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Flashcards go digital

I’ve used flash cards for years, mainly while trying to tackle languages. Anki_MainThe process of making the cards helps understanding the material better and breaks ground on committing the facts to memory. But, as the collection of flashcards grows, they start to become unwieldy. You end up with stacks of the things everywhere.

A few months ago, I was in my local coffee shop and got to talking with my coffee neighbor who is a student in Berlin. He showed me a program that he’s been using to get up to speed in German: Anki. You can write up your flashcards and sort them by decks and with tags; then Anki uses a guided logic to to show the cards to you at spaced intervals. This means that material you covered months ago will come back up every now and again, and you can see if it stuck. This is really important when learning a language; obtaining a decent working vocabulary is one of the biggest challenges. You get hit with so many new ones every day that it’s hard to keep track. A tool like this can be very helpful.

At the moment, I’m trying to tackle several different subjects: mac OS X admin, the layout of the Biolab IT infrastucture, German, FreeBSD, Python, Ruby, Android development, and so on. With Anki, I create the cards on my laptop, and then transfer the decks to my cell phone running android. I then can use those wait spaces–like waiting for a train, or waiting in line–to review the things I’m trying to learn.

anki-decks

Just a few subjects…

I would highly recommend Anki to anyone who is trying to learn anything. It’s so helpful and completely open-source. To learn more, visit their website here: http://ankisrs.net/

The solar system is networked…

dns-logo

I was reading about a few of my favourite long term NASA projects today, specifically the New Horizons mission to Pluto which is in its seventh year, when I discovered mention of the Deep Space Network. Now, I’d never really thought about how NASA manages communication with their projects; I had always assumed that each project had their own dedicated facility for monitoring communications and sending back commands to the unmanned probes. This, of course, totally violates a major principle of engineering: if you’re going to do something more than once, isolate that function in a single place instead of rebuilding it over and over again. So, it totally makes sense that there’s basically a space phone company. But, causally running into  the reality of it was still a little shocking. Not to mention the fact that I’ve never even heard of this organization; I can’t remember any news outlet ever mentioning them. And here’s the kicker: they’ve been around since 1958. That’s right! You read that date correctly: 1958. These guys actually pre-date NASA itself by almost a year! Check out their website.

So, the DSN provides all the telecommunications infrastructure for its “users” just like the local telephone exchange provides services for its “users”. They have three transceiver stations set up in isolated locations on Earth, each 128 degrees away from each other; the locations, plus the ability to link each station into a single array, means that they can constantly monitor all the projects that are beyond Earth orbit. The teams building the next Mars probe don’t have to worry about how they are going to communicate with their project on Earth; all they have to do is get an account with DSN, determine a frequency that they’re going to use, and away they go. That’s probably a gross oversimplification but you get the idea. How cool is that?!

The sad foot note to this story is that the DSN, like a lot of things in America, is in trouble: their systems are ageing and will need replacements and upgrades very soon. They have a serious problem staying compatible with legacy systems: programs like Voyager are still out there and still transmitting back information long after they were expected to die. And I thought the End of Life program at Speakeasy, Inc. was frustrating! So, as more and more of these projects are being launched and need loving care, the work load for a system that badly needs a facelift is just going to get higher and higher. Man, I do not envy these guys! Engineering is filled with heroes like the DSN: organizations that no one has ever heard of, but are providing essential services through budget and resource limitations. To the people at the DSN I say: “Chapeau bas messieurs!”

More Future of the Past: a brief discussion of Jack Vance’s “The Demon Prince” series.

This is the first novel in the series. Published in 1964.

This is the first novel in the series. According to Wikipedia, it was published in 1964. But you’ll notice that this image claims it to be a 1963 Hugo winner.

I recently had the opportunity to re-read the “Demon Prince” series by Jack Vance. In preparing for this post, I found a 104 page treatise on Google Books  and the wikipedia article isn’t too bad either in giving a brief description of the world. I suggest checking both of them out. Vance’s settings often surprise with an unusual depth, especially for the work of one man. I won’t go too far into describing the world itself; I’ll leave that to wikipedia. Instead, I’d like to focus on a few of the things that I feel make it unique.

