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Gnarly SF Reality. #2: Change the World

Tuesday, September 10th, 2013

This post and the previous one are drawn from an essay called “Gnarly SF” which appears in my Collected Essays. You can read the complete essay online as part of the Collected Essays. I split my excerpts into two pieces: “What is Gnarl?” in my previous post, and “Change the World,” which is today’s post. The illos are drawn from my backlog of photos.

Our society is made up of gnarly processes, and gnarly processes are inherently unpredictable.

My studies of cellular automata have made it very clear to me that it’s easy for any kind of social system to generate gnarl. If we take a set of agents acting in parallel, we’ll get unpredictable gnarl by and repeatedly iterating almost any simple rule—such as “Earn an amount equal to the averages of your neighbors’ incomes¬ plus one—but when you reach a certain maximum level, go bankrupt and drop down to a minimum income.”

Rules like this can generate wonderfully seething chaos. People sometimes don’t want to believe that such a simple rule might account for the complexity of a living society. There’s a tendency to think that a model with a more complicated definition will be a better fit for reality. But whatever richness comes out of a model is the result of a gnarly computation—which can occur in the very simplest of systems.

As I keep reiterating, the behavior of our gnarly society can’t be predicted by computations that operate any faster than does real life. There are no tidy, handy-dandy rubrics for predicting or controlling emergent social processes like elections, the stock market, or consumer demand. Like a cellular automaton, society is a parallel computation, that is, a society is made up of individuals leading their own lives.

The good thing about a decentralized gnarly computing system is that it doesn’t get stuck in some bad, minimally satisfactory state. The society’s members are all working their hardest to improve things—a bit like a swarm of ants tugging on a twig. Each ant is driven by its own responses to the surrounding cloud of communication pheromones. For a time, the ants may work at cross-purposes, but, as long as the society isn’t stuck in a repetitive loop imposed from on high, they’ll eventually happen upon success—like a jiggling key that turns a lock.

But how to reconcile the computational beauty of a gnarly, decentralized economy with the fact that many of those who advocate such a system are greedy plutocrats bent on screwing the middle class?

I think the problem is that, in practice, the multiple agents in a free-market economy are not of consummate size. Certain groups of agents clump together into powerful meta-agents. Think of a river of slushy nearly-frozen water. As long as the pieces of ice are of about the same size, the river will move in natural, efficient paths. But suppose that large ice floes form. The awkward motions of the floes disrupt any smooth currents, and, with their long borders, the floes have a propensity to grow larger and larger, reducing the responsiveness of the river still more.

In the same way, wealthy individuals or corporations can take on undue influence in a free market economy, acting as, in effect, unelected local governments. And this is where the watchdog role of a central government can be of use. The central government can act as a stick that reaches in to pound on the floes and break them into less disruptive sizes. This is, in fact, the reason why neocons and billionaires don’t like the idea of a central government. When functioning properly, the government beats their cartels and puppet-parties to pieces.

Science fiction plays a role here. SF is one of the most trenchant present-day forms of satire. Harsh truths about our present-day society can be too inflammatory to express outright. But if they’re dramatized within science-fictional worlds, vast numbers of citizens may be willing to absorb them.

For instance, Robert Heinlein’s 1953 classic, Revolt in 2100, very starkly outlines what it can be like to live in a theocracy, and I’m sure that the book has made it a bit harder for such governments to take hold. John Shirley’s 1988 story, “Wolves of the Plateau” prefigured the eerie virtual violence of online hackerdom. And the true extent of the graft involved in George Bush’s neocon invasion of Iraq comes into unforgettably sharp relief for anyone who reads William Gibson’s 2007 Spook Country.

Backing up a little, it will have occurred to alert readers that a government that functions as a beating stick is nevertheless corruptible. It may well break up only certain kinds of organizations, and turn a blind eye to those with the proper connections. Indeed this state of affairs is essentially inevitable given the vicissitudes of human nature.

Jumping up a level, we find this perennial consolation on the political front: any regime eventually falls. No matter how dark a nation’s political times become, a change will come. A faction may think it rules a nation, but this is always an illusion. The eternally self-renewing gnarl of human behavior is impossible to control, and the times between regimes aren’t normally so so very long.

