MachineMachine /stream - tagged with rules https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[Lord Dunsany's chess variant is grim and kind of brilliant | Eurogamer.net]]> https://www.eurogamer.net/lord-dunsanys-chess-variant-is-grim-and-kind-of-brilliant

I first read about Lord Dunsany - I am happy to report his full name was Edward John Moreton Drax Plunkett - in a collection of Arthur C. Clarke's non-fiction.

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Sat, 23 Jul 2022 03:51:35 -0700 https://www.eurogamer.net/lord-dunsanys-chess-variant-is-grim-and-kind-of-brilliant
<![CDATA[Lord Dunsany's chess variant is grim and kind of brilliant | Eurogamer.net]]> https://www.eurogamer.net/lord-dunsanys-chess-variant-is-grim-and-kind-of-brilliant

I first read about Lord Dunsany - I am happy to report his full name was Edward John Moreton Drax Plunkett - in a collection of Arthur C. Clarke's non-fiction.

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Fri, 22 Jul 2022 23:51:35 -0700 https://www.eurogamer.net/lord-dunsanys-chess-variant-is-grim-and-kind-of-brilliant
<![CDATA[Name of zone around bomb during diffusal]]> http://ask.metafilter.com/mefi/304799

I am trying to remember a term for a specific zone designated around a bomb during its diffusal. Something about only certain people being able to pass through, or exchange places during the disposal operation. The term may apply to the rules followed in that zone, rather than the zone itself. I may have got some of the details wrong, but the term designates a transition area. Something about the way that site is regulated and the procedures of disposal are carried out that ensures the safety and authority/hierarchy of the teams undertaking the task (usually during war).

For bonus points, I heard this term because it was the title of an exhibition in London some years ago. Wish I could recall the term, or the exhibition.

Thanks

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Fri, 13 Jan 2017 09:26:55 -0800 http://ask.metafilter.com/mefi/304799
<![CDATA[How to Make a Bot That Isn't Racist | Motherboard]]> http://motherboard.vice.com/read/how-to-make-a-not-racist-bot

Really, really racist. The thing is, this was all very much preventable. I talked to some creators of Twitter bots about @TayandYou, and the consensus was that Microsoft had fallen far below the baseline of ethical botmaking.

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Thu, 31 Mar 2016 02:36:50 -0700 http://motherboard.vice.com/read/how-to-make-a-not-racist-bot
<![CDATA[Resolution Disputes: A Conversation Between Rosa Menkman and Daniel Rourke]]> http://additivism.org/post/117526795906

Resolution Disputes: A Conversation Between Rosa Menkman and Daniel Rourke: In the lead-up to her solo show, institutions of Resolution Disputes [iRD], at Transfer Gallery, Brooklyn, Daniel Rourke caught up with Rosa Menkman over two gallons of home-brewed coffee. They talked about what the show might become, discussing a series of alternate resolutions and realities that exist parallel to our daily modes of perception.iRD was exhibited at Transfer Gallery in March & April 2015, and also functioned as host to Daniel Rourke and Morehshin Allahyari’s 3D Additivist Manifesto, on April 16th.Rosa Menkman: If I remember correctly you and Morehshin wrote an open invitation to digital artists to send in their left over 3D objects. So every object in that dark gooey ocean in The 3D Additivist Manifesto actually represents a piece of artistic digital garbage. It’s like a digital emulation of the North Pacific Gyre, which you also talked about in your lecture at Goldsmiths, but then solely consisting of Ready-Made art trash.The actual scale and form of the Gyre is hard to catch, it seems to be unimaginable even to the people devoting their research to it; it’s beyond resolution. Which is why it is still such an under acknowledged topic. We don’t really want to know what the Gyre looks or feels like; it’s just like the clutter inside my desktop folder inside my desktop folder, inside the desktop folder. It represents an amalgamation of histories that moved further away from us over time and we don’t necessarily like to revisit, or realise that we are responsible for. I think The 3D Additivist Manifesto captures that resemblance between the way we handle our digital detritus and our physical garbage in a wonderfully grimm manner.Daniel Rourke: I’m glad you sense the grimness of that image. And yes, as well as sourcing objects from friends and collaborators we also scraped a lot from online 3D object repositories. So the gyre is full of Ready-Mades divorced from their conditions of creation, use, or meaning. Like any discarded plastic bottle floating out in the middle of the pacific ocean.Eventually Additivist technologies could interface all aspects of material reality, from nanoparticles, to proprietary components, all the way through to DNA, bespoke drugs, and forms of life somewhere between the biological and the synthetic. We hope that our call to submit to The 3D Additivist Cookbook will provoke what you term ‘disputes’. Objects, software, texts and blueprints that gesture to the possibility of new political and ontological realities. It sounds far-fetched, but we need that kind of thinking.Alternate possibilities often get lost in a particular moment of resolution. A single moment of reception. But your exhibition points to the things beyond our recognition. Or perhaps more importantly, it points to the things we have refused to recognise. So, from inside the iRD technical ‘literacy’ might be considered as a limit, not a strength.

