Wednesday, January 28, 2009

An Interesting Example of Foresight

I sat in the audience at a recent religious discussion panel and had the good fortune to share conversations with two of the panelists after it had finished. Both panelists (the Muslim and Christian panelists), when questioned about why they believed (or why I should believe) presented practically identical variations of the first cause argument.
While I think that the standard response to the first cause argument (where did God come from, then?) is all well and good, I prefer to rely on my own brand of confusing weirdness - a sort of mathematical argument that even though the universe has a finite age, there does not need to have been a first instant of time, and hence no first cause is needed. Additionally, I like to object to the prohibition on infinite causal chains and to the crucial separation of cause from effect in the early universe, but this time I focused on time as a spatial dimension and so (possibly) finite but unbounded.
The difficulty with this argument, as I said explicitly several times during these conversations, is that it dispatches nicely with the question of a first cause, but it proposes no answer to the question of "why is there something rather than nothing?" - the best formulation I have yet heard for the idea apparently being pondered.
I was surprised, however, that both panelists seemed extremely resistant to the question being phrased in this fashion. It makes sense for them to resist it, since "God" is a clearly unsatisfying answer to this phrasing, presumably being a "something" himself, but I find it distasteful to think that the panelists had seen this consequence of the phrasing and consciously resisted it. Instead, I am left with the puzzle whereby, if they were being honest and candid about their thoughts, why would they have refused such a clear restatement of the question at hand?

Friday, January 9, 2009

Role-Playing Games, Schizophrenia, and Skepticism

What is it that role-playing games, schizophrenia, and skepticism have in common?

Besides being demonized by Christians, they all involve the reality-testing circuitry in the brain.

Role-playing games, and I refer here primarily to the pen-and-paper variety, require a group of people to all take on the mindsets of fictional characters inhabiting the same imaginary landscape while keeping the fictional separate from the real. This is not difficult for very many people when it comes to dealing with their own character and eir environment, but it suffers occasional (if notorious) difficulties when it comes to separating the personality of another player from the personality of the corresponding character. In other words, sometimes in-game conflicts get accidentally translated into real life.
Experience playing RPGs develops the skill of compartmentalization while at the same time bringing it into the consciousness of the player. Almost everyone has at least some capability to compartmentalize, but one of the primary causes of inconsistent thought and behaviour in a person is when a person doesn't realize that two compartments of their thought are contradictory. Becoming more aware of compartmentalization enables people to better avoid these sorts of situations.

Schizophrenia can be characterized in part as a critical failure of the brain's reality-testing circuitry - its major symptoms include delusions and hallucinations - in particular this is true of the paranoid variety.
Everyone has thoughts (usually fleeting) considering the possibility that others are acting maliciously towards them, and everyone occasionally imagines what it might be like if certain pieces of their life were acting to directly oppose them, but someone with paranoid schizophrenia simply doesn't treat these thoughts as imagination. A schizophrenic can't simply dismiss these thoughts, sometimes just imagining the possibility of betrayal is enough for em to believe that it is true.

There is some speculation among neuropsychologists that even normal people actually believe whatever they imagine, but they are able to subsequently disbelieve with even a moment's consideration. If this is the case, it seems all the more relevant for skepticism and the scientific method to be included in any educational curriculum.

Skepticism is the consistent application of strict evidentiary criteria to any proposition. In addition to being a fundamental part of the scientific method, skepticism is practiced by almost everyone in a large variety of situations (if you think you are never skeptical, I've got some property in Alpha Centauri I'd like to sell you).
The primary realization of skeptical thinking is that the human brain's reality-testing circuitry is not very accurate in most situations. Once you have had this realization, it is simply a matter of questioning how your innate reality-testing can be supplemented enough to meet the demands of modern life.