Sometimes it’s not just single regimes that are the problem, but rather groups of nations that get into destructive and repetitive loops. I’m thinking of, in particular, the sequence of tit-for-tat reprisals that certain factions get into. Some loops of this nature have lasted my entire adult life.

But whether the problem is from a single regime or from a constellation of international relationships, one can remain confident that at some point gnarl will win out. Every pattern will break, every nightmare will end. Here is another place where SF has an influence. It helps people to visualize alternate realities, to understand that things don’t have to stay the same.

One dramatic lesson we draw from SF simulations is that the most wide-ranging and extreme alterations can result from seemingly small changes. In general, society’s coupled computations tend to produce events whose sizes have an unlimited range. This means that, inevitably, very large cataclysms will occasionally occur. Society is always in a gnarly state which the writer Mark Buchanan refers to as “upheavable” in Ubiquity: The Science of History…Or Why The World Is Simpler Than You Think (Crown, 2000 New York), pp. 231-233.

Buchanan draws some conclusions about the flow of history that dovetail nicely with the notion of gnarly computation.

History could in principle be like the growth of a tree and follow a simple progression towards a mature and stable endpoint, as both Hegel and Karl Marx thought. In this case, wars and other tumultuous social events should grow less and less frequent as humanity approaches the stable society at the End of History.

Or history might be like the movement of the Moon around the Earth, and be cyclic, as the historian Arnold Toynbee once suggested. He saw the rise and fall of civilizations as a process destined to repeat itself with regularity. Some economists believe they see regular cycles in economic activity, and a few political scientists suspect that such cycles drive a correspondingly regular rhythm in the outbreak of wars.

Of course, history might instead be completely random, and present no perceptible patterns whatsoever …

But this list is incomplete … The [gnarly] critical state bridges the conceptual gap between the regular and the random. The pattern of change to which it leads through its rise of factions and wild fluctuations is neither truly random nor easily predicted. … It does not seem normal and lawlike for long periods of calm to be suddenly and sporadically shattered by cataclysm, and yet it is. This is, it seems, the ubiquitous character of the world.

In his Foundation series, Isaac Asimov depicts a universe in which the future is to some extent regular and predictable, rather than being gnarly. His mathematician character Hari Seldon has created a technique called “psychohistory” that allows him to foretell the large-scale motions of society. This is fine for an SF series, but in the real world, it seems not to be possible.

One of the more intriguing observations regarding history is that, from time to time a society seems to undergo a sea change, a discontinuity, a revolution—think of the Renaissance, the Reformation, the Industrial Revolution, the Sixties, or the coming of the Web. In these rare cases it appears as if the underlying rules of the system have changed.

Although the day-to-day progress of the system may be in any case unpredictable, there’s a limited range of possible values that the system actually hits. In the interesting cases, these possible values lie on a fractal shape in some higher-dimensional space of possibilities—this shape is what chaos theory calls a strange attractor.

Looking at the surf near a spit at the beach, you’ll notice that certain water patterns recur over and over—perhaps a double-crowned wave on the right, perhaps a bubbling pool of surge beside the rock, perhaps a high-flown spray of spume off the front of the rock. This range of patterns is a strange attractor. When the tide is lower or the wind is different, the waves will run through a different repertoire—they’ll be moving on a different strange attractor.

During any given historical period, a society has a kind of strange attractor. A limited number of factions fight over power, a limited number of social roles are available for the citizens, a limited range of ideas are in the air. And then, suddenly, everything changes, and after the change there’s a new set of options—society has moved to a new strange attractor. Although there’s been no change in the underlying rule for the social computation, some parameter has altered so that the range of currently possible behaviors has changed.

Society’s switches to new chaotic attractors are infrequently occurring zigs and zags generated by one and the same underlying and eternal gnarly social computation. The basic underlying computation involves such immutable facts as the human drives to eat, find shelter, and live long enough to reproduce. From such humble rudiments doth history’s great tapestry emerge—endlessly various, eternally the same.

