brain is hierarchical in structure (in that neurons combine into assemblies) but not completely so (in that there are a number of independent, large-scale parts of the brain that do not all have one master, and in fact act in unison). These insights tell us a lot, already, about how to design intelligent systems. We may not even need a Grand Unified Theory of Human Cognition: it may boil down to a set of emergent properties of a lot of very large counting systems working together. We know how to build counting systems, and how to hook them together. We don’t need to get them all right at once: we can proceed in incremental steps, starting with simple reflexes (already possible) and moving towards self-sufficiency, not complexity. Complex structures will arise, IF they are necessary, along the way.

I have gotten distracted from my goal in ending this essay: to address the second criticism, namely, that I am talking about intelligence, not consciousness. I will end on another speculation, but one that I will argue has nothing to do with fiction. Consciousness is not ineffable, as some argue. It is not A Great Mystery of the brain. It is something of a story, that we tell ourselves to make sense of our world – including us.

Current research on the brain has shown the incredible importance of external stimuli to the brain’s functionality. It’s true, we can be conscious with very little external input. Imagine, however, never having gotten external input. Not knowing what trees, or the sky, or anything looked like, or sounded like, or felt like. Not just having a different set of stimuli – actually NOT having any stimuli. I would argue that in this state, you would not be conscious. Our brain’s most complex parts serve the function of interpreting signals from the outside. Its original evolutionary function was not to do solipsistic thought exercises, but to get away from that Sabretooth tiger and to kill that mammoth, to make us better predators. It is highly likely, then, that consciousness is linked to the interpretation of external stimuli.

We also know that a lot of what our brain does is statistical processing – finding patterns in noisy data. From very low-level signals (are we looking at a horizontal or a vertical line?) the brain constructs ever more complex patterns that resolve into familiar objects. But the processing does not end there – it wouldn’t be enough for our brain to simply recognize a sabretooth tiger, it also needs to tell us which direction to run in, where to hide, and, eventually, how to construct the trap that will bring this predator down. At this point, we are still looking at patterns, but they are much more complex, and deserve to be called models. There is the predator-prey model, that says “run because it’s going to eat you” and governs all the complex work of running and not being eaten. But we, as humans, have evolved beyond that model. We have learned to construct models of far greater detail, that posit the predator and the prey as limited beings, each with its own set of strengths and weaknesses. The advantage of these models is that we can develop far more complex reactions that are independent of the evolutionary fight-or-flight response. We can set traps and build tools. We can distinguish between friend and foe (a relatively simple model) but also cooperate with friends to take down a large foe (a more complex, but not qualitatively different, model). Of course, eventually the number of models gets pretty large and we need some even larger, meta-model, to make sense of them all. That is where consciousness came in – not as an epiphany or as an enlightenment, but as a slowly, painfully evolving sense of Story, of a great Play called Life where everything is interrelated. We started out with grunts and squiggles on cave walls. We moved to line art and verbal myths, where the fierce predator and the hunter were personified, along with thunder and lightning. And so on, reaching for ever higher levels of complexity that changed and grew the stories and added concepts like love and faith and science.

I was not entirely honest when I started this essay. Singularity is not a fiction, but is ABOUT fiction. Achieving singularity is about teaching a computer to tell stories, much like we taught our children around the campfires of decamilennia ago. Consciousness is the never-ending thread of narrative we make up in order to not lose consciousness – in order for all the smorgasbord of Things coming at us to not overwhelm us. And when another system, whether silicon-based or not, is able to tell such a story about itself and everything that it feels, whether via electric sockets or nerve impulses or something else, it becomes conscious. That is what we have to look forward to – when it comes, I don’t know.

Looking Across the Board

May 3, 2008 by vlad43210

After long, long radio silence, I finally publish again!

I got the idea for this post recently, after having played a number of chess games online. This is somewhat unusual, in that I don’t typically write about chess; and yet, I’ve spent some time both playing the great game, and thinking about it, and I would like to share those thoughts.

