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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.

More Gibberish About Genemodding

Tuesday, August 13th, 2013

I wasn’t quite satisfied with last week’s post, “Genetic Engineering With An SF Interface.”

At this point I’m into revising the fourth out of fifteen first-draft chapters of my novel The Big Aha. And I have some lingering questions about how my characters go about tweaking the “nurbs,” which are the biomodded or tweaked organisms of the future—pretty much used in place of any of the manufactured things we currently use.

There’s also some stuff called nurb gel, which is a kind of primordial slime or universal tissue that can be converted into nurbs.

And my characters have acquired something they call “qwet” for “quantum wetware.” It allows them to get their minds into a cosmic mode, which feel fairly psychedelic, and which allows for telepathy or teep with other qwet people. Nurbs can get qwet too.

I’m interested in how the coming of qwet makes a difference in how we manipulate our nurbs. I’ve organized this installment (extracted from my Notes For The Big Aha volume) into a Q and A format. I realize it’ll seem a little cryptic, but you might have a little fun with it. As usual, I’m sticking in a bunch of my photos.

Q: How can the coming of qwet (that is, quantum wetware) make a difference in how we shapeshift our genetically engineered nurbs?

A: Thus far, all I’ve had qwet doing for us was giving us teep (or telepathy) and making us high. It would be good if qwet also had some more techie kind of effect. So let’s say that it allows you do to a vast and nontraditional computation in your head by staying in cosmic mode for a longer period of time, and thus solve the genemod design problem in your head, that is, the problem of figuring out the correct DNA changes needed to give a biotweaked organism some particular properties.

No need to explicitly call this mental process a “quantum computation,” as that phrase is a little tired. I might equally well call it a cosmic computation. Or cosmic logic, yeah baby. (Reminds me of a salon in Santa Cruz called “Hair Logic.” Only kind of logic you’re gonna get in Cruz…)

Anyway, once qwet gives you access to cosmic logic, you can indeed figure out how a genemod design (a.k.a. a DNA retrofit) in your head. And then you use your qwet teep to do the genemod installation, that is, you put the changes down onto every DNA molecule in the nurb’s body.

By the way, a quantum scientist might object that, if teep is always oblivious, then there could a bit of a problem with teep-tweaking a nurb, as this seems to entail transmitting permanent information via the teep link, in that you are literally “writing” something into its DNA—and this might meant you’re sending a signal faster than light. But I can somewhat undercut the objection by saying that you’re really just convincing the nurb to want to look a certain way once it gets around to it, and that the effects aren’t instantaneous. Or I might say that qwet teep works via a higher-dimensional channel to which the the usual signal-speed strictures don’t apply.

Q: How does genemod installation work?

A: The basic idea is that, by using quantum entanglement, you apply a genemod to every single cell of a receptive nurb.

The genemodding process works via a cascade of quantum vortices into the target organism’s cells. Like a tornado that fractally spawns sub- and subsub- and subsubsubtornadoes and so on, all the way to a molecule-sized force fields that reaches into the individual cells and alters their DNA.

In the pre-qwet days, people used a tool for this, an old-school machine. Call it a genemodder wand.

But now we qwetties can do it by looking at nurbs and getting into harmony with them. When you do this, you experience a mental image like that tornado-spawning process I just described.

To smooth the way for the installation, we’ll assume that the target nurb has been made qwet. Someone might argue that this isn’t necessary, given that we were able to use genemodder wands to install genemods even when the nurbs weren’t qwet. But perhaps the genemodders used a great deal of energy, and in order for the low-energy emanations of a human brain to be efficacious we can require that the target nurb indeed by qwet. Makes things more symmetric. You qwet a nurb and think things at it.

Q: Who invented the technique of using cosmic logic for genemod designs and qwet teep for installing the genemods?

A: Junko Shimano and Loulou Sass. Junko gets most of the credit, as she has a Stanford degree in Wetware Engineering, whereas Loulou is more like a carnie or a punk.

Q: Why does The Big Aha involve shapeshifting our nurbs?

A: The idea sort of started with Loulou’s Levolver game, a public realtime competition to design the coolest nurb, starting with a blank, accessible wad of nurb gel. I invented the game mainly so I could give Loulou an interesting skill. And working out its details is causing me this huge amount lot of trouble. I could just drop the Levolver game, but at this point I’d rather not.

And in any case, shapeshifting a nurb is also part of Zad’s eventual artistic process. in the old days when they did DNA retrofitting with a genemodder wand, Zad didn’t know how to mod a nurb. But now, in the new age of qwet teep genemodding, Zad can remodel a nurb—or build one from scratch out of nurb gel. And this opens up a new art career for him.

I also have a scene where Loulou does a genemod on an earring in Ned’s store. And someone might do this to the flying jellyfish nurbs, later on. Or try to. Note that a nurb doesn’t have to do what you tell it to. It might be in some sense “inaccessible” so that you can’t possibly genemod it. See the question after next for more on this point.