I mentioned that SF helps us to highlight the specific quirks of our society at a given time. It’s also the case that SF shows us how our world could change to radically different set of strange attractors. One wonders, for instance, if the world wide web would have arisen in its present form if it hadn’t been for the popularity of Tolkein and of cyberpunk science fiction. Very many of the programmers were reading both of these sets of novels.

It seems reasonable to suppose that Tolkein helped steer programmers towards the Web’s odd, niche-rich, fantasy-land architecture. And surely the cyberpunk novels instilled the idea of having an anarchistic Web with essentially no centralized controllers at all. The fact that that the Web turned out to be so free and ubiquitous seems almost too good to be true. I speculate that it’s thanks to Tolkein and to cyberpunk that our culture made its way to the new strange attractor where we presently reside.

In short, SF and fantasy are more than forms of entertainment. They’re tools for changing the world.

Gnarly SF Reality. #1: What Is Gnarl?

Friday, September 6th, 2013

This post and the next one are drawn from an essay called “Gnarly SF” which appears in my Collected Essays. You can read the complete essay online as part of the Collected Essays, but I decided to extract two blog posts from it. Also note that the essay appears in my small collection Surfing the Gnarl, 2012, brought out by the estimable PM Press of Oakland, California.

I’m going to split my excerpts into two pieces: “What is Gnarl?” in today’s post, and “Change the World,” which will be in my next post.

The illos are drawn from my backlog of photos. As is customary in my blogs, the only thing linking the images to the text is the Surrealist principle of juxtaposition.

I use gnarl in an idiosyncratic and somewhat technical sense; I use it to mean a level of complexity that lies in the zone between predictability and randomness.

The original meaning of “gnarl” was simply “a knot in the wood of a tree.” In California surfer slang, “gnarly” came to describe complicated, rapidly changing surf conditions. And then, by extension, something gnarly came to be anything with surprisingly intricate detail. As a late-arriving and perhaps over-assimilated Californian, I get a kick out of the word.

Do note that “gnarly” can also mean “disgusting.” Soon after I moved to California in 1986, I was at an art festival where a caterer was roasting a huge whole pig on a spit above a gas-fired grill the size of a car. Two teen-age boys walked by and looked silently at the pig. Finally one of them observed, “Gnarly, dude.” In the same vein, my son has been heard to say, “Never ever eat anything gnarly.” And having your body become old and gnarled isn’t necessarily a pleasant thing. But here I only want to talk about gnarl in a good kind of way.

Clouds, fire, and water are gnarly in the sense of being beautifully intricate, with purposeful-looking but not quite comprehensible patterns. And of course all living things are gnarly, in that they inevitably do things that are much more complex than one might have expected. As I mentioned, the shapes of tree branches are the standard example of gnarl. The life cycle of a jellyfish is way gnarly. The wild three-dimensional paths that a humming-bird sweeps out are kind of gnarly too, and, if the truth be told, your ears are gnarly as well.

I’m a writer first and foremost, but for much of my life I had a day-job as a professor, first in mathematics and then in computer science. Although I’m back to being a freelance writer now, I spent twenty years in the dark Satanic mills of Silicon Valley. Originally I thought I was going there as a kind of literary lark——like an overbold William Blake manning a loom in Manchester. But eventually I went native on the story. It changed the way I think. I drank the Kool-Aid.

I derived my notion of gnarl from the work of the computer scientist Stephen Wolfram. I first met him in 1984, interviewing him for a science article I was writing. He made a big impression on me, and introduced me to the dynamic graphical computations known as cellular automata, or CAs for short. The so-called Game of Life is the best-known CA. You start with a few lit-up pixels on a computer screen. Each pixel “looks” at the eight nearest pixels, counts how many are “on” and adjusts its state according to this total, using a fixed rule. All of the pixels do this at once, so the screen behaves like a parallel computation. The patterns of dots grow, reproduce, and/or die, sometimes generating persistent moving patterns known as gliders. I became fascinated by CAs, and it’s thanks in part to Wolfram that I switched from teaching math to teaching computer science.

