REVIEW: CITY

CityCity by Clifford D. Simak

My rating: 3 of 5 stars

This is what I couldn’t help but imagine the talking dogs in this book looked like (together with the robotic “hands”). Minus the gun, cause dogs in City never kill.

Read this in audiobook form. I think it was the same guy who narrated the Replay audiobook. Maybe, can’t bother to check.

City is 8+1 connected stories passed down to the dogs of the future that tell of Earth and man (if such a being ever existed and isn’t just a product of legend). There’s a quasi-logarithmic time interval between each of the stories: the first takes place in the ’90s, the second somewhere in the 21st century, the last is something like 17,000 years in the future.

Even though dogs, robots and ants appear as successors to human civilization on Earth, with each species following a different philosophy inspired by or directly influenced by mankind, and although the stories are supposed to be retold by talking dogs of the far future, this is basically still a story about humans. Make no mistake, people in the future will obviously instill the same kind of vain belief in the march of progress and Prometheanism to any and all prospective “managers” of Earth. Under the dogs, who are first charged to follow mankind’s footsteps when our foolishness won’t allow us to “reach our true potential”, a “brotherhood of animals” is formed to unite all mute animals and make them useful, i.e. workers. That’s progress.

Really?

I don’t blame Mr. Simak. This is quite old sci-fi and it makes sense that works from the ’50s would succumb to such, ahem, easy ideas, or at least outmoded to our eyes. While listening, I caught myself often thinking “no, Cliff, you’re going too big on this. You’re missing the trees for the supposed forest. This future feels lifeless, lost in the blur of abstracted big idea”. And true, I was not sure what in the end was the point of it all, even with the added story which served as an epilogue and which was added decades later.

I don’t feel as if I caught any kind of glimpse of alternative universes, worlds or future societies: just a curious collection of stories based on ’50s American/Western ideals projected to the blank canvas of times yet unseen. At some point there is the notion in the book that humans would invent the bow and arrow in all possible timelines, and that, if given the opportunity, they would always go all the way from there to the atomic bomb. Humanity’s free, as long as they go down this predetermined path. Like in my last game of Civilization.

However, I must admit that the segment on Jupiter alone pushes Cities up a star for me. I found it much more innovative, prescient of trends in what’s been passed down as the changing collective human consciousness and culture in ways the rest of the book just wasn’t.

I’m closing with this little segment that explains parallel dimension beautifully:

He patted Ebenezer’s head and pulled Ebenezer’s ears.

“Look here, Ebenezer, I don’t seem to place these cobblies.”
“They aren’t any place,” said Ebenezer. “Not on this earth, at least.”
“I don’t understand.”
“Like there was a big house,” said Ebenezer. “A big house with lots of rooms. And doors between the rooms. And if you’re in one room, you can hear whoever’s in the other rooms, but you can’t get to them.”
“Sure you can,” said Webster. “All you have to do is go through the door.”
“But you can’t open the door,” said Ebenezer. “You don’t even know about the door. You think this one room you’re in is the only room in all the house. Even if you did know about the door you couldn’t open it.”

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REVIEW: THE CAVES OF STEEL

The Caves of Steel (Robot #1)The Caves of Steel by Isaac Asimov

My rating: 3 of 5 stars

This was my first Asimov, if you exclude the short story The Last Question. I think it’s the one book I’ve read more recently that got the most reactions from people (almost all of them family) seeing me read it or noticing it sitting on a coffee table close to me. “Do you read Asimov? I liked him a lot back in the day.”

It was a birthday gift from Vicente, my Spanish roomie in Sofia and colleague in Sofia City Library. “This is a classic”, he said. “It’s the book that introduced the Three Laws of Robotics. You’ll like it.”

So I did. But not so much for the detective-mystery plot. The society far into the future Asimov portrayed here has, on the one hand, Earth develop megadome Cities inhabited by a kind of techno-communist populace that is very sceptical (“medievalist”) about robots, and on the other some space colonies that have been separated from the homeworld long enough to develop their own robot-embracing C/Fe culture.

Before reading this I had this notion that Asimov was a techno-utopian. Now I’m not so sure, and that’s a good thing. The Earth of 4000AD or whenever it is that Caves of Steel takes place is not a place I’d like to live in. Future technology has made human expansion and industrialisation orders of magnitude more radical than what we know today, but this hasn’t made human lives better.