Chess is often portrayed as a very analytical game, a process of deterministic decisions whose outcome, at the highest level of play, can be easily predicted many moves ahead. Nothing is further from the truth. Games between top chess players are matches of will as well as wit, of psychology as well as strategy. Chess Grandmasters make mistakes all the time – mistakes an amateur wouldn’t notice, but ones that nevertheless change an “obviously won” position into a drawn one. They do so for two reasons: one, human beings are not machines, and are generally error-prone; and two, chess is stressful business. Tournament games can last up to six-seven hours, and the higher the level of play, the more intensive the brain-work. My first chess games, as a wee six year old, were fun, moving the pieces around the board and gleefully capturing my opponent’s. My current chess games are intense mental exercises, where tiny slip-ups can easily lead to defeat.

Thus, the path to being a better chess player lies not only in meticulous study of the game, but also in psychological preparation. Accounts of world championship matches during the Soviet era (and beyond) abound with tales, verging on the paranormal: psychics sitting in the audience, sapping the will of one of the players; adverse lightning conditions created to instill headaches; ill-willed programmers who interfered with the decisionmaking of Deep Blue to throw Kasparov off during their momentous meeting. There is a well-known practice of “sandbagging” in large American tournaments: strong players will purposefully lose games in small tournaments, which results in their USCF rating going down. When the time for the big tournament comes up, their rating is so low that they are matched against much weaker opponents, and win easily. Chess may not be a sport in the sense of requiring physical prowess, but it is just as competitive – and vicious – as the Olympic events we will see this summer.

The methods listed above may help individual results, but it will not advance you as a chess player, it will not help you get to a truly higher level of play. That is not to say that psychological preparation is irrelevant to the pure pursuit of the game – far from it. And this brings me (at last) to the intended topic of the post: looking across the board, or, more explicitly, respect for your opponent.

I have played many games of chess, and lost quite a few. I think I can probably say that the vast majority of my losses can be attributed to a lack of respect for my opponent. I define respect here in a very specific way – not just respect for your opponent as a human being, or as the person you’re going to be sitting across from for a few hours. You don’t have to chat your opponent up (in fact, that’s frowned upon in tournaments), or take them out for drinks after. Respect for your opponent in chess means truly, 100% believing that they are capable of beating you, and that they will, unless you try your hardest to beat them. When you are in this state of mind, you play your best chess; you might still not beat Kramnik, but you will perform much better against opponents of your level than otherwise.

There are many reasons for why I’ve failed to “look across the board” in specific matches: I’ve been sick, tired, distracted by my thoughts or by other events. (A brief aside on sickness: I’ve actually played some of my best chess while running a fever. It might be that when I’m in that state, I feel so miserable that I need to concentrate on *something* that is not me, and if that *something* happens to be the board in front of me, I play well). I have also, plain old, failed to consider that my opponents could actually beat me: look at that kid, I would say mentally, with his rating of 700. He doesn’t understand chess nearly as well as I do. At best, he’s got a couple of dumb tricks up his sleeve. And so, I play poorly, miss optimal moves, and end up conceding defeat after a lackluster performance.

It is easy to list all of these reasons in hindsight, but much harder to predict what mental state I will be in before a match begins. I’ve tried different methods of mentally conditioning myself to “look across the board.” So far, I have found only two that worked.

One: play *less*. Ideally, you should play at most one long game a day, not every day. This is normally easy to accomplish, or at least, it was, before the onset of the Internet. Now, I can get online and play 10-15 quick games against human opponents on the Internet Chess Club. This is actually terrible for your game: at *best*, you will lose most of the games you play, and get discouraged. At worst, you will win a lot, but not learn anything, and get overly optimistic, so when you do eventually go on a losing streak, it’s all the more crushing. In contrast, a small number of long games forces you to concentrate on the games, and not on the results. You analyze your moves, think about your opponent’s strategy, and even if you come out the worse, you feel like you learned something from the game.

Two: (closely related to one). Don’t get upset over a result! A chess career is composed of many, many chess games, and the important thing is that you learn and grow in the course of your career, not whether you win or lose some particular game. This is true even for the strongest players out there. I remember GM Topalov’s performance in the nineties: he lagged behind Kasparov’s star, and seemed to “peak” as a strong, but not-memorable GM who had no shot at the world title. Now, in the 2000’s, Topalov had some amazing performances, both bad and brilliant, and is a much more impressive figure than he was ten years ago. He just kept playing, just kept improving his game. I don’t think I’ll ever be nearly as good as him, but I hope to emulate his dedication to chess and continue enjoying this great pastime throughout my life.