Wolfram summarized his ideas in his illuminating 2002 tome, A New Kind of Science. To me, having known Wolfram for many years by then, the ideas in the book seemed obviously true. I went on to write my own tome, The Lifebox, the Seashell, and the Soul, partly to popularize Wolfram’s ideas, and partly to expatiate upon my own notions of the meaning of computation. A work of early geek philosophy. Most scientists found the new ideas to be—as Wolfram sarcastically put it—either trivial or wrong. When a set of ideas provokes such resistance, it’s a sign of an impending paradigm shift.

So what does Wolfram say?

He starts by arguing that we can think of any natural process as a computation, that is, you can see anything as a deterministic procedure that works out the consequences of some initial conditions. Instead of viewing the world as made of atoms or of curved space or of natural laws, we can try viewing it as made of computations. Keep in mind that a “computer” doesn’t have to be made of wires and silicon chips in a box. It can be any real-world phenomenon you like. Does this make the world dull? Far from it.

Having studied a very large number of visually interesting computations called cellular automata, Wolfram concluded that there are basically three kinds of computations and three corresponding kinds of natural processes.

Predictable. Processes that are ultimately without surprise. This may be because they eventually die out and become constant, or because they’re repetitive. Think of a checkerboard, or a clock, or a fire that burns down to dead ashes.

Gnarly. Processes that are structured in interesting ways but are nonetheless unpredictable. Here we think of a vine, or a waterfall, or the startling yet computable digits of pi, or the flow of your thoughts.

Random. Processes that are completely messy and unstructured. Think of the molecules eternally bouncing off each other in air, or the cosmic rays from outer space.

The gnarly middle zone is where it’s at. Essentially all of the interesting patterns in physics and biology are gnarly. Gnarly processes hold out the lure of being partially understandable, but they resist falling into dull predictability.

Anything involving fluids can be a rich source of gnarl—even a cup of tea. The most orderly state of a liquid is, of course, for it to be standing still. If one lets water run rather slowly down a channel, the water moves smoothly, with a predictable pattern of ripples.

As more water is put into a channel, the ripples begin to crisscross and waver. Eddies and whirlpools appear—and with turbulent flow we have the birth of gnarl.

Once a massive amount of water is poured down the channel, we get a less interesting random-seeming state in which the water is seething.

Now, the pay-off for this whole ine of thought is that it becomes possible, via some computer-science legerdemain, to argue that all of the interesting processes of nature are inherently unpredictable.

What, by the way, do I mean by “predicting a process”? This means to have some procedure for determining the processes result very much faster than the time it takes to simply let the process run. Saying that a gnarly process is unpredictable, means there are no quick short-cut methods for finding out what the process will do. The only way to really find out what the weather is going to be like tomorrow is to wait twenty-four hours and see. The only way for me to find out what I’m going to put into the final paragraph of a book is to finish writing the book.

It’s worth repeating this point. We will never find any magical tiny theory that allows us to make quick pencil-and-paper calculations about the future. Sometimes scientists—or science-fiction writers—have speculated that there’s some compact master-formula capable of predicting the future with a few strokes of a pencil. And many still have an internal faith in some slightly more sophisticated restatement of this.

But we have no hope of control. On the plus side, the gnarly is a bit better behaved than the fully random. We can’t predict the waves, but we can hope to ride them.

As a reader, I’ve always sought the gnarl, that is, I like to find odd, interesting, unpredictable kinds of books, possibly with outré or transgressive themes. My favorites would include Jack Kerouac and William Burroughs, Robert Sheckley and Phil Dick, Jorge-Luis Borges and Thomas Pynchon.

Once again, a gnarly process is complex and unpredictable without being random. If a story hews to some very familiar pattern, it feels stale. But if absolutely anything can happen, a story becomes as unengaging as someone else’s dream. The gnarly zone lies at the interface between logic and fantasy.

