Yuri
Tarnopolsky ESSAYS
postmodernism. Jonathan Swift.
Herman Hesse. Laputa. combinatorial culture. commie.
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Essay 12. On Engines
and Games
As a child I
read Jonathan Swift's Gulliver’s
Travels (1726) several
times but used to skip most of the voyage to
Laputa. From an
excellent essay by
Russell McNeil I learned that I
was not the only one initially disappointed by that
particular part of Gulliver’s Travels.
Surprisingly, Swift's images of Laputa had multiple
roots in contemporaneous
knowledge. We
need to notice too that the work here is not purely
fanciful, even though on first reading it may not seem
so. Swift draws nearly all of his satirical material
from the genuine articles. Most of the ideas he presents
are based on real experiments reported in the literature
of his day—and particularly on reports published in the
Philosophical Transactions of the Royal Society
during the last third of the 17th century and the first
quarter of the 18th up to and including material
published in 1726—the year Swift composed Part III. ( Russell McNeil ) One Laputian
invention employed in the Academy of Lagado, the random sentence
fragment generator, in modern
literature often referred to as Literary Engine, seems to be
based more on the future than on the material available
in Swift's time. This marvelously
clever computing device is eerily prophetic of a time -
our time perhaps—when society would place more value on
"instrumental reason"
than the more natural forces of reason at our disposal.
The
Laputians put mathematics and music above anything else.
Swift is generous of detail. In Laputa the garments of
women "...were
adorned
with the figures of suns, moons, and stars; interwoven
with those of fiddles, flutes, harps, trumpets, guitars,
harpsichords, and many other instruments of music,
unknown to us in Europe."
The
professor then desired me "to observe; for he was going
to set his engine at work." The pupils, at his
command, took each of them hold of an iron handle,
whereof there were forty fixed round the edges of
the frame; and giving them a sudden turn, the whole
disposition of the words was entirely changed. He
then commanded six-and-thirty of the lads, to read the
several lines softly, as they appeared upon the frame;
and where they found three or four words together that
might make part of a sentence, they dictated to the four remaining boys, who were scribes.
This work was repeated three or four times, and at every
turn, the engine was so contrived, that the words
shifted into new places, as
the square bits of wood moved upside down. Six hours a day the young students were employed
in this labor; and the professor showed me several
volumes in large folio, already collected, of broken
sentences, which he intended to piece together, and out
of those rich materials, to give the world a
complete body of all arts and sciences; which,
however, might be still improved, and much expedited, if
the public would raise a fund for making and employing
five hundred such frames in Lagado, and oblige the
managers to contribute in common their several
collections. He assured me "that this invention had employed
all his thoughts from his youth; that he had emptied the
whole vocabulary into his frame, and made the
strictest computation of the general proportion there
is in books between the numbers of particles, nouns,
and verbs, and other parts of speech." Later in my youth, I tried a couple of
times to read The Glass Bead Game (1943) by Herman
Hesse, but backed off after the first chapters. Having
recently read it in English, I still find Gulliver's
Travels, including Laputa, captivating and the Game
laborious. This time I dimly see a link between the two
unordinary novels separated by almost 120 years. In Hesse’s
imaginary province of Castalia, the Glass Beads Game was
more performance spectacle than competition (the German
Spiel means both game and play). It originated
from a blend of music and mathematics, the same two
elements that were the essence of Laputian culture. The Game was
performed as composing a sequence of "symbols of
universal language," elsewhere called hieroglyphs,
probably, descendants of Swift's rhomboids and fiddles.
Today some
results of the fusion of mathematics and music can be
actually heard on the amazing site The Sound of
Mathematics, where
one can listen to the music of p,
combinatorics,
in particular,
permutations, and other
vocalizations of mathematics. Hesse is
never explicit on the rules of the Game but he leaves
numerous hints and refers to the Game as "literary
productions, little dramas, almost pure monologues." “Beginners learned how to establish parallels, by means of the Game’s symbols, between a piece of classical music and the formula for some law of nature.”