Most science-fiction that imagines a future spread of humanity across the galaxy assumes a one world government. Space travel and all the apparatus necessary for it would require massive organizations and resources. Hence, we have such fictional organizations as Star Fleet. But what if that wasn’t how it was? What if space travel was super cheap? What if people in the lower social orders could afford a simple craft with which they could prospect for new habitable planets like miners in 1849? What would would happen then? Enter the Oikumene and the Beyond.

The series begins in 1524. With the invention of the Jarnell Intersplit drive, humanity resets the calendar. Mankind has had 1500 years to colonize the galaxy before the story even begins. On the subject of the Intersplit function, Vance goes into more physics here than the typical science fantasy fare like Starwars. The Intersplit works something like the warp engines of Star Fleet as they were latter developed (Time Warp, factor 7 anyone?): making a bubble of the space-time around the ship and allowing that bubble to go faster than light speed. This allows Vance to get away from tricky relativity problems. He also makes a point to explain that most people know as much about this device as the typical person in the first world today understands water infrastructure and management. It’s enough that we have running water; why trouble ourselves further in understanding how it works? So, with space travel so cheap and accessible, what did people do? Quite simply, they tried to get away from each other and start new visionary societies based on theological or philosophical ideas.

The Oikumene -the known world of Vance’s series which is also a reference to the known world of antiquity-is as diverse and rich as The United Federation of Planets is monotone and generic. Humanity has fragmented into thousands of variations, cultures, and, in some cases, physical forms; there are even some tongue-in-cheek examples of humans becoming completely different species–let’s just say that Vance has no love for vegetarians. Vance excels at bringing all these cultures alive and making them fascinating. Take the Darsh, for example: a desert people who have a detailed cuisine, several cultural mannerisms, distinct dress, a whole culturally specific system of concepts and jargon, and a national sport which gets described in detail. After a while, I get the feeling that Vance did have a form that he would fill out for every new culture that appeared in his books: some template that worked for him. Unlike Tolkien, however, were the plot of the story is just a sideline for the world building, Vance focuses on the story and his characters. The immersion is much more effective since you’re more engaged in the action: plot plays to world and world plays to plot.

As I said previously, this universe is really old: 15 centuries of development before the story even starts. And Vance does a good job of making this future feel old. Such a contrast to the shiny future that we typically get. He uses a ton of narrative devices to give a feeling of antiquity to a point in time that is as far distant from us today as we are from the year 500. There’s only one thing that breaks this illusion…

zatab

This is the Zatab that I’ve been using for most of my reading. It runs an open-source and modified version of Android and comes rooted. I have hundreds of titles in ebook or PDF format and open access to more than I could read in a lifetime. I agree that the experience of reading on a tablet is different than reading a book, but the convenience just outweighs the luxury of having books.

The series has not aged well. At some points in the narrative, the main character is forced to use a slide rule to make calculations. None of the technology is particularly visionary. The universe is still populated with viable magazines and newspapers that do good trade in paper hard copy. Computers are largely non-existent; though, there is an organization that is like a proto-Google which will investigate a subject and provide a report. There was intense irony in the fact that the device with which I used to read the series was far more futuristic than any of the technology in it.

If I were to turn these books into a film project, I think I might hold on to the 1960’s feel of the books and make them with that old science-fiction aesthetic which was so rampant in the 60’s and 70’s. It seems like every Larry Niven book has people wearing skin tone products, and a lot of the alien life forms in The Demon Prince series feel like things you would find on a Star Trek set. William Gibson coined the term “Ray Gun Gothic” for the celebration of science fiction from the golden age: things like Buck Rodgers and Flash Gordon. But here we’re dealing with something different: something that is fused with the ideas of the day and has that tone of psychedelia running through it. Remember that episode of Star Trek where the hippies take over the ship and set course for some Eden planet? Yeah, that’s what I’m talking about. But, instead of a glittering and utopian world view that the protagonist of “The Gernsback Continuum” bemoans, Vance’s future is a dark place where the more shadowy sides of the human condition are allowed to be expressed. It would be neat to see someone take on the project and shoot it like the Star Trek: New Voyages people.