Really, the only negative consequence of applying too much skeptical thinking to a question is that it can waste time and energy. For example, is the table in front of you real or imagined? Your innate reality-testing software says that if you can see it and touch it, it's real. Of course our senses can be fooled pretty easily, so we can go to great skeptical lengths to determine whether or not that table is real. We can go through months of scientific testing, double-blind trials (of some kind) and painful statistical analysis to answer the question, but all this analysis is even more likely to give us the correct answer than the simple and obvious test, wasting a whole lot of time and energy in the process. The difficulty in thinking skeptically in practice is developing guidelines for determining which situations are worth leaving to your brain along and which are worth investigating in detail.

There is an additional point of contact between skepticism and role-playing games, specifically fantasy-based RPGs. In a role-playing game you can imagine what a world which involved magic might actually be like. The more experience you have imagining what life in a magical world might be like, the easier it is to recognize the faults of magical thinking in the real world.

Tuesday, November 25, 2008

New Phrases

I've just come up with a new phrase synonymous with sympathetic magic: Malleable Induced Macroscopic Synchrony. Any of you neo-pagans out there feel free to use it if you want a technical-sounding term for your gibberish.

Thursday, October 23, 2008

Pithy Question

Would you rather have medicine which works whether you think it's working or not, or medicine you think is working, whether or not it actually is?
Hint: The two options presented are not the same thing, as some people would like to believe.

Wednesday, September 17, 2008

So Wrong It's Funny

This post is here to serve two purposes. First, I'd like to start recording some of the more comical mistakes I encounter while marking assignments, tests and whatnot. Second, I found something which allows for LaTeX equations to be embedded in a blogger post and I'm testing it out.

Obviously, whenever I post something from an assignment I mark I will not include any names or other identifying information.

The question:


One person's answer:


Another person's answer:


Now, for a little context. The course for which I am marking is intended for first-year university students who want to major in math. The course is designed to teach basic proof techniques, some very elementary number theory, and the basic idea of sets. The professor currently teaching the course is also placing emphasis on communication skills and the ability to express ideas in words as well as equations (something I find astonishingly lacking among most science and engineering undergraduates) and proper, unambiguous use of notation. Clearly she has her work cut out for her, but the reason I bring this up is that these mistakes are only funny (and disheartening) if made by people who should know better; if these same mistakes were made by high school students I would be less likely to find them funny or surprising.

I would also like to add to those of you who feel like you might make similar mistakes: If you are not actually planning to focus on a mathematical area, you have very little reason to know how to properly use logarithms in these kinds of situations. You should not feel bad for not seeing the mistakes above unless you actually should understand the math in question.

On a lighter note, the LaTeX appears to be working quite well.

Tuesday, July 8, 2008

Video Memory

I just had an idea for one of the worst video games ever. First, some philosophical setup.
As a species, we remember things by passing them down the generations first orally, then in pictures, then in writing. Each of us reads the writing of previous generations about events in our past and creates anew our own interpretation of the experiences.
In modern times, we have already developed video into another medium in this same vein, allowing a memory to be retained more accurately as more details are directly imparted. We are in the process of developing computer controls in such a way as to create what I believe will be the next stage in inter-generational memory: the interactive virtual experience.
Essentially, it won't be very long before people will be capable of recording their sensory input to digital form in real-time and others will then be able to experience what they did through playing that back directly into their nervous system. One step beyond that, however, is to allow the person experiencing the memory to take an active role in the experience and have the computer relaying the experience judge likely outcomes for actions the person takes. This idea amounts, basically, to full-realism in a completely free-form video game constructed directly from someone's real experience. I'm guessing 50 to 100 years at most before this technology is feasibly in place.

Scaling that idea back to modern technology, it roughly translates into constructing a video game with a real physics engine, detailed psychological AIs for characters other than the player, and with characters and setting drawn from real experience and constructed as true-to-life as possible.

Now, if you're still reading this, you're probably thinking "Why would I want to play a video game where I actually have to sit through an hour of driving just to get somewhere an hour away? Why would I want to play something so close to real life when I could just live?"
My answer is that some things should be remembered, and it might be worth recreating them as thoroughly as possible in order to do so.

So here's the idea: Auschwitz.