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Mon, 27 Apr 2015 09:47:09 -0700 http://additivism.org/post/117526795906
<![CDATA[The Protocols of Science Fiction]]> http://www.sfcenter.ku.edu/protocol.htm

A conversation on a 1996 Internet newsgroup questioned the existence of science-fiction reading protocols. Up to that point I hadn't thought they needed explanation, since they seemed self-evident when Samuel R. Delany introduced them at a Modern Language Association meeting two decades ago.

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Wed, 18 Feb 2015 14:28:01 -0800 http://www.sfcenter.ku.edu/protocol.htm
<![CDATA[draft of “The Net Has Never Been Neutral” | loriemerson]]> http://loriemerson.net/2014/10/01/draft-of-the-net-has-never-been-neutral/

For the last four months, I’ve been researching the history of TCP/IP for an article I’m writing for Triple Canopy Magazine. I wanted to build on media studies work by Alex Galloway and history of technology work by Andrew L.

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Tue, 07 Oct 2014 01:53:15 -0700 http://loriemerson.net/2014/10/01/draft-of-the-net-has-never-been-neutral/
<![CDATA[Betteridge's law of headlines]]> http://en.wikipedia.org/wiki/Betteridge%27s_law_of_headlines

Betteridge's law of headlines is an adage that states, "Any headline which ends in a question mark can be answered by the word no." It is named after Ian Betteridge, a British technology journalist,[1] although the general concept is much older.[2] The observation has also been called "Davis' law"[3][4] or just the "journalistic principle."[5] Betteridge explained the concept in a February 2009 article, regarding a TechCrunch article with the headline "Did Last.fm Just Hand Over User Listening Data To the RIAA?": This story is a great demonstration of my maxim that any headline which ends in a question mark can be answered by the word "no." The reason why journalists use that style of headline is that they know the story is probably bullshit, and don’t actually have the sources and facts to back it up, but still want to run it.[6] Five years before Betteridge's article, a similar observation was made by UK journalist Andrew Marr in his 2004 book My Trade. It was among Marr's suggestions for how a reader should approach a newspaper if they really wish to know what is going on: If the headline asks a question, try answering 'no.' Is This the True Face of Britain's Young? (Sensible reader: No.) Have We Found the Cure for AIDS? (No; or you wouldn't have put the question mark in.) Does This Map Provide the Key for Peace? (Probably not.) A headline with a question mark at the end means, in the vast majority of cases, that the story is tendentious or over-sold. It is often a scare story, or an attempt to elevate some run-of-the-mill piece of reporting into a national controversy and, preferably, a national panic. To a busy journalist hunting for real information a question mark means 'don't bother reading this bit'.[7] Betteridge has admitted to breaking his own law (writing a question headline with the answer "yes"), in an article published at his own site.[8]

