« Archives in March, 2006

A modern day Old Christmas?

I guess it’s weird to be thinking about Christmas in March, but I happened to pick up Old Christmas recently, and it hooked me. It was written by the early American author Washington Irving in 1820, and recounts the Christmas he spent with the family of a friend in England in 1815. It’s a short, fun read, and I highly recommend it. You can check out an electronic copy for free at the Internet Archive (http://www.archive.org). I’m not going to recount the story here; what I’d like to discuss instead is some of the customs and activities that one may have found if one was celebrating Christmas in England a couple of hundred years ago. Who knows, maybe it would be fun to incorporate some of this stuff into your next Christmas celebration; or better yet, invite some friends over in July or something and have yourselves a Ye Olde Christmasse Bashe.

So if you think you’d like to host your own ‘old school’ English Christmas this year, read on…
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Playing God with Spore

I don’t pay much attention to the videogame industry anymore, but the little attention I do pay to it makes it pretty obvious that not much is coming out these days that can be labelled as truly innovative.

However, tonight someone sent me a link to this video (click here) that previews the upcoming game known as Spore. If you’ve ever seen the Cosmic Voyage (click here) IMAX film, Spore should evoke the same sort of feeling. You go from tinkering with a organism at the microscopic level to travelling through interstellar space all throughout the course of one game.

For those of you who don’t want to watch the video, the gist of it is that you start off controlling a little buglike thing is some primordial goo, in which you eat things and presumably store up some sort of ‘evolution cash’ that you can spend to add traits to your thing. As you progress through the game, your playing field scales in complexity with your organism. When you get to the point that your organism becomes sentient, all of a sudden the game switches to a sort of ‘strategy mode’, where you indirectly manage the development of a society of the little critters. The play scales beyond that as well, to the point where you’re playing a higher level Civilization-style simulation, exploring other worlds that were designed by other Spore players. These worlds are asynchronously fetched from the computers of other players as you play.

There are tons of innovations here, probably the most impressive of which is the way that they interpolate creature movement and behaviour based on how you’ve designed your critter. The demonstrations in the video show creatures with utterly bizarre configurations of limbs moving in a believable manner. It’s totally cool.

There are a couple of things that irk me about the presentation. First is that the guy in the video is obsessed with the term ‘procedurally generated’, which doesn’t really mean anything. Second, he refers to a lot of things as ‘evolution’, when evolution has absolutely nothing to do with this game. In fact, the intelligent design crowd will probably be quite pleased with this product, because that’s exactly the paradigm that Spore is based on.

But anyways, if you’re sitting around and you start thinking about watching Desparate Housewives or something, give that video a shot instead, even if you hate video games. I generally can’t sit down for more than 5 minutes at a time to watch TV, and this kept me entertained for over half an hour.

Thanks to Ryan for sending me the link.

We are the robots

I’ve been reading some interesting things in the brief moments between when I arrive home and when I am sucked involuntarily into sleep each night, and they’ve got me thinking.

Specifically, I’ve just finished reading two books on complexity theory: The first, an exploration of the life and work of Godel, and the second a layman’s summary of the work of Gregory Chaitin. I’ll write something up about the material later; however, Chaitin’s book especially has sparked some questions that have been sitting in the back of my head for a while.

He did this with a comment that was largely irrelevant to the thesis of his book. The comment was that emotion (specifically love) is a product of evolution. I’m not disputing his claim, and it is easy to construct reasons that justify it. For example, humans have a long gestation period, in the course of which we learn a multitude of things that will make us exceptionally viable in the long run. Having parents that are fiercely attached to each other would conceivably increase the likelihood of surviving this period of relative vulnerability.

This sort of reasoning can bleed into other areas of more general mechanistic thought. While there is a lot of work out there that shows that certain aspects of our universe are completely random (again, appealing to Chaitin), one can still imagine that a human being may literally be no more than the product of its environment. In such a conception of the Way Things Are, a human life can be viewed as a trajectory through time, where this trajectory is affected by external events and by the intrinsic random factors already mentioned. Any reactions, musings, feelings, intuitions, etc. that one experiences over the course of one’s life are a function of these inputs and of one’s unique physiology (which itself would change as a result of processing these inputs). Thus, while a human may be a system that is too complex to have deterministic and predictable behaviours, under this system there is little notion of autonomy, free will, and other things that we generally like to attribute to ourselves.

Now, I am not claiming that this is the case. However, let us for the sake of argument assume that we really are no more than biological machines in some large interactive system. The first objection that a normal person would probably have to such a claim is that it is dehumanizing, in the sense that it devalues many of the qualities that we consider to be definitive of our species. The question I would like to explore is this: If we assume that we, as humans, have emotions only because they give us an evolutionary advantage, and respond to situations based on a history of past physical inputs instead of inspiration from some immutable soul, does this really devalue the human experience?.

In essence: If Joe and Mary fall in love because some biological subsystem in each of their bodies has recognized an opportunity to produce viable offspring, is their love any less beautiful because of it? How does one even define a quality such as ‘beauty’ in such a world view?

I’m sure that people out there have tried to come up with answers to these questions. If you have any pointers, please let me know. And of course, comments are always welcome.