Vance’s series is a true “movable feast”. It practically bursts with creativity, imagination, and erudite references. His vision is so unique and human when compared to other science-fiction writers whose imaginings border on friendly fascism. He might not have been a prophet of things to come like Verne, but he does provide his readers with a journey that captivates and bears up under repeat readings.

King’s Quest revisited

 

King's Quest welcome image. Once you launch the BAT file, this is the first thing that greets the player, along with an 8-bit PC speaker version of Greensleeves.

King’s Quest welcome image. Once you launch the BAT file, this is the first thing that greets the player, along with an 8-bit PC speaker version of Greensleeves.

I’m really fascinated by the history of computer engineering and, by extension, the history of video games. It’s watching the evolution that intrigues me: seeing concepts or solutions grow and mature into all new technologies or relationships. The other night, I opened my DOS emulator and played through “King’s Quest 1”. What a stark contrast to the kinds of interfaces we have today; these early adventure games demanded so much of the player and could be so cruel in return. There were so many skills that the player needed that were not part of the interface at all: mapping, save/restore system, etc. These early titles broke just about every rule of the Player’s Bill of Rights. Why were they so successful?

kq1-start

Welcome to the land of Daventry. We can see the player’s avatar next to the tree, Sir Graham, as well as the player’s first threat and obstacle: alligators and a bridge. Navigating your figure over this bridge can be tricky.

From this screen shot, we can see the basics of the interface: the score tells you how far you’ve gotten through the game as well as how much is left, the command prompt is waiting for a text entry. Sierra was pretty notorious for having a bad parser, and the commands that you would be expected to use were generally two word commands: verb + noun. In “King’s Quest 1” there was only one instance where they pulled the ‘guess the verb’ game; most of the challenges that the player faced were from super easy deaths. In one instance, you need to move a rock to find a dagger; if you’re standing on the wrong side of the rock, you die. There is no hint to explain this, you simply have to get killed, restore to an earlier point in the game, and then try again by standing on the other side. This is a clear violation of number three on the player bill of rights: “To be able to win without experience of past lives.”

kq1-save

Here you can see my save/restore method at work. Notice that you have so many slots, this is because in games of this type, it could be easy to make the game unwinnable. A good strategy would be to spread your saves out, giving yourself a wide spectrum of restore points.

Players would be expected to make detailed maps of the game world, noting where they found each item or each encounter. For instance, there’s a fairy godmother whom the player encounters in a specific location; she casts a spell that allows you to walk through monster territory unscathed. It’s pretty helpful to find your way back to that location. In the present day where people return products that they can’t figure out in 20 minutes, and the designer’s mantra is “don’t make the user think,” why would anyone pay money for an experience like this? Especially when we consider that this game sold for 40$ or more in 1987; that was a really big stack of money back then!

Thinking it over, I’m sure that the answer to the question has to do with the kinds of people that were buying computers in 1987. The computing atmosphere was slowly transitioning away from the hobbyists and computer enthusiasts to the mainstream. These early adopters, however, were fascinated by complex systems and were willing to dig into their new toys to see how they worked. Adventure games and text adventures also provided interesting systems with fantastical elements for the player to explore. Though the typical customer today would find creating a map of their game tedious, my friends and I found it great fun. As computer games became more accessible to the mainstream, the adventure titles slowly disappeared. Game publishers just weren’t interested in a niche market. Now that we have tools like “Kickstarter” which specifically allows niche markets to be serviced, we are already seeing a revival of this once dead genre. So, what we have in front of us are two starkly contrasting models of how people work: on one hand people don’t want to think and are inherently lazy; on the other, people find exploring and solving problems or puzzles very satisfying and will pay for the experience. It’s very easy to go down a cynical path with this and start making generalizations about the masses and what constitutes a viable mass product. But, considering Double Fine’s success, maybe that niche is not as small as once thought.