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Sun, 02 Jun 2013 06:54:29 -0700 http://en.wikipedia.org/wiki/Betteridge%27s_law_of_headlines
<![CDATA["Videogames are the experience of being ruled"]]> http://killscreendaily.com/articles/essays/will-work-fun/

Revolutions are often thought of in terms of conflict and disorder, but they just as often come on waves of peaceful obsolescence. The old way of doing things is allowed to linger as long as it likes while everyone else gets on with the future. In the last few years the "free-to-play" model— where games are given away on mobile phones or online while the developer makes money through advertisements or the sale of in-game items—has encircled the videogame industry. At first it seemed like a curiosity, a unique idea that made sense in China and Korea, where loot-hoarding games like Ragnarok Online, The Legend of Mir, and World of Warcraft found a perfect match with internet bar culture. Meanwhile Activision and Electronic Arts competed for dominance in a luxury business energized by dreams of $180 Rock Band bundles and franchises with the "potential to be exploited every year across every platform." When rumors began circulating last month that Nexon, one of the biggest free-to-play comp

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Thu, 17 May 2012 03:32:16 -0700 http://killscreendaily.com/articles/essays/will-work-fun/
<![CDATA[Gamers Outdo Computers at Matching Up Disease Genes]]> http://www.scientificamerican.com/article.cfm?id=gamers-outdo-computers-matching-disease-genes

An excellent example of distributed cognition.

The hope that swarms of gamers can help to solve difficult biological problems has been given another boost by a report in the journal PLoS One, showing that data gleaned from the online game Phylo are helping to untangle a major problem in comparative genomics.

The game was created to address the 'multiple sequence alignment (MSA) problem', which refers to the difficulty of aligning roughly similar sequences of DNA in genes common to many species. A DNA sequence that is conserved across species suggests that it plays an important role in the ultimate function of that particular gene.

Although computer algorithms can do very rough alignments of sequences across species, they have proven inept at getting the answer just right. "It is fair to say that present alignments are not just a little bit bad, they are really pretty crude because we have to take a lot of heuristic shortcuts," says Adam Siepel, a computational biologist at Cornell University in Ithaca, New York, who was not involved with the study.

That is where human gamers can make a difference. "Understanding when something breaks a general rule is very difficult for a computer but that is what human visual intelligence is very good at," says lead author Jérôme Waldispühl, a computational biologist at McGill University in Montreal, Canada.

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Tue, 27 Mar 2012 07:58:19 -0700 http://www.scientificamerican.com/article.cfm?id=gamers-outdo-computers-matching-disease-genes
<![CDATA[Physicists Discover Evolutionary Laws of Language]]> http://science.slashdot.org/story/12/03/18/2146248/physicists-discover-evolutionary-laws-of-language

"Christopher Shea writes in the WSJ that physicists studying Google's massive collection of scanned books claim to have identified universal laws governing the birth, life course and death of words, marking an advance in a new field dubbed 'Culturomics': the application of data-crunching to subjects typically considered part of the humanities. Published in Science, their paper gives the best-yet estimate of the true number of words in English — a million, far more than any dictionary has recorded (the 2002 Webster's Third New International Dictionary has 348,000), with more than half of the language considered 'dark matter' that has evaded standard dictionaries (PDF). The paper tracked word usage through time (each year, for instance, 1% of the world's English-speaking population switches from 'sneaked' to 'snuck') and found that English continues to grow at a rate of 8,500 new words a year. However the growth rate is slowing, partly because the language is already so rich, the 'marginal utility' of new words is declining. Another discovery is that the death rates for words is rising, largely as a matter of homogenization as regional words disappear and spell-checking programs and vigilant copy editors choke off the chaotic variety of words much more quickly, in effect speeding up the natural selection of words. The authors also identified a universal 'tipping point' in the life cycle of new words: Roughly 30 to 50 years after their birth, words either enter the long-term lexicon or tumble off a cliff into disuse and go '23 skidoo' as children either accept or reject their parents' coinages."