Signing out,

Vlad

Crudely Awakened

August 2, 2007 by vlad43210

Yeah… bad pun and all, but I did happen to be in blogger-hibernation for a full semester. A lot happened, not much happened… I don’t know. The short of it is, I want to blog again!

Also, the specific impulses that have driven me to restart blogging are Scott’s recent “Thing a Week” post, and the “Crude Awakening” documentary. Scott’s post reminded me that I need not strive for a superb level of literacy in this blog, and the documentary inspired me to action. By which I mean, sitting in front of my computer and typing away…

First of all, if you haven’t seen this documentary, do so. It is worth it. It might not be as well put-together as Michael Moore’s films, but that’s almost a good thing – “Crude Awakening” feels like an honest effort to present one side of an issue, not like propaganda. Of course, I like Moore’s films as well, but… hey, they haven’t made me blog, and this did! And I, it seems, have a very high blogging threshold.

“Crude Awakening” is an articulate, if slightly one-sided, presentation of the phenomenon of “Peak Oil” – the highest points in the Oil extraction and production curves, followed by an inevitable downward slope. Being a computer gamer, my most immediate association with the documentary’s message was a game of SimCity 2000. In SimCity 2000, you had power plants; you always needed more, they were nearly the most important thing in your city. You started out with Natural Gas, and quickly moved on to oil-based production, which was better but still led to a lot of pollution… and then you were left with several options:

-wind/solar power, which, as “Crude Awakening” mentions, is not very efficient. In the game, it was plain old pathetic – after the oil monsters of your early gaming, the wind/solar fields of later hours just could not provide the electricity, took up too much space, and were overall not fun to look at.

-nuclear power. This was fun because you could watch a meltdown; of course, after the meltdown, you’d load back into a pre-nuclear save point and build something else. Also hideously expensive. (One thing the documentary mentions that I did not know is that Uranium is also a pretty scarce resource, and we would also run out of it pretty quickly if we instantly switched over to nuclear power).

-fusion/other futuristic devices. These were rather unrealistic, but definitely the power plants of choice after a certain point.

So now, back in the real world, we are left staring at imaginary pictures of our cities, and noticing angry “pollution” bubbles, and watching resource curves, and wondering where to go next.

We could always micromanage; but that is really not the human way out of trouble. Painstakingly checking every pop-up and window option in existence to optimize your expenditure while keeping all your people happy is for a computer, not for a human. Humans invent and weasel their way out of situations like this.

We could start over. But that’s a rather disappointing outcome, and involves coming back to the blank map, with nothing built on it yet, and having that “damn, I could have been making Arcologies!” now feeling as you re-lay down the groundwork of your first neighborhoods (which will function on crappy powerplants!) and deal with the horrors of the subway system.

Or we could do what I did, and hex-edit. I once hex-edited a volcano into SimCity. It was rather difficult, and I’m sure I almost erased my computer’s hard drive in the process… but So Darn Cool when it worked! It was inventive. It was going behind the virtual reality, and doing the “impossible” – impossible, simply because it lay outside the established (but also virtual) laws of that reality. It was cool.

I will leave the open question and corresponding cliche statements about life and code and secrets as an exercise to the reader.

snobby greek phrase of the semester

December 12, 2006 by vlad43210

My friend Scott Caplan has long ago suggested that we, along with our mutual friends, do a rotating feautre on our blogs known as “snobby Latin phrase of the month.” The name is pretty self-explanatory. We should also try to use said snobby phrase in conversation as much as possible.

Being a lazy bum, I didn’t actually get around to finding a snobby Latin phrase until now. Also, it’s not Latin, but Ancient Greek, which I suppose is equally snobby. The phrase (transliterated) is:

Oid’ ho theleis, syka theleis.

Which means: “I know what you want, you want figs!”