“On the other hand, within this fixed
structure, or to abide by our image, within the
complicated mechanism of this giant organ, a whole
universe of possibilities and combinations is available
to the individual player.” The elitist Castalian Game was a sacred
intellectual tradition of the land, designed to fuse
science, arts, and religion, but without any utilitarian
purpose. On the contrary, the Laputian Engine was intended
to produce science and art. The Game player composed a phrase
of carefully chosen symbols according to strict
rules and starting with a given theme. The generator of the Academy of Lagado
produced sequences of symbols drawn at random. The
meaningful fragments were selected from the jumble.
Meaning was, probably, checked against the rules of
grammar. The Castalians applied the rules at each move of
the game. With all the differences, however,
there are curious parallels. Both projects: 1. Operate with
building blocks, arranging them into sequences. 2. Connect a
block with the next one by rules and not at random. 3. Use all
available knowledge as the blocks. It seems
interesting to find the roots of this Laputian invention
in antiquity (Hesse indicates some historical background
for his Game) and trace it up to the principles of
artificial intelligence developed in the twentieth
century. The first samples of computer-synthesized text
were based on the statistics of side by side occurrences
of letters and words, calculated from samples of natural
text. Some letters
and words are more probable to follow one another than
others. For example, when the starting word is chosen,
the next word is selected according to the probability
of its occurrence after the first, etc. Thus, at the
level of letters, a is more probable to
follow m than q. At the level of words,
am seems much more probable after I ,
than here, while here is probable after
am. All this seems pure nonsense, but if
the real world injects a topic and some key words, a
meaningful text can be generated. Swift's remark about "the strictest computation of the
general proportion there is in books between the
numbers of particles, nouns, and verbs, and other
parts of speech" sounds absolutely reasonable and
modern. Neither
Swift nor Hesse were interested in the scientific aspect
of the problem. They reflected on contemporary culture.
This is what I am interested in. Modern culture,
however, is already as unthinkable without computer as
it is without automobile. The advent of computer meant a
combinatorial machine of the Laputian type that could
make the Castalian Game and the Laputian research
possible and accessible to an average person, as if he
or she were given 40,000 pupils to do the chores. The result
of introducing computers to the task of writing was
catastrophic: creative writing became easy because word
processor could save enormous amount of time on
combining and recombining words, editing and printing.
The cultural space expanded on a combinatorial scale.
Any new combination, however radical and shocking, like
a beach sandcastle of wet sand, could dry and collapse
overnight, having lost its novelty. But all the culture
of combinations required was a lot of sand and some
water. The computers made a bit more real the Laputian
dream that "the most ignorant person, at a reasonable
charge, and with a little bodily labor, might write
books in philosophy, poetry, politics, laws,
mathematics, and theology, without the least assistance
from genius or study." This could be done by compiling a
new combination of slightly refurbished old pieces. No
denial, my Essays use the super-Castalian
combinatorial ability of the word processing, Web, and
hypertext, and the high school students use the same
ability for their essays. Notably,
both the Engine and the Game required a lot of labor.
Forty pupils were employed in the Literary Engine and an
entire Order with elaborate hierarchy and school system
ran the Glass Beads Game. The reason for such
concentration of manpower was that both activities were
combinatorial in nature. Combinatorics is a realm of
dauntingly big numbers. We can arrange even a relatively
small number of elements in an enormous number of
combinations. If we have ten objects, for
example, cardboard squares with numbers from 1 to 10,
they can be lined up (permuted) in 10!= 10*9*8*7*6*5*4*3*2*1 =
3,628,800 different ways, which is the number of permutations of ten elements.
The
exclamation mark is a mathematical function called
factorial. Twenty is the humble number of our
fingers and toes, but 20!=221,173,580,276,812,800. The
exclamation mark seems very appropriate. This is why a
combinatorial game, if unaided, takes a lot of time. For
example, to list all the permutations of ten symbols,
spending one second for each, would take about 17 hours.