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Tue, 20 Mar 2012 11:20:23 -0700 http://science.slashdot.org/story/12/03/18/2146248/physicists-discover-evolutionary-laws-of-language
<![CDATA[When independent thought flourishes]]> http://blogs.discovermagazine.com/gnxp/2012/03/when-independent-thought-flourishes/?utm_source=twitterfeed&utm_medium=twitter&utm_campaign=Feed%3A+GeneExpressionBlog+(Gene+Expression)

One of the things I instinctively hated about my “ancestral culture,” that of Bangladesh, is that there wasn’t that great of an emphasis on individual independent thought. Why, for example, was it important never to drink water while you were eating, as opposed to after you were done? The response was simple: that’s the rule. Even if there was a functional rationale, there wasn’t even any pretense at offering a reasoned explanation for why a custom was a custom. It’s just how it was.

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Mon, 19 Mar 2012 16:25:06 -0700 http://blogs.discovermagazine.com/gnxp/2012/03/when-independent-thought-flourishes/?utm_source=twitterfeed&utm_medium=twitter&utm_campaign=Feed%3A+GeneExpressionBlog+(Gene+Expression)
<![CDATA[How Do You Cite a Tweet in an Academic Paper?]]> http://www.theatlantic.com/technology/archive/12/03/how-do-you-cite-a-tweet-in-an-academic-paper/253932/

Begin the entry in the works-cited list with the author's real name and, in parentheses, user name, if both are known and they differ. If only the user name is known, give it alone.

Next provide the entire text of the tweet in quotation marks, without changing the capitalization. Conclude the entry with the date and time of the message and the medium of publication (Tweet). For example:

Athar, Sohaib (ReallyVirtual). "Helicopter hovering above Abbottabad at 1AM (is a rare event)." 1 May 2011, 3:58 p.m. Tweet.

The date and time of a message on Twitter reflect the reader's time zone. Readers in different time zones see different times and, possibly, dates on the same tweet. The date and time that were in effect for the writer of the tweet when it was transmitted are normally not known. Thus, the date and time displayed on Twitter are only approximate guides to the timing of a tweet.

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Sun, 04 Mar 2012 10:05:41 -0800 http://www.theatlantic.com/technology/archive/12/03/how-do-you-cite-a-tweet-in-an-academic-paper/253932/
<![CDATA[“Seriality for All”: The Role of Protocols and Standards in Critical Theory]]> http://nedrossiter.org/?p=286

For many years, philosophers have been casting doubt on the common identification with meaning and signification as the primary human response mechanisms to the world. If we wish to understand anything about how our complex technical society is made up, we must pay attention to the underlying structures that surround us, from industry norms to building regulations, software icons and internet protocols. Yet our ordinary understanding of the world resists this very idea. If we call for another society, with more equality and style, it is not enough to think differently; the very framework of that thinking must be negated and overturned.

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Sat, 24 Sep 2011 16:36:53 -0700 http://nedrossiter.org/?p=286
<![CDATA[Understanding Pac-Man Ghost Behavior]]> http://gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior

Pac-Man is one of the most iconic video games of all time, and most people (even non-gamers) have at least a passing familiarity with it. The purpose of the game is very simple — the player is placed in a maze filled with food (depicted as pellets or dots) and needs to eat all of it to advance to the next level. This task is made difficult by four ghosts that pursue Pac-Man through the maze. If Pac-Man makes contact with any of the ghosts, the player loses a life and the positions of Pac-Man and the ghosts are reset back to their starting locations, though any dots that were eaten remain so. 

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Sun, 05 Dec 2010 04:10:00 -0800 http://gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior
<![CDATA[Purpose-Driven Life]]> http://nplusonemag.com/purpose-driven-life

Video games are worth loving, but loving them comes with shame. Not passing regret or social embarrassment, but a sharp-edged physical guilt: the hunch-backed, raw-fingered, burning-eyed pain that comes at the sad and greasy end of an all-night binge. You have ostentatiously, really viciously wasted your life; you might as well have been masturbating for the last nine hours—your hands, at least, would feel better.

