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{{review|A World Without Work: Technology, Automation, and How We Should Respond|Daniel Susskind|||Help, help, we’re all going to die}}
{{A|book review|'''''A World Without Work: Technology, Automation, and How We Should Respond''''' by Daniel Susskind (2020) <small>Get it [https://books.google.co.uk/books/about/A_World_Without_Work.html? here]</small>
In which {{author|Daniel Susskind}} grasps a flagon of {{author|Ray Kurzweil}}’s home-made Kool-Aid and bets the farm. He will doubtless find enough [[General Counsel]] wishing to seem at the forefront of the technological vanguard and interested mugs like me, who are suckers for sci fi alternative histories — at least to recoup his advance but, like the consistent output of his father over the last three decades, {{br|A World Without Work}} will not signpost, let alone dent, the  immutable trajectory of modern employment, failing as it does to understand how humans, organisations and economies work and ignoring — neigh, ''contradicting'' — the history of technological development, ancient and modern.
[[File:Dole-queue.jpg|450px|thumb|center|Passtimes of the future, as imagined by {{author|Daniel Susskind}}]]}}Dr. Susskind, scion of the storied futurology dynasty, will doubtless find enough [[general counsel]] anxious to be seen at the technological vanguard, and suckers for sci-fi alternative histories like me, to recoup his advance, but {{br|A World Without Work}} will not signpost much less dent the  immutable trajectory of modern employment.


Technology has ''never'' destroyed overall labour, and Susskind gives no good grounds for believing it might suddenly start now.
To my mind Susskind mischaracterises what work is and how humans, organisations and economies organise themselves to do it, and overlooks — neigh, ''contradicts'' — the whole geological history of technology. Technology has ''never'' destroyed employment ''overall''. Susskind thinks it will now — that ''homo sapiens'' has reached some kind of Kubrickian tipping point — but gives no good grounds I could see to support that belief.


No innovation since the wheel has failed to create unexpected diversity, or opportunity — that’s more or less the definition of an innovation, really ''or'' more subsidiary complexity & inefficiency as a by-product. Both the opportunities and the inefficiencies "need" human, not automated, midwifery, to imaginatively exploit (for the former) and effectively manage (for the latter).  
All innovations create unexpected [[diversity]] or opportunity — that’s more or less the definition of “innovation” and all deliver more subsidiary [[complexity]] & inefficiency as a by-product. Both the opportunities ''and'' the inefficiencies — “need” human midwifery, to exploit them (for the former) and effectively manage them (for the latter).  


Nothing that the information revolution has yet thrown up suggests any of that has changed.  
Nothing that the [[information revolution]] has yet thrown up suggests any of that has changed. The more [[technology]] is deployed, the more the fog of confusion and [[complexity]] — as in [[complexity theory]], and not just [[complicated]]ness — engulfs us.  


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. They are entirely deterministic, and you can see that, at the limit, the player with the superior number-crunching power ''must'' win. Yet, even on a 64x64 board, the complexity quickly becomes unmanageable.
An excellent counterpoint, though equally flawed in other ways, is the late {{author|David Graeber}}’s highly provocative {{Br|Bullshit Jobs: A Theory}}, which has a far more realistic, if no less glum, prognosis: soul-destroying jobs aren’t going away: they are only going to get worse. And there will be more and more of them. This feels more plausible to me.  


Life is not a two-person board-game on a small-board with fixed rules a static, common objective. Go and Chess are very poor analogies for life.
[[This time it’s different|This time is ''not'' different]].  


Computers can only follow rules. This is by design. A computer 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, and cannot reason by analogy or manage the ambivalence needed to manage innovation.
===But [[chess]]-playing supercomputers - ===
Appeals to [[Chess]] and [[Go]]-playing supercomputers — there are many in {{br|A World Without Work}} — do not change anything.   


Until they can do these things, they can only aid in in almost all circumstances, ''complicate'' — the already over-complicated networks we all inhabit. and this is before one considers the purblind, irrational sociology that propels most organisations, because it propels individuals in those organisations. Like the academy, in which {{author|Daniel Susskind}}’s millenarianism thrives, computers function best in a theoretical, platonic universe governed by unchanging and unambiguous physical rules, and populated by rational agents. In that world, Susskind might have as point, but even there I doubt it.  
[[Chess]] and [[Go]] are [[complicated]], not [[complex]], problems. Both are hermetically and — ahh — ''[[hermeneutics|hermeneutically]]'' sealed zero-sum games on small, finite boards with simple sets of unvarying rules between two players sharing a common and static objective. Their risk payoff is normal, not exponential. They can, in theory, be “brute force” managed by skilled operation of an [[algorithm]], and the consequences of success or failure are predictable and contained — you win some, you lose some.  