If you’re also interested in the history of computer games, and micro computing in general, I really suggest checking out the Digital Antiquarian. You can find his blog at this link.

 

 

 

At the drawing board

making-software

On the left we see Mathematician and Software Engineer Marios Richards while on the right we have Dr. Burckhardt, owner of Ludic Philosophy, GmbH. They are working on the problem of connecting a physics engine to a system for creating and handling agents: a model of the physical world mapped to a model of the mental world.

It’s pretty incredible when you get to see a thing go from some quick sketches on paper followed with a lot of arm waving and slap-dash metaphors to a real, living and breathing product. And that’s just what we’re seeing here. Because Ludic Philosophy is so bantam weight, the speed of change and evolution is blinding. In the past few weeks, Dr. Burckhardt appears to pull new tools and applications from thin air. His creativity and energy is infectious. When he talks about his vision, you can see the excitement behind his eyes. This is exactly what I’ve been looking for: an intimate team of people who are really into what they are doing.

Right now, a large focus of the company is making Agent Oriented Programming a reality. This has the potential to be a paradigm shift. Agent Oriented Programming was first detailed in a paper by Yoav Shoham in 1991. You can read his paper on the subject here. I’m still reading through it myself and hope to write a more detailed post in the near future. The basic idea switches from a world of functions that manipulate objects to one where autonomous agents manipulate objects and interact with each other based on things like beliefs, capacities, goals, and obligations. Dr. Burckhardt sees some very interesting possibilities in new definitions of machine learning and human/machine interaction. Right now, it’s still early days, but the ideas are flowing and prototype creation is fast and heavy. In the next week, we will see the realization of our first efforts towards a demonstrable example of what this concept can do. I’m very happy to be here at the beginning. What an opportunity!

 

Challenges and Learning Opportunities: Ludic Philosophy

ludicphilo-logo

It’s the Ludic Philosophy logo. Using an emoticon makes for a really clean logo that scales well and transmits some of the playfulness that the company is all about.

I’ve found an exciting opportunity to continue building on the software skills I have previously been developing on my own, but now with a real project in a production environment. Ludic Philosophy, GmbH is a start up in Berlin focused on gamification and transmedia. Owned and operated by Dr. Martin Burckhardt, Ludic Philosophy is really on the edge of how people and technology are interacting with one another. It’s all very experimental stuff, and I’m glad I get to be a part of it.

Dr. Burckhardt is facing all the usual challenges that startups, especially ones that are so experimental, have to grapple with; aside from effectively communicating his narrative to potential investors, he is also attempting to stand up and operate a variety of systems with a limited staff and knowledge base. After my first days, I quickly recognized where I could bring value with my sys admin and networking background. Last Friday, I carved out some wall space for myself, grabbed some sticky notes, and got down to organizing my work with the agile techniques I learned at Speakeasy. Once some key processes are in place, I’m hoping to turn my attention to the development side. The main product of Ludic Philosophy, “Twin Komplex”, is a game written in a combination of Ruby on Rails and JavaScript. I’ve already started to look at some of the backend stuff, and I can’t wait to go deeper.

On top of it all, the main offices are located at an old airport called Tempelhof; it was constructed in the 30’s to be a show piece for the Berlin Olympic games. The place is a very haunting tableau of Berlin’s rich history. To be learning what I want to learn from a company exploring the frontiers of the future housed in a giant symbol of the past is pretty intense. Berlin really delivers! I don’t regret coming here for one second.

first-tasks

The Agile process: Once you’ve identified all the things that need some tender loving care, the next step is to start breaking your big tasks into smaller things that are manageable. Sticky notes to the rescue!