William Burroughs was an ascended master of the gnarl. He believed in having his work take on an autonomous life to the point of becoming a world that the author inhabits. “The writer has been there or he can’t write about it… [Writers] are trying to create a universe in which they have lived or where they would like to live. To write it, they must go there and submit to conditions that they might not have bargained for.” (From “Remembering Jack Kerouac” in The Adding Machine: Selected Essays, Seaver Books 1986.)…

In order to present some ideas about how gnarl applies to literature in general, and to science-fiction in particular, I’m going to make up four tables to summarize ho gnarliness makes its way into science-fiction in four areas: subject matter, plot, scientific speculation, and social commentary.

In drawing up my tables, I found it useful to distinguish between low gnarl and high gnarl. Low gnarl is close to being periodic and predictable, while high gnarl is closer to being fully random.

Keep in mind that I’m not saying any particular row of the table is absolutely better than the others. My purpose here is taxonomic rather than prescriptive. Rather than using the words “predictable” and “random” to refer to the lowest and highest levels of complexity, one might use the less judgmental words “classic” and “surreal.”

Just so you have a general idea of what I’m talking about, here’s how I see some of my favorite authors as located on the complexity spectrum:

Complexity Level  Sample Authors
 Classic Golden Age F&SF.  J.R.R. Tolkein, Isaac Asimov, Kage Baker.
 Lower Gnarl  Robert Heinlein, William Gibson, Bruce Sterling, Cory Doctorow, Karen Joy Fowler.
 Higher Gnarl  Charles Stross, Robert Sheckley, Phillip K. Dick, Eileen Gunn, me.
Surreal  Douglas Adams, John Shirley, Terry Bisson, Anna Tambour.

Let me stress again that I admire the work of all the authors in this table. The point here is simply to point out that one can use various modes and approaches to writing SF. Note that some authors may write novels in various modes—Terry Bisson’s Pirates of the Universe for instance, is high gnarl and transreal, rather than random and surreal.

Things I Saw This Summer

Thursday, September 5th, 2013

I’m emptying out some of my backlog of “to blog” photos. Today’s are mostly from this summer. I have some free time now as I finished assembling the second draft of The Big Aha—as I mentioned in my previous post.

When you revise a painting, you basically keep ruining it and then trying to fix it. When you revise a novel, it’s more of a positive, steady-progress feeling. You just keep making it better. Part of the difference is that painting lacks an Undo function, that is, what Windows users call the Control-Z key.

Photos are something else entirely. Seeing moments and patterns while they’re there. And then—the less obvious and more digital part—tweaking them in Lightroom or Photoshop. The tweak stage has become an integral part of the process for me although, yes, I know there’s some who claim it’s purer to go with the original shot. No point arguing about it. Many roads to Rome, and all that. I just know that I enjoy the tweaking as an exercise of craft, and (thanks to Undo), I’m free to play with the picture until I’ve got what seems to be to be the very best image.

Balloon flower at a kiddie birthday party. Note the stegosaurus piñata as well. As a boy, I only knew of piñatas from Donald Duck comic books. Now in California, they’re rather common. They are strong and leathery, not brittle. The kids whack and whack and eventually the piñata handler lowers the thing near the ground and the kids tear it apart like coyotes on a wounded wild piglet.

Awesome arch off Anacapa Island, part of the Channel Islands near Ventura, CA. We stayed at a nice cheap Vagabond motel in Ventura and rode a ferry out to the islands two days in a row. This summer’s big outing. I went snorkeling here. I was really scared, as the water was so cold and deep and clear, and the place so isolated. So cold I felt like a frozen French fry in boiling oil, not that that makes sense.

Very funky old infrastructure on Anacapa, which is mainly cliffs and a seagull rookeries.

Took this at the cafe at Nepenthe, the insanely crowded yet insanely scenic stop on Rt. 1 near Big Sur.

Back on Anacapa, two seagulls stand guard.

A gnarly tree stump at Moonstone Beach near Cambria. A pretty spot, although the motels here were an insane ripoff in terms of prices. I think a lot of people are there to see the Hearst Castle. Feels like the world population has doubled in the last, what, thirty years?

Awesome aloes near the Mission in Santa Barbara. Kind of cephalopods, no?

Admirable hunks-o-cheese topiary patterns in Cambria.

