Showing posts with label chaos. Show all posts
Showing posts with label chaos. Show all posts

Thursday, September 12, 2013

Useless Time Travel



"I want to consider a selection of short stories on the theme of useless time travel." From 2010, Jo Walton's "Five Short Stories With Useless Time Travel" (Tor.com). (More recently, Walton discusses "Three Short Stories With Stranded Time Travellers"). Here are seven suggestions of my own.


(1) Steve Aylett's Fain the Sorcerer (2006). I don't remember exactly how useful or useless time travel is in Fain, but I do remember a jester being strangled over and over again, which at least gives the impression not everyone's needs are always met all of the time. Pointlessness is moreover a significant theme in Aylett's writing; or perhaps more precisely, the theme is people, events, words and things that point towards co-ordinates outside legitimate, intelligible spacetime. See also Aylett's And Your Point Is? (2006); Patrick Hudson's review of Fain at Pointless Philosophical Asides; Benny Glass's pointless review of Fain.

Make some dal

(2) Arthur C. Clarke's "All the Time in the World" (1952). For one art thief, the power to freeze time turns out less useful than it at first appears. What's so special about this story is its form-content reciprocity: though it may exist as a short story somewhere, it mainly manifests as a permanent radio broadcast on BBC Radio 4 Extra's 7th Dimension between 18:00 and 19:00 (and "then again at midnight"). It is permanently on because the 7th Dimension seems to be one of those "curled up" dimensions we learn of from M-theory: there is simply no room for budget or for a wide range of programmes. A special smidge of genius has listener (who has a repertoire of "small Latin and less Greek") frozen in time making a quorn bolognese sauce or some thing with chickpeas and a bit of lemon.

The BBC's Auntie gardism is firmly in the tradition of Wells & Welles' notorious 1938 CBS War of the Worlds broadcast, which caused widespread panic by telling everyone aliens were coming. Though I could quite happily float, pendant with Vincent Price, Mau and Daphne, a few stray triffids and a couple of Doctors, till the twilight of forever, I can't help but feel there's some mismatch between the BBC's pointless time travel into its archives and the enormous wealth and variety of free genre content available digitally.

Original tantweetrum:





I bet there are legal, regulatory and self-esteem obstacles to syndicating/cadging content from, say, Pseudopod, Podcastle and Escape Pod, but the BBC is in a phase of flux, when a reasonable proposal may stand a reasonable chance of realisation.


Here's a quick side-universe (to prevent this entire point from tacitly being about how there's not really enough room on my kitchen surfaces for a laptop).

Heavy reliance on archival revival may create friction with the BBC's role as an ambassador and a publicist for the UK, with its public purposes related to citizenship and diversity (see especially parts 6, 9 and 10 of the Agreement, and perhaps even 83), and with its general remit to inform, educate and entertain.

Many listeners tune in in media res, and/or only absorb fragments and snippets of background noise. We can all agree Jane Garvey's voice is completely unrecognisable unless it is mingled with whistling kettle and buzzing toothbrush. With depressing frequency (no pun intended! Total fluke!) I find myself tuning in in the middle of outdated attitudes or language -- writing which would be considered offensive if it were new. The BBC need to think responsibly and carefully about the fact that many listeners do not listen responsibly and carefully.


I don't think it's a matter of excluding problematic material entirely, nor of trying to attach warning labels. It's a matter of proportion, and of not inadvertently brainwashing the British public with masses of subliminal vintage racism, sexism and homophobia.


(3) Ray Bradbury's "A Sound of Thunder" (1952), which is caught in its own time loop (it is a top contender for most republished SF story). The premise is that a time traveler who changes one small detail in the distant past may produce many large and strange changes in the present. The changes Bradbury depicts seem ridiculous (a sign hangs in just in the same place and says just the same thing, but with different spelling), and there is some special pleading to explaining why they think they can have a T-Rex safari in the first place, but it is a beloved and influential story.

There is also a fortuitous link between Bradbury's crushed butterfly and Edward Lorenz's seagull butterfly effect, which gives robust mathematical foundations to its be-careful-what-you-squish-for SF staple. Because the weather is a nonlinear system, outputs may be successively exponentially related to inputs, and today's hurricane/zephyr sitch could be contingent on whether a foreign butterfly got into a bit of a flap earlier that week. (Lorenz's first illustration featured a seagull, which he apparently changed to a butterfly at the suggestion of a colleague -- who knows? -- perhaps a Bradbury fan).

