Mazes as Mirrors of Creation

When I was a child, I drew mazes (like the one below) to “wow” people with complexity. A psychotherapist friend of my parents said I was externalizing my brain on paper. Others liken my maze drawings to intestines. I prefer the brain comparison.


There is a difference between creating for self-expression and creating with a purpose. When you create purely for self-expression, the reward is seeing something from your head outside in the world. The externalization is itself the end, regardless of its effect. When you’re creating with a purpose, in contrast, success depends on the outcome. With each iteration, you try to bend reality one step closer to your vision while adjusting your vision to your evolving understanding of reality.

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Markets Are Eating The World

For the last hundred years, individuals have worked for firms, and, by historical standards, large ones.

That many of us live in suburbs and drive our cars into the city to go to work at a large office building is so normal that it seems like it has always been this way. Of course, it hasn’t. In 1870, almost 50 percent of the U.S. population was employed in agriculture.[1] As of 2008, less than 2 percent of the population is directly employed in agriculture, but many people worked for these relatively new things called “corporations.”[2]

Many internet pioneers in the 90’s believed that the internet would start to break up corporations by letting people communicate and organize over a vast, open network. This reality has sort-of played out: the “gig economy” and rise in freelancing are persistent, if not explosive, trends. With the re-emergence of blockchain technology, talk of “the death of the firm” has returned. Is there reason to think this time will be different?

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Elderblog Sutra: 1

This entry is part 1 of 13 in the series Elderblog Sutra

I learned about elder games from the classic Steve Yegge post, The Borderlands Gun Collectors Club  (ht Chris Reid). The idea is that in a complex game, after most players have finished a first full play-through, the mechanics might still leave interesting things for them to do. An Act 2 game-within-a-game emerges for experienced players who have exhausted the nominal game. A game dominated by such second-order players  is an elder game. In Borderlands, the elder game was apparently gun collecting.

An elder game tends to be more open-ended than the nominal game. In the ideal case, it is a mature infinite game that can go on indefinitely.

Blogging is now an elder game. After a decade of pursuing virality (out of the corner of my eye — direct pursuit is a recipe for burnout by pandering), the inside of my head now looks like the picture above. A vast mess of unsystematically explored territory, with flags planted on a few legible patches. That’s what organic virality is, epistemologically: a communicable patch of legibility in an ungoverned thought space of interest to many.

An elder game can be contrasted with a late style, which is a style of creative production taken to an extreme, past the point of baroque exhaustion, in a sort of virtuoso display of raging against the dying of the night. Late-style game play is an overclocked finite game resisting the forces of mortality. An elder game is a derivative infinite game, emergent immortality hacked out of mortality.

Old blogs must choose: should they turn into elder blogs, or should they turn into late-style blogs? One does not preclude the other, but you must decide what you solve for.

I don’t grok the ribbonfarm elder game yet, but I do know it’s time to ask: what comes after virality?

Why We Slouch

All physical structures can sag, but only sentient beings like you and me can slouch. To slouch is to adopt a degenerate behavioral posture. One that is aware of the potential for less degeneracy, and retains within itself a seed of an ability to actualize it, but consciously takes it out of play. Slouching is a posture of self-aware incompleteness of presence; a kind of dehydrated behavioral state of lowered availability that is less than fully engaged in the here-and-now.

Slouching is the essence of enlightened mediocrity; the recognition that you’ll live longer overall if you don’t try to be 100% alive all the time. Slouching is a good thing. I attribute many good things in my life to my ability to slouch well.

When you slouch, you sag like a non-sentient physical structure, your body physically conforming to a shape dictated by the interaction of environmental forces and backstop constraints. Think couches and floors. When you slouch and sag, these constraints activate, and support you automatically against a prevailing environmental force, without any need for you to adopt an appropriate attitude towards optimal performance in the environment.

When a chain is hanging under its own weight between two supports, it adopts a shape known as a catenary. A child who goes “boneless” as a form of passive resistance also takes on a rough catenary shape if picked up and carried by hands and feet.

Here’s a question that’s I’ve been wondering about. Why do we slouch? The answer to save energy is no answer at all. That’s merely a possible (but not necessary) consequence of slouching; one shared with many other efficient behaviors that look nothing like slouching.