The elephant seals near Gordo, between Big Sur and Cambria. Supposedly only one male gets to mate with all the females in the herd, and all the other males are continually cringing and challenging, trying to work his way to the top. That one on the left bellowing looks a lot like a U.S. Congressman, no?

Festive flags against a mackerel sky in Santa Barbara. There was a passageway there with some nice cafes, and we went to the same one two days in a row. Not quite as good the second day.

I love Virgin of Guadalupe imagers (this one is in the Santa Barbara mission). The Mandelbrot-set aura. And note the polychrome faux marble on the wall.

A wedding party ramping up for the ceremony at a spot called Ragged Point south of Big Sur. There’s a little-known (to me) series of sights down there.

Odd view through an underpass in Cambria on Moonstone Beach. Like that’s the afterworld or a visionary Peaceable Kingdom on the other side.

The historically giant Moreton Fig tree in Santa Barbara near the passenger train station. The ridges of the roots make veal-pen type separators, forming little sleeping areas for some of the numerous homeless people in S.B.

Timeline for My Transreal Novels

Sunday, September 1st, 2013

As I often say, I’ve written many of my SF novels in what I call a “transreal” style. This means that, although the novels deal with science-fictional scenes, the characters and situations in the novels are to some extent modeled on me, the people around me, and events I’ve experienced in my life. I had this idea back in 1983, very early in my career. You can find “A Transrealist Manifesto” as part of my Collected Essays, which I recently put online.

I’ve always thought that, in a loose sense, my transreal novels could be thought of as parts of a single extended work, and back in 1990, I made up a table for six of the novels, trying to show how the books might fit together. (You can find that table in the very first answer in my compilation All the Interviews, which is, as of today, 382 Q & A pairs long.)

This week, my friend Paul Di Filippo happened to send me a link to an article about Jack Kerouac’s thirteen-novel cycle, the Duluoz Legend.

So I spent August 30, 2013, making up an extensive…

Timeline for Rucker’s Transreal Novels

Book Title R’s “Name” R Life R Activities
Frek and the Elixir Frek Huggins 1956-59 Boyhood in Louisville
The Secret of Life Conrad Bunger 1963-67 College, engagement
Spacetime Donuts Vernor Maxwell 1968 Being a hippie
Master of Space and Time Joe Fletcher 1969 Newlywed, grad school
Mathematicians in Love Bela Kis 1972 Getting a Ph. D. in math
White Light Felix Rayman 1972-78 Math professor at Geneseo
The Sex Sphere Alwin Bitter 1978-80 On a grant in Heidelberg
The Hollow Earth Mason Reynolds 1984-86 Lynchburg, Virginia
The Hacker and the Ants Jerzy Rugby 1989-91 Programming at Autodesk
Spaceland Joe Cube 1991-94 The Silicon Valley scene
Saucer Wisdom Rudy Rucker 1995-97 Being a writer
Jim and the Flims Jim Oster 2008 Brain hemorrhage, near death
The Big Aha Zad/Lennox Plant 2009-12 Remembering Louisville

And I even came up with thirteen novels to put in. Note that some of the correspondences are more of a stretch than others. And some of the novels incorporate elements from more than one period of my life, and could have been positioned at different points on the timeline. Given a choice, I’ve tried to order the table in what seems to make for the best flow.

I chose not to include my six specifically cyberpunk novels in he transreal timeline table. These are the four Ware novels, and the pair Postsingular and Hylozoic. My cyberpunk novels do include characters and situations drawn from my life, but they are so purely science-fictional that they don’t really match with specific periods of my life.

I also left out my beatnik SF novel Turing & Burroughs, and my historical As Above, So Below: Peter Bruegel. These novels are, at least in a fanciful sense, biographies, and thus are less readily seen as transreal, although there are, as always, transreal elements.

I’m finishing the second draft of The Big Aha today, and I’ll be sending it to my copy-editor/proofreader. I’d kind of forgotten how much work it is to write a novel. Who knows, this might be my last one.

The end of the Ruduoz Legend?

Well, once I’ve had eight months or a year off, I’ll probably want to jump back in.


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