Such sensitive dependence to initial conditions is also a way of understanding the long-term unpredictability of nonlinear systems: since little things can count for so much, the only model which definitely captures a fine enough grain to predict the system's behaviour is the system itself. (It's for this reason I don't think Greg Egan's ingenious butterfly harnesses in Permutation City (1994) are feasible).

What's a bit unsettling here is that the time travel aspect could, in a way, be superfluous. If time travel is constitutively useless, because you can't predict the long term outcomes of your acts, and if it's the long term outcomes which are the really important ones . . . well, by that logic it's just human agency which is useless, time travel or no time travel. Bummer! See my recent snippet about Iain M. Banks and games. "One sensible-seeming route is to try to carve a small, resistant enclave within the universe’s grand complexity, for which and within which it is possible to take moral responsibility [...]"

Of course, in some fictional universes, the trick would be to nip back and forth in your time capsule crushing different butterflies till you get your ideal future (Hilary you can still count on me!!). Story Idea Guyz!!?!

(4) Tim Travel. My friend Dr Timothy Button suggested he might be up for the Edinburgh festival but didn't make it in the end. Why not check out his book, The Limits of Realism (2013)?

(5) Have derailed against BBC reruns, here's a rerun of my own, from June's Executive Summary. Social Media Time Travel would not necessarily be useless, but at least it would probably be a massive waste of time [travel]:
"Twitter has hinted at a feature under development to let users 'jump back in time,' synching their Twitter timelines with on-demand TV. 'Mr Costolo suggested that watching a major event without Twitter was like watching TV "with the volume off"' (BBC Newsbeat).  
There are a couple interesting things implied by this, roughly summed up as Social Media Time Travel. First, why not figure out how to allow new tweets in this retro mode? They'd have to be timestamped with the 'actual' moment when they were tweeted, but they could appear in the virtual past. You'd want to be able to hide tweets by people from the future, of course (spoilers etc.), and some more advanced app might let you filter what you see on the basis of both when other twerps tweeted and what filters they had active at the time. Perhaps another app would allow you to re-do your own tweets. All this would create a sort of branching structure: 'quit blowing up my alternate timeline,' etc. (Perhaps something clever could be done to associate competing versions of the past with different branches of BitCoin blocks, to extend this indeterminate, flickery ontology into the economic realm). Furthermore, in principle, we could start to extend Twitter backwards in time. Everyone from my generation remembers where we were during the moon landings: on Twitter. The extent of possibilities isn't completely clear to me; what's clear is that Costolo, Zuckerberg et al. should be studying stuff like Gerrold's The Man Who Folded Himself and Carruth's Primer, and assessing the risk of the downside scenario in which they were never born at all."
(6) Francis Crot and Nrou Mrobaak's Xena: Warrior Princess & The Seven Curses (2008). The poet of Ketchivan gets his fondest wish, for his mind to travel back in time to occupy his youthful body and circumstances, but he doesn't like it. You may also be able to discern a catastrophic time travel subplot in FC's Hax (2011). It stars Blood Diaper (who also did some of the illustrations for Xena).

(7) Paper Dino Software's Save the Date is a splendid little indie CYOA type game, where foreknowledge is never quite as useful as it should be. "This is actually kind of hard. I know what I think the game is about, but the game is kind of weird and experimental, even by my standards, and I don’t really want to say too much in advance. Probably best for people to play it without knowing what they’re getting into."

(8) See below for honourable mention: Retro Report's attempt at some useful time travel.

Tuesday, September 3, 2013

The Player of Games of Games of Games ...

Oisin Murphy-Lawless has written a piece for the Scottish Book Trust about Iain Banks and games, prompting me to excavate this nugget on the same topic. It comes from a paper at the Crime Scotland conference in Göttingen last year, where the chat was all banging and the lanyards were all recycled at the end.

Living Chess in Portmeirien, 2007 (Chess.com)

If “Nobody is [God]” (Complicity (1996) p. 303), nobody has reliable knowledge of whether their actions will matter, or how they will matter, in the long run. One sensible-seeming route is to try to carve a small, resistant enclave within the universe’s grand complexity, for which and within which it is possible to take moral responsibility.