So why do we slouch?

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The Age of Early Divinity

If you’re the sort of person who reads this blog, you’re probably the sort of person who wastes time wondering what we should name the age we are living in, instead of being out there doering things. Is it the Information Age? Digital Age? Eternal Millennial September? Avocado Toast Age? Anthropocene? Terminal Hobbesian Age? Post-industrial? Post-capitalist? Post-authentic? Post-reality? Post-post-modernist?

Are there quality long-arc candidates, good for at least a couple of centuries, that are not a depressingly negatively defined, backward looking post-something, with reasonable supporting logic? Allow me to offer a new candidate: Early Divinity. Here’s a table illustrating the logic of the name, which I’m fairly confident (p < 0.05), is a good one.

The name is inspired by the line Stewart Brand stole from anthropologist Edward Leach for the inaugural Whole Earth Catalog: We are as gods, and might as well get good at it.

Early divinity, simply defined, is an age, or more technically, aeon (a period presided over by a particular incarnation of Aion, the eternalist personification of time in Greek mythology), when we are as gods but aren’t yet good at it. In fact we suck at it. It is an aeon marked by the taking-on of civilizational challenges worthy of gods, and getting really mediocre or failing grades at it. One day, we might get good at this god game, but it’s going to be a while. So settle in and enjoy the Mediocre Civilizational Universe of Early Divinity, MCU-ED.

Periodization, of course, is something of a parlor game for amateur historians like you and me. Real historians are going to hate this anyway, so we might as well have fun with it. Here’s my meta-theory of Aionic periodization that yielded this label for our age, and a preview of what godly things are in our near future.

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Quiver Doodles

I don’t know if this is still true, but I once read about exploited workers in the ship-breaking industry who were worked so hard, and paid so little, they could not even afford to buy enough calories to sustain themselves. They were slowly starving to death. I call this phenomenon entropic ruin, a generalization of the idea of gambler’s ruin to open-ended games that can be non-zero-sum and need not involve gambling. In this case, it’s a deterministic death march. If you systematically consume fewer calories than you expend long term, you will die a premature death.

Entropic ruin gives us an interesting way to measure the quality of a strategy. Here’s a 12-point reference scale based on the idea.  Entropic ruin is represented as a reference circle in all 12 cases. A bunch of arrows shows the set of activities that are trying to outrun ruin. I call the drawings on the scale quiver doodles (think of each as a quiver viewed from above).

Trivially, in the long term, we all face the ultimate case of entropic ruin, death, but what’s interesting about non-trivial cases is that you don’t even beat the house in the short term. So entropic ruin can be defined as predictably dying faster than you need to. No matter what you are doing, you can draw a little circle of entropic ruin around your activities. If you’re inside that circle, you’re heading for premature death.

If you have (or are generating) abundance on every resource you might need in relation to your goals, you don’t need a strategy. The circle can shrink to zero. This is the other end of the spectrum from entropic ruin: entropic flourishing. A wealthy person who is earning more in interest on their capital than they can spend in a day is an example. The scale is really more of a 6-point scale that zig-zags between entropic ruin and flourishing up 6 levels between complete chaos (Brownian motion) to complete order (laser beam).

If you’ve been through the ups and downs of enough projects, the 12 quiver doodles on the scale probably make intuitive sense to you, but let me offer a bit of additional explanation for those who need it.

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Chekov’s Gun and the Principle of Sufficient Reason

I have a sneaky trick I use to figure out the murderer when watching mystery shows. If there’s a random background character — say a doorman or a random neighbor — who gets insufficiently motivated screen time and lines in an early scene, they’re the murderer. If the role is being played by a mildly famous actor rather than a bit-part nobody, then you can be doubly sure. My hack exploits a human-character special case of the fact that good storytellers tend to follow, the Chekov’s gun principle:

“Remove everything that has no relevance to the story. If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it’s not going to be fired, it shouldn’t be hanging there.”