Take a high-powered realistic physics engine, construct a full-scale 3D rendering of the death camp as it existed during the war, populate it with guards and prisoners with AIs based on psychological profiles of people who historically were there.
There is no goal, no quest, no "good ending". The only purpose of this game is to deliver an experience of what it may have been like to be there.
No restrictions on the player - if you want to escape, try and probably get killed in the process. If you want to take on the guards, try and get killed anyway. If you do as you are told, experience the horror of watching almost everyone around you get gassed, shot or worked to death.

As I said, one of the worst video games ever. In fact, I doubt it should even be called a game - I envision it more as an interactive cultural memory.

Why make a game like this? Because some things should be remembered.

Okay, now you can go ahead and tell me how appalled you are at the idea.

Tuesday, February 19, 2008

Reflections on the Brutal Murder of Small Rodents

For quite some time now, there have been a good number of mice living in this house. As with almost everything, I am extremely tolerant of the mild annoyances mice present. I am slightly surprised whenever I see one scurry across the floor and I generally attempt to guide it away from myself and the wires attached to my various electronic devices. I was mildly annoyed upon discovering that they had eaten most of my packets of chicken soup, but I can hardly blame the mice for obeying their instincts and soup is not exactly expensive or difficult to replace.

The only thing these mice have done to particularly annoy me is to chew loudly on something in my room while I try to get to sleep. In these circumstances I usually attempt to scare them out of the room, but for amazingly this rarely seems to work. I have grown accustomed to whispering to them when I hear them, often referring affectionately to an individual mouse as "you stupid little shitling" and musing on how, if the mouse were to encounter my foot, I might sustain a mild injury easily remedied by a bandage and a rabies vaccine, they would have every bone in their tiny body broken and be splattered into a bloody pulp. Of course, this is not something I would ever deliberately do.

Chances are, I would not have actually taken the initiative to get any traps until they chewed up something I consider valuable, and perhaps not even then. Of course, I am not the only one who lives in this house, and one of my housemates indulges in screaming fits whenever she sees one of these mice. She decided, after a failed attempt at poisoning, to get some mouse traps from the landlord and she set them up today. Of five traps the landlord gave us, she set up three and then returned to her parents' house for reading week. Within hours, two of the traps had killed mice, and I haven't been able to find the third. I then set up the remaining two, one of which has also already killed a mouse. Chances are, I will have to ask the landlord for more traps tomorrow.

These are the standard mouse-traps you see everywhere and, ironically, they seem to me to be more humane than the "humane" traps my parents used when I was younger.

The first kid of "humane" mousetrap was a sort of cage designed to trap the mouse inside when it tried to eat the cheese so that it could then be released outside alive and healthy. From what I remember, these traps didn't really work at all. Either the trigger wasn't sensitive enough or the mice never entered the trap to begin with.

The second kind of "humane" mousetrap I only saw my parents use once because of its effect. It was a small tray of strongly adhesive material designed to stick to the mouse's feet when it went after the peanut in the middle of the tray. This adhesive would not kill the mouse, and it was designed to lose its adhesive properties when soaked in luke-warm water. The idea was that you would take the trapped mouse outside, pour some luke-warm water over it and the mouse would scurry away. Unfortunately, that's not what happened. It being winter, my parents took the trapped mouse outside and poured the warm water into the tray. The mouse struggled, but couldn't get free. They continued to bring more warm water attempting to keep the water's temperature from dropping and to allow the tray to de-adhere, but the mouse continued to remain fixed to the tray. Eventually the mouse froze to death, still struggling to get free.

These standard mousetraps are designed to break the mouse's neck when they go after the cheese. Earlier today I saw one activate - it was very fast. The mouse twitched for a few seconds (which was painful to watch), but it died fairly quickly. All in all, I'd say a quick broken neck is more humane than hours of torture followed by freezing to death.

So yes, friends, I am now a mammal-murderer. However, seeing as I don't actually have a moral difficulty with killing small rodents, why have I been going on for so long about this experience? Essentially, I am going over this because I thought I would not participate in this particular endeavour, but I wound up taking part despite my finding it aesthetically displeasing. I suppose I don't know myself quite as well as I thought.