The importance of games to an author with the materialist predilections and preoccupations which I’ve already outlined may relate to the contrast that games provide to matter: overt abstraction, rather than mystifying reduction; a small scale, not a grand historical one; and a hermetic system of incontrovertible values. Once a point within a game within is won, it stays won, whereas any commendable action may be controverted into a reprehensible action retrospectively, when seen against a grand historical sweep.

But if games are a counterpoint to matter, Banks takes pains to ensure they’re an untidy one. Games in Banks's books frequently disregard their boundaries, and refuse to have outcomes which can only be internally adjudicated.

In Surface Detail (2010), for instance, issues over which wars might otherwise be fought are settled in immersive simulated realities, with suffering but without loss of life. As it happens, the party with whom the reader is likely to sympathise break the convention during the course of the novel, escalating the war into the material world.

More subtly, in Inversions (1998), DeWar and Perrund, a royal bodyguard and concubine respectively, form a friendship and indeed perhaps conduct a kind of courtship not only over but through countless bouts of a board game called Leader’s Dispute. Here, styles of play may be psychologically revelatory: for instance, as in Perrund’s charge that DeWar over-prioritises a particular piece, or her hearsay with respect to the dissembling hustler YetAmidous.

Player of Games (1988) portrays a civilisation whose political system is almost entirely encapsulated within a complicated game, evolved over millenia. The escalation of politics beyond this game’s boundaries seems unlikely, insofar as ideological deliberation is one dimension of gameplay. For individuals of this civilisation it is difficult to conceive of a political argument being stronger or weaker, more or less worthy of passionate loyalty, except in the context of its deployment within the game. The eponymous protagonist is a visitor from another civilisation, who overthrows the political system with an unprecedented style of play.

Untidy and spookily efficacious games are not, of course, confined to Iain M[aterialist] Banks's work. Iain Banks's Stonemouth (2012) includes the example of a Wee Malky, whose life is ended by a paintball bullet. Alban, the protagonist of The Steep Approach to Gabardale (2007), seeks to persuade his family's Extraordinary General Meeting not to sell their business to a voracious American corporation. Their business is based on a board game, Empire!, but Alban's behaviour itself, for all that it manifests an authentic moral dialectic, also has a distinctly gamified feel to it. (And Alban's mission to win (over) the EGM is in turn, in good family saga fashion, the occasion for all manner of intrigue, emotion, lust, vendetta, manipulation, revelation, and allegory of US oil imperialism).

The translation of psychological and other norms confirmed within games into other realms is likewise unpredictable.

For instance, another character in Stonemouth, Phelpie, is known is for taking excruciatingly long over his Poker moves. One possibility raised is that Phelpie is rather ponderously working through some probability mathematics, instead of playing instinctively; but there is a countersuggestion that Phelpie’s style of play is grounded sentimentally in extra-game factors: he likes to slow down the whole social situation, to blur and broaden what can be a macho, narrow competitive focus on the game. Either way, when he leaps on a gunsel in the novel’s dénouement, Phelpie’s transposition of his technique of card-counting into the more dangerous game of counting the number of rounds fired does not go as planned.

Indeed, one gets the sense with Banks that a game is not necessarily a rule-governed practice so much an area in which various practices overlap and support each other with sufficient density to give rise to rules, which thereafter have a reflexive but always provisional effect on the zone of overlap. What is necessary for a game to exist is not consensus, but certain forms of family resemblance among the various normative regimes inhabited by different players. Any move is by definition a move in several different games at once.

In this sense I think Banks’s games are archetypal of a whole suite of imperfect models, heuristics and dynamic idealisations with which the complications of materiality are necessarily confronted, but which that materiality inevitably exceeds.

I would include the resources of genre in this category . . .

The paper went on to discuss genre, which was an okay direction to take it, but perhaps a better progression would be to explore Banks's coding and decoding conceits: messages manifest in pelvic squeezes, guano, gangster dentistry, laser scars, etc. I feel like there's an exciting nexus in Banks's books involving codes, games, chaos, and the space operatic grand scale. Maybe I'll get round to it eventually. 

In 2010, speaking at Transgressions & Its Limits at Stirling University, Banks was asked about the possibility of Culture movie. His response was that that would be fine and everything, but he'd probably be more interested in a game.