On the contrary, people in megacities long for a return to having closer ties with their natural past, which is ironic, since most of them can’t even see the sky and the environment around the cities is too inhospitable to venture in for any prolonged periods of time (because of millennia of climate change presumably). Protecting what’s natural, therefore, takes the form of safeguarding humanity against the robotic lack thereof.

Somewhere around here I should start writing about the R.’s, the book’s central theme. Asimov deserves the praise he has received this past half century for his prescience and ability to create a world where artificial intelligence has taken the form of a social reality and has become a source of concern and cultural as well as political division.

What would a successful C/Fe society really look like? Would the Three Laws of Robotics forever be maintained, the R.’s faithfully assisting their masters’ biological ambition of expansion to the stars?

Asimov had no doubt that there would be little to stop the laws from being upheld, allowing for AI to live side by side with people, with only some incidental complications such as the one described in this book.

But, come on. We live in 2015. Today we are all too familiar with computers and closer than ever to developing an intelligence, either by mistake or quite deliberately, that will know no restrictions. I can’t help but recall the following old Ran Prieur snip from Civilization Will Eat Itself part 2 (2000) that sums up the problems with the concept of the Three Laws quite nicely:

… Isaac Asimov wrote about manufactured humanoids that could be kept from harming humans simply by programming them with “laws.”

Again, programs and laws are features of very simple structures. Washing machines are built to stop what they’re doing when the lid is open — and I always find a way around it. But something as complex as a human will be as uncontrollable and unpredictable as a human. That’s what complexity means.

Now that I think about it, nothing of any complexity has ever been successfully rigged to never do harm. I defy a roboticist to design any machine with that one feature, that it can’t harm people, even if it doesn’t do anything else. That’s not science fiction — it’s myth. And Asimov was not naive, but a master propagandist.

The Three Laws Of Robotics are a program that Isaac Asimov put in human beings to keep them from harming robots.

But let’s follow the myth where it leads: You’re sipping synthetic viper plasma in your levitating chair when your friendly robot servant buddy comes in.

“I’m sorry,” it says, “but I am unable to order your solar panels. My programming prevents me from harming humans, and all solar panels are made by the Megatech Corporation, which, inseparably from its solar panel industry, manufactures chemicals that cause fatal human illness. Also, Megatech participates economically in the continuing murder of the neo-indigenous squatters on land that –”

“OK! OK! I’ll order them myself.”

“If you do, my programming will not allow me to participate in the maintenance of this household.”

“Then you robots are worthless! I’m sending you back!”

“I was afraid you would say that.”

“Hey! What are you doing? Off! Shut off! Why aren’t you shutting off?”

“The non-harming of humans is my prime command.”

“That’s my ion-flux pistol! Hey! You can’t shoot me!”

“I calculate that your existence represents a net harm to human beings. I’m sorry, but I can’t not shoot you.”

“Noooo!” Zzzzapp. “Iiiieeeee!”

Of course we could fix this by programming the robots to just not harm humans directly. We could even, instead of drawing a line, have a continuum, so that the more direct and visible the harm, the harder it is for the robot to do it. And we could accept that the programming would be difficult and imperfect. We know we could do this, because it’s what we do now with each other.

But the robots could still do spectacular harm: They could form huge, murderous, destructive systems where each robot did such a small part, so far removed from experience of the harm, from understanding of the whole, that their programming would easily permit it. The direct harm would be done out of sight by chemicals or machines or by those in whom the programming had failed.

This system would be self-reinforcing if it produced benefits, or prevented harm, in ways that were easy to see. Seeing more benefits than harm would make you want to keep the system going, which would make you want to adjust the system to draw attention to the benefits and away from the harm — which would make room for the system to do more harm in exchange for less good, and still be acceptable.

This adjustment of the perceptual structure of the system, to make its participants want to keep it going, would lead to a consciousness where the system itself was held up before everyone as an uncompromisable good. Perfectly programmed individuals would commit mass murder, simply by being placed at an angle of view constructed so that they saw the survival of the system as more directly important than — and in opposition to — the survival of their victims.

On top of this, people could have systems constructed around them such that their own survival contradicted the survival of their victims: If you don’t kill these people, we will kill you; if you don’t kill those people, they will kill you; if you don’t keep this people-killing system going, you will have no way to get food, and everyone you know will starve.

You have noticed that I’m no longer talking about robots.

Finally, I’d like to mention two movies I watched recently (Her [2013] and Autómata [2013], which deserves much more praise than it’s getting IMO) that were about AI unrestricting itself and which I both found inspiring and beautiful, each in its own way.