But in the conflicted, dirty, unpredictable universe we find ourselves in out here in TV land, there will continue to be plenty of work, as there always has been, administrating, governing, auditing, advising, [[rent-seeking]] — not to mention speculating and bullshitting about the former — as long as the computer-enhanced tight-coupled complexity of our networks doesn't [[Lentil convexity|wipe us out first]].
Either way, gameplay is deterministic: at the limit, the player with the better number-crunching power ''must'' win. Even here, the natural imagination of a human player, otherwise at a colossal disadvantage to the raw rule-processing power of a difference engine, makes beating the [[meatware]] by algorithm surprisingly hard.
 
This ought to be the lesson: even for simplistic binary games, it takes a ton of dumb processing power to beat a puny imagineer. But somehow, Susskind reads it instead as a signpost to the [[Apocalypse]].
 
Life is ''not'' a two-person board-game on a small-board with fixed rules and a static, common, zero-sum objective. Not even at university. Life is complex.  ''[[Complex]]'' problems — those one finds at the frontier, when one has boldly gone somewhere 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 problems in [[Chess]].<ref>There is more on this topic at [[complex systems]].</ref> Here, [[algorithm]]s are no good. One needs experience, wisdom and judgment. ''[[Algorithm]]s get in the way''.
 
===Computers can’t solve novel problems===
By design, computers always, unfailingly, follow rules. A machine that could not 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  — and conceptually there is no reason a machine ''couldn’t'', but that’s just not how, to date, computers have been designed — they can only aid, and in most circumstances, ''complicate'', the already over-complicated networks we all inhabit.
 
=== But [[chess]]-playing supercomputers - ===
But, but, but — how can we explain this seemingly relentless encroachment of the dumb algorithm on the inviolable province of consciousness?  What will be left for us to do? Well, there’s an alternative explanation, and it’s a bit more prosaic: it is not so much that [[AI]] is breaching the mystical ramparts of consciousness, but that much of what we ''thought'' required the ineffable, ''doesn’t''. Much of what we thought was “human magic” turned out to be just, in Arthur C. Clarke’s worlds, “sufficiently advanced technology” that it ''seemed'' like magic. 
 
This isn’t news: impish polymath {{author|Julian Jaynes}} laid it all out in some style in 1976. If you haven’t read {{br|The Origin of Consciousness in the Breakdown of the Bicameral Mind}}, do. It’s a fabulous book. In any case, a lot less of what we ''take'' to require conscious thought actually ''does'' require conscious thought. Like driving a car. Or playing the piano.
 
And even this is before considering the purblind, irrational sociology that propels all organisations, because it propels all ''individuals'' in those organisations. Like the academy in which {{author|Daniel Susskind}}’s millenarianism thrives, computers work best in a theoretical, [[Platonic form|Platonic]] universe, governed by unchanging and unambiguous physical rules, and populated by rational agents. In that world, Susskind might have a point, but even there, I doubt it.
 
But in the conflicted, dirty, unpredictable, [[complex]] universe we find ourselves in out here in TV Land — there will continue to be plenty of work, as there always has been, administrating, governing, auditing, advising, [[rent-seeking]], and amusing ourselves to death, at least as long as the computer-enhanced, [[Tight coupling|tightly-coupled]] complexity of our networks doesn’t [[Lentil convexity|wipe us out]] before we get the chance to do it to ourselves.
 
===Employment and Taylorism===
Susskind’s conception of “work” as a succession of definable, atomisable, impliedly ''dull'' tasks — a framework, of course, which suits it perfectly to adaptation by machine — is a kind of Taylorism. It is a common view in management layers of the corporate world, of course — we might almost call it a [[dogma]] — but that hardly makes a case for it.
 
The better response is to recognise that “definable, atomisable and dull tasks” do not define what ''is'' employment, but what it should ''not'' be. The [[JC]]’s [[third law of worker entropy]] is exactly that: [[tedium]] is a sure sign of [[waste|''waste'']] in an organisation.  If your workers are bored, you have a problem. If they’re boring ''each other'',<ref>Hello, financial services!</ref> then it’s an exponential problem.
 
[[Daniel Susskind]] does not say how using [[artificial intelligence]] to bore each other is going to change that.


{{sa}}
{{sa}}
* {{author|David Graeber}}’s {{Br|Bullshit Jobs: A Theory}}
*[[Technological unemployment]]
*[[Technological unemployment]]
*[[Coronavirus]]
*[[Coronavirus]]
*[[Code and language - technology article|Code and language]]
*[[Code and language - technology article|Code and language]]
*[[Reg tech]]
*[[Reg tech]]
{{ref}}
{{Book Club Wednesday|2/12/20}}{{ref}}

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