The phrase, supposedly, comes from an old Greek story (whose author was not mentioned in my source), “about a man from Sicily who had undergone a shipwreck while carrying a cargo of figs, and another time sits on the beach and sees before him the sea lying gentle and calm, as if wanting to entice him to take another voyage. Thereupon he expresses his unseduceability in these words… [the phrase follows]” (Blumenberg 1997, pp. 56-57) Goethe once used this phrase in a consolation letter to a friend, comparing life itself to the fickle sea in the sailor’s lament. So yeah, pretty snobby:)

Enjoy, use in consolation letters, or utter dramatically when life just plain sucks. Also, if you ever happen to be shipwrecked with some figs… but in that case you may have other priorities.

Everyone have a good holiday season!

Vlad

from Slashdot…

September 18, 2006 by vlad43210

A very cool wiki. Just a link… I may post more musings later, when i actually read more of it:)

Von Neumann Machines and CRPGs (Computer Role Playing Games)

September 8, 2006 by vlad43210

I’ll start with the mundane fact that inspired this post: WoW was down today, preventing me from gaming online. Being a huge geek and somewhat addicted to the game, I started browsing for interesting WoW-related material online… finding, soon enough The Daedalus Project, a collection of essays, surveys and reports by Nick Yee, a grad Student at Stanford University. It’s a pretty awesome site, which attempts to explore the socio-psychological issues relating to MMOGs in a serious way. I highly recommend it:)

At some point, while browsing the site, I downloaded a video of Nick’s presentation to PARC, in which he talks about several issues in MMOGs. At the beginning of the presentation, Nick introduces the notions of the leveling grind/loop (this is a loose paraphrase). If you’ve never played an MMO before, you’ll appreciate exactly how *boring* this part of the presentation sounds. It goes something like this:

“So you talk to this guy and he tells you to kill ten rats. So you walk outside, and you see something that looks like a rat, and you smack it. It turns out to be what you’re looking for, so you kill ten of its kind, and come back to the guy. He tells you to kill twenty more rats. So you go outside again, but then you see another player, just like you. You figure you’d kill the rats twice as fast, so you join up with him, and form a group…”

I do not fault Nick’s presentation skills: this *is* boring. Now let’s skip ahead to the World of Warcraft “endgame:” quests accomplished at the highest level attainable, 60. A description of the player activity at this level can be found in the Leroy video, which, aside from being hilarious, is very good at showing two things:

- high-level quests are complex challenges, overcome only by coordinated effort and planning.

- following the ’see and smack’ principle that worked at level 1 results in utter failure at level 60.

When I formulated the above ideas in my head, they sounded strangely familiar… but I couldn’t place where from, until I looked back at my Cog Sci reading for this week, specifically chapter two of E. Baum’s The Mind Is a Computer Program, which discusses Turing and Von Neumann machines. That’s when it hit me: character leveling in MMOs (and indeed in most computer roleplaying games) heavily resembles evolution through interaction with self-replicating automata, i.e. Von Neumann machines.

First, a quick note on background: the wiki article is quite general, and at first glance doesn’t seem to include Von Neumann’s famous proof of self-replicating machines. I’ll reproduce it here partially; viewers familiar with Turing machines and logical constructions should be able to follow:

“There is no great difficulty in giving a complete axiomatic account of how to describe any conceivable automaton in binary code. Any such description can then be represented by a chain of rigid elements like that. Given any automaton X, let f(X) designate the chain which represents X. Once you have done this, you can design a universal machine tool A which, when furnished with such a chain f(X) will take it and gradually consume it, at the same time building up the automaton X from parts floating around freely in the surrounding milieu. All this design is laborious, but it is not difficult in principle, for it’s a succession of steps in formal logics. It is not qualitatively different from the type of argumentation with which Turing constructed his universal automaton.” (Von Neumann 1966, p. 84)

He goes on to say:

“Now, we can do the following thing. We can add a certain amount of control equipment C to the automaton A + B. The automaton C dominates both A and B, actuating them alternately according to the following pattern. The control C will first cause B to make two copies of f(X). The control will next cause A to construct X at the price of destroying one copy of f(X). Finally, the control C will tie X and the remaining copy of f(X) together and cut them loose from the complex (A + B + C). At the end the entity X + f(X) has been produced. Now choose the aggregate (A + B + C) for X. The automaton (A + B + C) + f(A + B + C) will produce (A + B + C) + f(A + B + C). Hence auto-reproduction has taken place.” (Ibid, 85)

Finally, and most crucially:

“You can do one more thing. Let X be A + B + C + D, where D is any automaton. Then (A + B + C) + f(A + B + C + D) produces (A + B + C + D) + f(A + B + C + D). In other words, our constructing automaton is now of such a nature that in its normal operation it produces another object D as well as making a copy of itself.” (Ibid, 86)


So how does this relate to gaming?
Very simply. All that has to be introduced is the notion of ‘leveling,’ which most of the viewers should be familiar with. When a character in an MMO or any CRPG levels, he/she usually acquires new abilities, or enhances existing abilities. Then let (A + B + C) be the original character, while f(A + B + C + D) be the “character sheet” of the same character at one level higher. Then, by analogy, the character can append its new character sheet to itself to produce the one-level-higher version, plus a copy of the same “character sheet” (allowing other players following the same leveling path to use the latter!).

Why is this cool, anyways?

So the technical comparison I’ve just made is somewhat trivial; but the framework it suggests is, IMHO, not.

First of all, one of the implications of Von Neumann’s work was that his machines can reach arbitrary levels of complexity, bounded only by the kinds of automata one could write down (and thus, only by the rules of first-order logic). Now think back to the Leroy video – overcoming difficult challenges, planning, coordination – very complex constructs from a logical point of view! It seems that the structural similarities I have traced out between MMO characters and Von Neumann machines correspond to functional similarities between the same.

Second of all, if we extend the analogy on the MMO side, we can try to represent character sheets as schematics, composed of the same basic elements as the characters themselves. Writing down these character sheets in terms of first order logic would be a notational nightmare; but we can probably try to create a second-order language of basic abilities, such as:

  • attack bonus
  • damage bonus
  • armor class
  • hit points

etc. Each of these abilities can easily be represented as a variable / subroutine within a computer program, which in turn is reducible to a logical construct. Now, given this second-order language, we can also likely represent every ability, spell, item, etc. in any MMO world as a sentence. I of course do not have an explicit proof, but one needs only to take a look at the way players write down MMO items/abilities in shorthand (for instance: “axe35-46dmg/spd1.6″ to indicate the relevant properties of a weapon) to get an intuitive sense that this is the case.

Third, and finally, Von Neumann’s work includes a further passage (which I won’t quote here) on mutation and evolution. The gist of it is: if we take the process of self-replication to be akin to biological reproduction, and introduce a random mutation to the machine in the course of the reproduction, one of two things might happen. Either the mutation will occur in one of the elements A, B, or C, rendering the resulting machine unable to self-replicate further, or “sterile;” or the mutation will occur in element D, resulting in machine (A + B + C + D’), able to reproduce further. If we add the concepts of evolution and of survival of the fittest into the resulting model, we approach a “machinistic life” framework wherein biological-type competition leads to emerging complexity from basic building blocks. The implications for carrying this framework over to an MMO are particularly intriguing: the players, potentially, are evolving “fit” characters who are able to make the best use of a set range of parameters (character stats) to survive and reproduce (in the replicating/leveling sense) in a hostile environment.

So who cares?
No, this isn’t all a revelation of The Next Big MMO (though it could be, if somebody wanted to). Rather, if this series of ideas holds up to further scrutiny, it might be a key towards emerging complex behavior in interacting agents! One twisted, probably unworkable scenario would be to create a test server of some MMO and secretly populate it with automata – computer programs that level and adventure along with the players. Preposterous, I know… but what would happen? Given the MMO environment, it might not be too difficult to make these automata pass a local version of the Turing Test (player interaction can be extremely limited, and it’s in principle possible to communicate via a small vocab of chat phrases). Many there would be a lot of failures; maybe, even in the best case scenario, one would only develop a group of level 60 automata that are really good at raiding, aggroing, and pulling; but maybe, just maybe, they might learn to cooperate and multitask in a general competitive setting). And that would be one step closer to AI.

