A World Without Work: Difference between revisions

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Nothing that the information revolution has yet thrown up suggests any of that has changed. There more technology is deployed, the more fog of confusion and complexity engulfs us.  
Nothing that the information revolution has yet thrown up suggests any of that has changed. There more technology is deployed, the more fog of confusion and complexity engulfs us.  


===But chess-playing supercomputers ===
===But chess-playing supercomputers... ===
Hand-waving about chess and go-playing supercomputers — there is a lot of that in {{br|A World Without Work}} — does not advance the argument. Both are hermetically sealed games on small, finite boards with simple sets of unvarying rules between two players sharing a common objective. Outcomes are entirely deterministic, and you can see that, at the limit, the player with the superior number-crunching power ''must'' win. Even here the natural imagination of human players, otherwise at a ''colossal'' disadvantage from an information processing perspective, made the job of beating them surprisingly hard. This ought to be the lesson: even in thoroughly simplistic binary games, it takes a ton of dumb processing power to beat a puny imagineer. Instead, Susskind reads this as a signpost to the [[apocalypse]].
Hand-waving about chess and go-playing supercomputers — there is a lot of that in {{br|A World Without Work}} — does not advance the argument. Both are hermetically sealed games on small, finite boards with simple sets of unvarying rules between two players sharing a common objective. Outcomes are entirely deterministic, and you can see that, at the limit, the player with the superior number-crunching power ''must'' win. Even here the natural imagination of human players, otherwise at a ''colossal'' disadvantage from an information processing perspective, made the job of beating them surprisingly hard. This ought to be the lesson: even in thoroughly simplistic binary games, it takes a ton of dumb processing power to beat a puny imagineer. Instead, Susskind reads this as a signpost to the [[Apocalypse]].


But life is not a two-person board-game on a small-board with fixed rules a static, common, zero-sum objective. Analogising from this — ironically, something a computer could not do — is not great police-work.
But life is not a two-person board-game on a small-board with fixed rules a static, common, zero-sum objective. Analogising from this — ironically, something a computer could not do — is not great police-work. In the world of [[systems anaysis]], [[Chess]] and [[Go]] are [[complicated]], not [[complex]], problems. The risk payoff is normal, not exponential. They can, in theory, be “brute force” managed by skilled operation of an algorithm, and the consequences of failure are predictable and contained — you lose. ''[[Complex]]'' problems — those one finds at the frontier, when one has boldly gone where no-one has gone before, in dynamic systems, where information is not perfect, where risk outcomes are [[convexity|convex]] — so-called “[[wicked environment]]s” — are not like that.<ref>There is more on this topic at [[complex systems]].</ref> Here algorithms are no good. One needs experience, wisdom and judgment.


===Computers can’t solve novel problems===
===Computers can’t solve novel problems===
By design, computers can only follow rules. One which could not be relied on to process instructions with absolute fidelity would be a ''bad'' computer. ''Good'' computers cannot think, they cannot imagine, they cannot handle ambiguity — if they even have a “mental life”, it exists in a flat space with no future or past. Computer language, by design, has no ''tense''. It is not a ''symbolic'' structure, in that its vocabulary does not represent anything.<ref>See: [[Code and language - technology article|Code and language]].</ref> Machines are linguistically, structurally ''incapable'' of interpreting, let alone ''coining'' [[metaphor|metaphors]], and they cannot reason by analogy or manage any of the innate ambiguities that comprise human decision-making.  
By design, computers can only follow rules. One which could not be relied on to process instructions with absolute fidelity would be a ''bad'' computer. ''Good'' computers cannot think, they cannot imagine, they cannot handle ambiguity — if they have a “mental life”, it exists in a flat space with no future or past. Computer language, by design, has no ''tense''. It is not a ''symbolic'' structure, in that its vocabulary does not represent anything.<ref>See: [[Code and language - technology article|Code and language]].</ref> Machines are linguistically, structurally ''incapable'' of interpreting, let alone ''coining'' [[metaphor|metaphors]], and they cannot reason by analogy or manage any of the innate ambiguities that comprise human decision-making.  


Until they can do these things, they can only aid — in most circumstances, ''complicate'' — the already over-complicated networks we all inhabit.  
Until they can do these things, they can only aid — in most circumstances, ''complicate'' — the already over-complicated networks we all inhabit.