For 20 symbols the time grows up to over 100 million
years. These numbers give an idea of what the computers
have accomplished in human history: they manage large
numbers in the same sense as first ancient ships managed
large distance and load. The ships
and railways, toiling over distance in Euclidean space,
explored and shrunk the globe. The ships
and railways launched the modern civilization of
Things. The
computers shrunk numbers. They toiled over the mind
space—the space populated by combinations and aggregates
of building blocks that had existence only as states of
matter, but not as any material objects, not even small
beads. Computer and brain consist of many elements
capable of being in at least two different states, and
the number of all combinations of those states,
constituting the state of the overall system, is
beyond imagination. The
computers launched the postmodern civilization of
combinations. The term postmodern
is among most amorphous and disputed. I see it as a
contemporary Western intellectual anti-intellectual
movement (in addition to scores of non-intellectual
ones), but to criticize any intellectual trend, even if
it is anti-intellectual, is like criticizing pig for its
short legs or cactus for its needles: animal or plant,
they all are natural and beyond blame. All we can
do is to choose between ideas for our practical purpose
as we may choose between a horse and a camel for
transportation. This attitude toward ideas, by the way,
is typically postmodern and it can be labeled as
"anything goes" or "salad bar."
Postmodernism is simply here, it is not just a set of
ideas but part of culture, including material culture,
and we have to reckon with its heyday while it lasts.
The topic, however, is so vast, that I cannot engage in
it any deeper than this. All I want
to do here is to draw a line from Swift to Hesse to the
postmodern mindset. This turns out easy to do in a weird
way. The principles of random text generation that took
its origin from the Literary Engine were in fact used to
generate postmodern texts, grammatically correct but
meaningless. Examples of
the essays produced by
this post-Laputian Literary Engine can be found on the
Web. Postmodern
texts are easy targets to ridicule. One can open, for
example, Anti-Oedipus: Capitalism and Schizophrenia
by Gilles Deleuze and Félix Guattari, The Viking Press,
New York, 1977. I am still not sure it was not a hoax.
Anyway, it represents a phenomenon of the
entire culture, not just of an academic playground. As we are
inclined to travel to rare and exotic sites on the
globe, we are attracted to the rare and exotic
combinations of sensations, impressions, functions,
ideas, and even Things. Postmodern culture is a very
thin layer of the total Western culture, but it is the
noisiest. Its function is to attract attention. In
essence, it is combinatorial: it takes known elements
and combines them in a different way. The book by
Deleuze and Guattari, for example, combined ideas of
Nietzsche, Marx, and Freud with some original—and rather
appealing to me—ideas of authors about economics and
culture in terms of flows. As examples, not metaphors,
they list all possible human bodily fluids. As another
example, anatomy and realistic sculpture have always
been linked: the artists needed some knowledge of
anatomy to make realistic presentation of human bodies.
A new combination uses anatomy as supplier of building
material for sculpture. Chemically treated and
artistically dissected human bodies are exhibited as art
objects. The
postmodern culture displays around stardom and fringe
with nothing in between for a simple reason: what
lies between is so vast that any reasonable choice is
impossible and the traveler is lost. The extremes—the
summits and the rifts—are spectacular but the woods and
prairies of the planes are mind-numbing. This is why the
commerce competes for a limited space on the shoulders
of movie stars and basketball players and pays huge
money just for a link of a merchandise to the star
name. This is why the publisher is concerned about
a powerful endorsement by a star more than about the
content, the author looks for a yet unheard combination
of human deviances, and the movie producer looks for the
script with the largest possible global catastrophe or
with Siamese twins as main characters. It is the
enormous productivity of the combinatorial
culture—"untrammeled and amateurish overproduction in
all the arts," as Herman Hesse noted— that leaves a tiny
space to manageable and rational choice among accidental
and emotional one. Nobody has any time for this. I believe in
a strong commercial component of postmodernism.