Whew. This was long. Most of you guys have probably gotten stuck on the Von Neumann. But if anyone made it this far, thank you for reading, and please comment!

Vlad

Cornell

August 30, 2006 by vlad43210

So… no updates in a while. Bad me!

First, the practical stuff: I’m at Cornell, at the School of Information. I’m going to classes: Human Computer Interaction Design (a class on creating user interfaces – veery fun! I might be doing a project on World of Warcraft), Computational Psychology (required for my Graduate Minor in Cognitive Science… see below), and a seminar on the spread of information in networks. I’ve actually gone to only one of those classes so far, because the networks seminar hasn’t met and because it was only on Monday *after* Comp Psych that I had a meeting with the professor and realized the class was worth taking and not, in fact, a repeat of classes I’d taken at Yale.

In the grand scheme of things, I have to take seven required classes for Information Science proper, plus three or four for my Graduate Minor. Getting a Graduate Minor is a requirement for all grad students at Cornell, but it’s usually a relatively fun and stress-free experience. Cognitive Science gave me a laptop to minor in the field. Ok… I’ll take it!:)

Now, as to the more ephemeral – it’s been a week and a half since I got to Ithaca. The city was all sunshine and happiness when I got here, but receded into gloomy rain about three days in, and has stayed that way since. The constant pitter-patter against my apartment windows is actually quite relaxing. The sound of trucks and loud stereos is not, but I’m way too used to that since my New Haven days. Or maybe since St. Petersburg… as a kid, I grew up next to a tram stop, and the street was constantly filled with grinding, clanging noises of iron on iron as trams came and went. But I digress.

Speaking of the apartment, it’s a pretty cool place. Definitely big enough for me, probably too small for two people – a nice-sized bedroom, a bathroom, plus a living room/kitchen stuck together. I’ve also been able to get (spotty) wireless here, which makes me happy. Wired internet is not getting installed until the 14th, but I can live with that. For now.

I’ll post more later on my life here, significant projects, etc. For now, all is well.

Vlad

…but they gotta pay!

June 28, 2006 by vlad43210

So, this is just a bit of random silliness, derived from the goodness of GoogleAds. They market to the content of your e-mails – or chats – whatever that content may be. Unfortunately, I am not at liberty to discuss this one particular chat – but let me just say that one of the ads that accompanies it in my Inbox is: http://www.theexorcisms.com, the site of one Wanda Pratnicka, psychic extraordinaire. Amused, I explored it, and found this gem:

“Today I am a therapist for ghosts and for people. They both need the same care, understanding and the same dose of love.”

-Wanda Pratnicka

To which I have only to say… “ghosts need love too. But they gotta pay!”=)

Vlad

American Psycho

June 25, 2006 by vlad43210

I just saw American Psycho. Umm… yeah. Ok. I think I need to put my *soul* back together for a little while, so I'll lay off a detailed review 'till later. For now, first impressions:

 - it's yet another writer's response to Crime and Punishment, albeit an extremely witty one. 

 - it makes late existentialism work. w00t.

 - on the scale of fucked-up-edness, it's at about Paranoia Agent, slightly lower than Requiem for a Dream but higher than, umm, the stuff I watch on a Sunday evening. It's still dwarfed by Chris Tam and the Insane Japanese Films That He Watches(tm).

 - it disses Yale (Kevin Bale's character went to Harvard, then Harvard Business)… but in such a hilarious way, that I could almost not take it seriously. The dialogue is something like:

 Main Character, whose name i forget: "Paul had this 'Yale' thing going on, I think."

 Detective: "What do you mean?"

 MC: "I think he was a homosexual, who did a lot of cocaine."

Riiiight… till later.

 -Vlad

Play!

June 1, 2006 by vlad43210

So last Saturday, 5/27, I was in Chicago and lucky enough to witness the premiere of the world tour of PLAY! – a Video Game Symphony. The premise is simple: take an enthusiastic conductor, a full-sized orchestra and choir, and have them play songs from popular video games. I went in expecting something kind of entertaining, kind of amateur… and I was blown away.

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