Waste is not a byproduct—it’s the point: playing video games is a revolt against life. All art forms, even the polite ones, are escapist in that each answers some fundamental objection to the world and its limits. Novels let you know, granting access to inner lives and narrative arcs otherwise hidden and guessed at. Films let you see, permitting you to stare at the world and its inhabitants as long and as hard and as many times as you want. The gratification provided by video games is particularly sweet because the objection that drives them is more urgent. What they offer i

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Wed, 06 Oct 2010 11:42:00 -0700 http://nplusonemag.com/purpose-driven-life
<![CDATA[Bad Writing and Bad Thinking]]> http://chronicle.com/article/Bad-WritingBad-Thinking/65031/

Orwell leaves us with a list of simple rules:

* Never use a metaphor, simile, or other figure of speech which you are used to seeing in print.
* Never use a long word where a short one will do.
* If it is possible to cut a word out, always cut it out.
* Never use the passive where you can use the active.
* Never use a foreign phrase, a scientific word, or a jargon word if you can think of an everyday English equivalent.
* Break any of these rules sooner than say anything outright barbarous.
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Thu, 29 Apr 2010 14:55:00 -0700 http://chronicle.com/article/Bad-WritingBad-Thinking/65031/
<![CDATA[A taxonomy of GAMES / game types?]]> http://ask.metafilter.com/mefi/148082

Types of Games: I have come across various attempts to catalogue the possible varieties of stories that exist. The basic assumption being that all plots (narratives?) can be be boiled down to one among only a few types e.g. Hero leaves the kingdom; Hero steals fire, etc. I am looking for a similar classification system for GAMES, that is: how many fundamental types/kinds of game are there? Note: when I say 'game' I mean everything from checkers, through hide n' seek, pool and soccer up to and including Tower Defence, Super Mario or Halo. I know this might be too broad, but I don't want to limit my enquiry at this stage.

I know a bit about game-theory, but what I want is more taxonomical than this. A taxonomy perhaps of possible game structures / directions / goals / rule organisations that can be applied across game types.

Has there been such an attempt at categorising games? Is it even possible, or should I be thinking about the question in an entirely different way?

Thanks in advance

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Wed, 10 Mar 2010 08:39:00 -0800 http://ask.metafilter.com/mefi/148082
<![CDATA[Code is Law]]> http://harvardmagazine.com/2000/01/code-is-law.html

Every age has its potential regulator, its threat to liberty. Our founders feared a newly empowered federal government; the Constitution is written against that fear. John Stuart Mill worried about the regulation by social norms in nineteenth-century England; his book On Liberty is written against that regulation. Many of the progressives in the twentieth century worried about the injustices of the market. The reforms of the market, and the safety nets that surround it, were erected in response.

This regulator is code—the software and hardware that make cyberspace as it is. This code, or architecture, sets the terms on which life in cyberspace is experienced. It determines how easy it is to protect privacy, or how easy it is to censor speech. It determines whether access to information is general or whether information is zoned.

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Sun, 07 Feb 2010 09:20:00 -0800 http://harvardmagazine.com/2000/01/code-is-law.html
<![CDATA[From Eternity to Here]]> http://online.wsj.com/article/SB10001424052748703436504574640151374207392.html?mod=WSJ_Opinion_TOPRightCarousel

The arrow of time points in one direction only, from past to present to future. Now there's a fact—rather like Wittgenstein's observation "A is the same thing as A"—that is so patently obvious as to be unworthy of remark. But ask a theoretical physicist just how obvious that fact really is and you will soon discover that it is not obvious at all. Indeed the "arrow of time" presents one of the greatest mysteries known to modern science. Why so? Well, for a start, no one can agree on what precisely is meant by "past," "present" and "future." As for an agreed definition of "time" itself, we are as far as we have ever been from achieving that.

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Tue, 12 Jan 2010 02:15:00 -0800 http://online.wsj.com/article/SB10001424052748703436504574640151374207392.html?mod=WSJ_Opinion_TOPRightCarousel