This isn’t an entirely fair trick of course, especially if you use the mildly famous actor clue, since it’s an extrinsic structural clue that’s outside the narrative proper, and one that won’t necessarily lead you to further guess the motive, or means. The lesson of the trick though, is that the assumption that there are no insignificant details in a story (or equivalently, that there is a good author behind the story) is an extremely powerful one. One that allows you to solve the mystery faster than if you had to sort out the significant details (as you would have to in a real murder). Of course, a great author, as opposed to a merely good one will distract you with a plausible alternative explanation for the Chekov’s gun that will lead you astray,.

The fact that Chekov’s gun can be used as a cheat points to why the corresponding idea in metaphysics, the Principle of Sufficient Reason (PSR), made famous by Leibniz, is so controversial.

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Symmetry and Identity

This is a guest post by Kenneth Shinozuka.

Everything is changing all the time, even though many of the objects in the world around us appear to be totally still. As the philosopher Heraclitus said over two millennia ago, “Everything gives way and nothing stays fixed … You cannot step twice in the same river.”

The leaves change color. Buildings decay. Your body grows old.

Yet most of us subscribe to the idea that there is a stable identity that underlies all of this metamorphosis. A leaf that is now red isn’t, we believe, a separate entity from the one that was originally green. We don’t think that someone changes into a different person if he swaps out his outfit or dyes his hair to another color. In fact, we believe that you keep the same identity throughout your entire life, even though your appearance will change so much that it might be impossible for someone else to recognize you based on how you looked when you were many decades younger. In other words, identity is a feature that persists through the changes brought on by time.

Many of us believe that an object can retain its identity even when it undergoes far more dramatic changes. For example, the age-old Ship of Theseus thought experiment asks whether a ship remains the same object after all of its components have been replaced. A lot of us are inclined to believe that it does, since the new ship, though comprised of an entirely different set of planks, looks no different from the previous one.

But questions about identity become much more complex once we move beyond this simple case, and some of these complexities take us to the unstable world of quantum mechanics, where nothing is easily distinguishable.

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Glitches, uh, find a way

Core scientific theories often sound tautological, yet we keep them around because they lead to useful ideas. The prime theorem of biology is that life comes from life. Life coming from life doesn’t mean that spontaneous generation is impossible. It had to have happened at least once. But it’s so much less efficient than reproduction that it no longer has a chance. Before two amino acids can start rubbing together in just the right way on the road to making Life 2.0, some version 1.0 bastard comes along and eats it. That leads you to the idea of natural selection, evolution, dimorphic sex, and the rest of it.

The prime theorem of computing is that any computer can simulate any other. But for all of the talk about “artificial life”, the two mechanisms are subtly different. Lifeforms compete by turning each other into food. Computerforms compete by turning each other into memes. [Read more…]

The Internet of Electron Microscopes

This is a guest post by Chenoe Hart

After you have stared at your computer screen for a while, it’s recommended that you give your eyes a break to refocus on a more distant outside view. In past years when our monitors looked more like boxes than tablets, you might have already been looking into such a space. The perception of digital content on the screens of CRT displays was inextricably accompanied by the additional perspective lines of the monitor enclosure extending behind it. Expanses of beige plastic stretching past the foreground of your observation might make the eyes operate in a slightly different manner compared to our modern condition of viewing flat panels whose minimal depth renders them closer to two-dimensional apparitions. We always knew that the internet was an ephemeral entity presented in translation from abstract code into pixels on our screen, but our immediate sensory feedback perceived it to be the front of a three-dimensional box possessing further physical extension.

Construction photograph of the interior of the Statue of Liberty, from the U.S. Library of Congress.

Many of the words we commonly used to describe the early emerging internet reference an implicit dimensionality: “cyberspace” was non-ironically used as a descriptive term, we explored it those spaces through “web portals,” and the act of “surfing” the web implied negotiating the surface of a physical mass which contained further inaccessible fathoms underneath. The “-tron” suffix marketing the electron gun technology used in those CRTs became the name of a film in which our computers contained an alternate universe of extending light grids. Before “the cloud” gained popularity as an ephemeral metaphor abstracting away the details of how we store our data in other people’s computers, The Matrix rendered the physicality of the internet as a dark enclosed underworld of forbidden knowledge.

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