A World Without Work: Difference between revisions

Jump to navigation Jump to search
no edit summary
No edit summary
No edit summary
Line 10: Line 10:
No innovation since the wheel has failed to create unexpected diversity, or opportunity — that’s more or less the definition of “innovation” — ''or'' more subsidiary complexity & inefficiency as a by-product. Both the opportunities and the inefficiencies “need” human midwifery, to exploit (for the former) and effectively manage (for the latter).  
No innovation since the wheel has failed to create unexpected diversity, or opportunity — that’s more or less the definition of “innovation” — ''or'' more subsidiary complexity & inefficiency as a by-product. Both the opportunities and the inefficiencies “need” human midwifery, to exploit (for the former) and effectively manage (for the latter).  


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]] — as in [[complexity theory]] 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]].


Navigation menu