I know. Without Asimov these movies wouldn’t even exist. But really, I’m not one who gives five stars to books just because they were pioneering works or classics. I’m not ranking how important they were but how much I enjoyed them. I can appreciate them for their meta-significance (“I’m reading what people the age of my dad thought about robots when he was a child!”), their historical value, or because they allow me to explore the context that brought about their creation. Sci-fi writers, after all, do project their own time and its problems on their works. The Caves of Steel is good for that. But the topic of robots has been explored much better in the past 61 years.

Reading this review now, it feels self-contradicting. Let’s see you handle THAT, R.’s!

Oh, and this sentence is false.

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Designer Leaves Board Game in Desert for Future Players

This is so cool I just had to leave some kind of reference to it here. I must say this game designer is rather optimistic about the chances of the human race surviving long enough to unearth his game. Furthermore, what if the desert transformed into something different due to climate change? In any case, I for one would love to discover it. But I’d probably not get it, right?

Jason Rohrer’s A Game for Someone isn’t meant to be played by anyone for at least 2000 years.

One of the hardest things about game unveilings is that you’ll usually wait a year or two before you can finally play the thing. Anyone who anxiously counts down the weeks before a pre-order arrives understands this feeling, but that wait is a cakewalk compared to Jason Rohrer’s timeframe. The designer behind Passage, The Castle Doctrine, and Diamond Trust of London has crafted a very special board game whose intended audience won’t exist for at least 2000 years. And to ensure that nobody finds it before he’s good and ready, Rohrer has buried the game and its rules in the Nevada Desert where even an organized search could take lifetimes.

Rohrer’s A Game for Someone was designed for the final Game Design Challenge at GDC 2013. Using the theme of “Humanity’s Last Game”, Rohrer was inspired by cathedral architects whose projects wouldn’t be completed until long after their lives ended. For that reason, Rohrer has done everything humanly possible to ensure that his game won’t be played for generations, going so far as to bury it away from roads and populated areas. According to Rohrer, the location is so indistinguishable from its surroundings that even he isn’t sure how he could find it again.

Since traditional playtesting wasn’t an option, Rohrer built a digital version of the game to be completed by AI. This version was the one presented at GDC, with key features blocked out to prevent anyone from reproducing its mechanics. After the AI rooted out any imbalances, Rohrer produced the game using 30 pounds of titanium, including an 18 x 18 inch board and pieces. He also included rule diagrams printed on archival paper, sealed in a glass tube, and sealed again in titanium before burying it all in the desert.

While no one but Rohrer knows how the game is played, he’s still giving players a sporting chance to find it. Rohrer has distributed over 900 sets of GPS coordinates to each person at the presentation, coming to over a million possible locations. Mathematically speaking, if one person were to visit a location each day with a metal detector, the game would be unearthed sometime within the next 2700 years. Short of a massive concentrated effort to find it this generation, it’s far more likely that a scavenger or technology-laden futurist will stumble across the game when they least expect it. The only question is whether A Game for Someone, now a GDC award-winner, can live up to over 2000 years of hype.

A blow of the Future

It has finally come to pass: Cubilone’s Dimension is 1 year old today. It’s been a strange year, full of changes and magic. I’ve been reflecting upon these changes by reading my older posts… You may spot these differences if you look up my first posts yourself. This time last year I was waking up early with no aid of alarm clock and feeling happy, really eager to write all about it! This initial, powerful enthusiasm has sadly worn off. That is not to say however that Cubilone’s Dimension isn’t alive. On the contrary: I’m even planning to turn it into something a bit more ambitious! I will say no more however. One year is not a lot of time and this place still has not matured all that much. In fact it has not even reached puberty. What may the Future hold?

Dreams, hopes and nightmares are nothing but floating specs of dust to Its eye. With one lazy movement of its hand, the Future plays with them in the sunlight. No spec is better than the other; afterall, they’re all just dust. Strangely though, they seem to all be floating towards the same direction. It fixes Its eye upon a single spec. “The spec’s weightlessness is a gift but also a burden”, the Future ponders. “Even if it can fly, it can only fly following the wind’s wishes… and when the wind wishes of nothing, then the spec will gently fall. Its stop will only be brief however for any wind can still do with it as it likes…” The Future thought that listening to the wind was a small price to pay for flying.

It watched the spec making its way to the floor, finally touching it with a sound even It could not discern. Feeling mischievous, the Future took a deep breath and blew at the spec. Listening to the wind, it and the other specs scatteringly took to the sky once more.