Q: What about the self-shapeshifting done by the mover nurbs and by Zad’s nurb copy, SubZad?

A: True shapeshifting is always done via DNA retrofitting, that is, via genemodding. But some nurbs do enjoy a weaker type of shapeshifting—via internal springs. This isn’t really so different from the fact that a human can “change shape” by flexing muscles and bending joints.

Gurky’s mover nurbs are shapeshifters in that weak sense of using internal springs. Or of flipping into one of several stable modes, like a Zeeman catastrophe machines. Yes, I did have Craig turning one of movers into a ball. But that’s not so different from a person squatting down.

I’ll call the mover nurbs “golems,” as that’s a colorful word, but I won’t use that word for any other kinds of nurbs.

SubZad can shapeshift his arms, making them long. I was thinking of him as being like the comic book Plastic Man, or like the Barbapapas in the kids’ books. But let’s say we’re doing this special arm-stretch via internal springs as well, akin to the stretching of an octopus’s tentacles.

Q: How do we prevent mischievous or terroristic genemods from being installed upon people, animals and nurbs?

A: This is crucial. It must be impossible to tweak the DNA of very important kinds of nurbs such as house trees. You don’t want some nut to abruptly collapse a well-populated hundred-story house tree into a flat patch of lichen and thereby kill everyone in the building. You also don’t want people to be tweaking your own personal DNA against your will.

So we’d need two kinds of nurbs: tweakable and nontweakable. Accessible or inaccessible. Raw nurb gel is accessible, which is why you can make it into whatever you like. Commercial nurbs—like horns of plenty or roadspiders—are generally inaccessible.

But some commercial nurbs, such as jewelry, are accessible. There can be weak access restrictions, akin to write permissions on a computer file. Usually the write permission on an accessible nurb is limited so that only the owners (or the owner-approved agents) can redesign them at will. Akin sunglasses whose tint an optician can change.

To make the write-permission be fairly secure, we can suppose that a nurb knows its unique owner—not as a number or a name but as a personality with an accompanying DNA signature.

Living natural organisms are by default inaccessible. Being accessible is the exception, not the rule. You can’t ever make a inaccessible nurb or organism become accessible. But you can permanently make an accessible nurb become inaccessible. It’s a one-way irreversible transformation. Like an amputation.

The inaccessible/accessible distinction applies whether you’re trying to tweak the nurb with an older genemodder wand or with the newer process of qwet teep.

Q: What does it mean for a nurb’s DNA to be accessible? Why is it impossible to make an inaccessible nurb become accessible? Why is naturally occurring DNA always inaccessible?

A: A DNA molecule being accessible means it’s possible to get into a quantum entanglement with it.

Accessibility is a physical property, not a software encryption trick.

I’m imagining something like a little antenna on the DNA. It’s not a naturally-occurring thing. Let’s think of the antenna as something four-dimensional, like the Mophone antennas in Spaceland. I wouldn’t want to say much about the higher-dimensionality of the tweak antennas in the novel; I don’t want to push the readers too hard. But a 4D antenna is a reasonable concept within the framework of The Big Aha, where our universe is immersed in N-space, with a parallel partner universe not so far away, and with completely different island universes out there as well. So why not take advantage of this SFnal bounty?

Anyway, if you try and attach one of these antennas to a normal strand of DNA, you’ll end up breaking the DNA and killing the cell. You can only have the antenna if it was designed into the component base-pairs of the DNA. And it is fairly easy to break off the antennas without hurting the DNA>

Q. What is nurb gel?

A. It’s a wad of amoebas or maybe slime-mold cells. Nurbs. With DNA antennas, that is, fully accessible. Zad used some nurb gel with a color interface as paint. And you can use nurb gel as a universal modeling clay. Zad makes nurbs like the Mr. Normals and the SubZad out of it. Let’s remember that Zad’s abilities to design or to shapeshift nurb gel only developed after he became qwet and gained the ability to use cosmic logic to design tweaks, and gained the ability to install the genemods via qwet teep with the gel.


[Skate shop in Santa Barbara, CA]

Q:What happens when Gaven tries to turn a cattail into a hot dog?

A: Gaven’s shoots out a qwetter beam, and thinks he can use qwet teep to install some meaty genemods onto the cattails. But you can’t genemod natural organisms. They’re permanently inaccessible. Their DNA has no antennas. Being more of a biz guy than a techie, Gaven didn’t understand this.

Perhaps, as an unexpected and comic side-effect, Gaven’s effort does take effect on some accessible nurb gel that happens to be at the picnic. Let’s say Zad had brought a little cup of nurb gel in hopes of making a small painting to impress everyone. And his paint crawls out of his paint tub and is a hot dog. Mild amusement ensues.


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