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Levy_S-Hackers-Heroes-Computer-Revolution

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and weird patterns established in the past decade seemed to have solidified. Were they ossified aswell? Could you grow old as a hacker, keep wrapping around to those thirty-hour days? "I wasreally proud," Gosper would say later, "of being able to hack around the clock and not really carewhat phase of the sun or moon it was. Wake up and find it twilight, have no idea whether it wasdawn or sunset." He knew, though, that it could not go on forever. And when it could not, whenthere was no Gosper or Greenblatt wailing away for thirty hours, how far would the hacker dreamgo? Would the Golden Age, now drawing to its close, really have meant anything?It was in 1970 that Bill Gosper began hacking LIFE. It was yet another system that was a world initself, a world where behavior was "exceedingly rich, but not so rich as to be incomprehensible." Itwould obsess Bill Gosper for years.LIFE was a game, a computer simulation developed by John Conway, a distinguished Britishmathematician. It was first described by Martin Gardner, in his "Mathematical Games" column inthe October 1970 issue of Scientific American. The game consists of markers on a checkerboard-likefield, each marker representing a "cell." The pattern of cells changes with each move in the game(called a "generation"), depending on a few simple rules cells die, are born, or survive to the nextgeneration according to how many neighboring cells are in the vicinity. The principle is thatisolated cells die of loneliness, and crowded cells die from overpopulation; favorable conditionswill generate new cells and keep old ones alive. Gardner's column talked of the complexities madepossible by this simple game and postulated some odd results that had not yet been achieved byConway or his collaborators.Gosper first saw the game when he came into the lab one day and found two hackers fooling aroundwith it on the PDP-6. He watched for a while. His first reaction was to dismiss the exercise as notinteresting. Then he watched the patterns take shape a while longer. Gosper had always appreciatedhow the specific bandwidth of the human eyeball could interpret patterns; he would often use weirdalgorithms to generate a display based on mathematical computations. What would appear to berandom numbers on paper could be brought to life on a computer screen. A certain order could bediscerned, an order that would change in an interesting way if you took the algorithm a fewiterations further, or alternated the x and y patterns. It was soon clear to Gosper that LIFE presentedthese possibilities and more. He began working with a few AI workers to hack LIFE in anextremely serious way. He was to do almost nothing else for the next eighteen months.The group's first effort was to try to find a configuration in the LIFE universe which was possible intheory but had not been discovered. Usually, no matter what pattern you began with, after a fewgenerations it would peter out to nothing, or revert to one of a number of standard patterns namedafter the shape that the collection of cells formed. The patterns included the beehive, honey farm(four beehives), spaceship, powder keg, beacon, Latin cross, toad, pinwheel, and swastika.Sometimes, after a number of generations, patterns would alternate, flashing between one and theother: these were called oscillators, traffic lights, or pulsars. What Gosper and the hackers wereseeking was called a glider gun. A glider was a pattern which would move across the screen,periodically reverting to the same pointed shape. If you ever created a LIFE pattern which actuallyspewed out gliders as it changed shape, you'd have a glider gun, and LIFE'S inventor, John Conway,offered fifty dollars to the first person who was able to create one.The hackers would spend all night sitting at the PDP-6's high-quality "340" display (a special, high-

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