Although the theoretical sources go back as far as to
Karl Marx, the origin of postmodern philosophy is
usually dated by the period after WW2. It was a
time of a big change, after the collapse of many human
beliefs and hopes, ideologically comparable with the
collapse of the Roman Empire. It coincided with the big
change in economy (see Essay 7) and the advent
of the combinatorial culture. Only science and
technology seemed a firm ground. Computers
did not create postmodernism but they became a vehicle
of exploration and expansion of the vast mental space of
sciences, technology, and, finally, humanities. If you want
your voice to be heard in the pandemonium, you need a
shock wave of the woofer and a shrill of the
whistle, and postmodernism became ideology of
self-advertising. In the perpetual universal dance,
every position and every dancer is equally justified,
but the loudest stomp overpowers the rest of
221,173,580,276,812,800 permutations of human fingers
and toes. What Herman
Hesse himself heard in 1943, in the shielded from the
war Switzerland, I believe, was the sound of many
hooves beating the tracks of the future. The two
points—the Engine and the Game—define a straight line
that not only passes through our time but also goes
much farther into the future. Freedom is
the freedom to combine, isn't it? Our
contemporary culture has been vilified so much—but
enjoyed even more—that I have no dirt to add. Being more
on the side of enjoyment and finding no joy in
criticism, I would rather engage in self-criticism,
evoking what one of the Hesse's characters said about
the Glass Beads Game: "sheer irresponsible playing
around with the alphabet into which we have broken down
the languages of the different arts and sciences. It’s
nothing but associations and toying with analogies." I
am terrified to see how technology dictates me what to
think and how to express my thoughts, but it is only
because I was born in different times. Honestly, I don't
believe those times were in any sense better. I have
something on my mind, a picture of the world, and
combinatorics is an important part of it. Artistic
culture has always been combinatorial in nature, as we
can see, after Vladimir Propp, even in the mythology and
folk tales. This aspect of culture was explored by a
predecessor of the aggressive postmodernism:
structuralism , a direction of thought so important,
influential, and so much defiled and trampled by its own
children (the grandchildren will probably make peace),
that postmodernism is sometimes called
post-structuralism. But structuralism, as well as the
distinction between the new and
the different, is
subject for separate essays. The peculiarity of
postmodernity is that the rules of combination are
extremely relaxed and the criterion of selection is
nothing but sales. If over half a century ago Niels Bohr
believed that any deep truth is as true as its opposite
(see Essay 8), today his thesis is transformed
into: any truth is as true as its opposite. It is the
combinatorial explosion of the modern composite
(artistic, scientific, technological, political,
material, religious, and tribal) culture that I regard
as the core of the current fascinating period of history
labeled as postmodern and strongly influenced by
large-scale peace, cheap oil, computers, and the Roman
power of America? The label came from Paris. According to
James Morley , who saw the
beginnings of material postmodernism in architecture, The result of this was an ironic
brick-a-brack or collage approach to construction that
combines several traditional styles into one structure.
As collage, meaning is found in combinations of
already created patterns. Following this, the modern romantic
image of the lone creative artist was abandoned for the
playful technician (perhaps computer hacker) who could
retrieve and recombine creations from the past—data alone becomes necessary. This
synthetic approach has been taken up, in a
politically radical way, by the visual, musical,
and literary arts where collage is used to
startle viewers into reflection upon the meaning
of reproduction. (
James Morley
) The evolution of the Windows software
from a practical tool to the frivolous, flirtatious, and
fickle Windows 98 and from it to the hustling pushy
Windows XP is yet another illustration of the postmodern
spirit of total commercialization in the infinite
combinatorial universe where a human cannot find the right
way and must be guided by a commie (meaning a combination
of communism, commerce, and combinatorics). First,
we give you enormous choice, next we will lead you to the
right one, opening yet another little duct for a flow of
money milk, remarkably consistent with the imagery of
Deleuze and Guattary. Something
really dramatic happened after WW2 (see Essay
4). Luckily, I have witnessed it but I don't quite
understand what it was. At my age, I understand
everything about myself. This knowledge is useless
because I cannot change anything. Neither can I change
anything in the course of history. Neither do I
want to. But the process of understanding, even the
bitter self-understanding, is the highest delight known
to me. Well, love and sex are also understanding,
delightfully useless. The best
things in the world are useless. I am greatly tempted to
send my affectionate kiss to any combinatorial play of
mind. ============================================================
A great,
unique, and somewhat one-sided look on postmodern
culture: Kenneth J.
Gergen, The
Saturated Self: Dilemmas of
Identity in Contemporary Life, New York: Basic
Books, 1991. Ten years
after, the picture is more pastel and less neon. The fad
fades. |
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created:
2001
Revised:
2016 Essays 1 to 56 : http://spirospero.net/essays-complete.pdf Essays 57 to 60: http://spirospero.net/LAST_ESSAYS.pdf Essay 60: http://spirospero.net/artandnexistence.pdf |