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Programming for Liberty in Virtual Spaces

 

Pierre Berger

Digital Artist. Chairman of “Les Algoristes”

 

Abstract

 

 

1. Liberty, a paradoxical ideal

 

2. Working for liberty : creation Vs. evaluation

 

3. Creation in graphics and VR

 

4. Evaluation in graphics and VR

 

5. Design and architecture

 

6. No liberty without cooperation

 

 

1. Liberty, a paradoxical ideal

 

At first look, programming and freedom look like a radical opposition. Programming is basically deterministic in scope, and to be human is to prove one’s difference from a robot as well as from an animal.

 

Are we free, or predestined ? Is even liberty possible… it is an old debate, finding arguments as well in formal logics [Vidal-Rosset] as in psychology. Even Christian denominations disagree on this point. For the classical catholic doctrine, worded for instance par the thomists, liberty is a consequence or reason : "Cum homo sit rationalis, liberi etiam arbitrii necessario est".  ([Aquinas] Prima pars, Questio 83, Articulus primus). This point has been several times confirmed by several popes, namely by Léon X (against Luther) by Clément XI (against Quesnel). Going further, Piux IX adds that human liberty can be rationally proved (Sacri collegii decretum, june 1865)… Schopenhauer or Larochefoucauld are famed for their insistence to track mean motivations under the apparently most disinterested decisions.

 

The question may also be taken as an aspect of the “reductionism” issue : is man a machine ; or, in other words, can we build human beings by technical means ? Western thinkers and general opinion denies this possibility, or at least takes it as a major threat of the present technical evolutions. Japanese culture sees it otherwise, and robots are frequently seen as friends if not saviors of Mankind [Lunning].

 

We wont here take part in this debate as such, but adopt a radically pragmatic attitude. We shall propose a rather formal model of “liberty” and, being aware that any such model cannot give answer to the deep logical-philosophical problems underneath, we shall show how it may help to “build freedom”, in particular in Art and virtual spaces. We shall use our “painter system ”Roxame” as a concrete to experimentation and development in this domain.   

 

The Liberty space

 

Let us first observe that liberty is always twofold :

- the possibility several options

- the absence of determination to choose one of these against the others.

 

We can go further, evoking some quantification of liberty (at our risks)

- the more options we have, the wider is our freedom ; we can describe that as a more or less mathematical space, with more or less points where one can go

- the absence of determination can be taken as an equiprobability of the different options.

 

In a digital environment (always finite in a real world)  we can consider that the different options can be referred to as various values of a string of bits, with a length of the string equals to log2 of the number of options, and an independent equiprobability for each bit to te 0 or 1. 

 

I don’t think that such a model is able to give us really a means of fully and definitely computing the liberty of any being other than digital and abstract. The main difficulty lies in the counting of options : how do we decide that two options are really different ? Even in a digitized model, a difference of few “low valued” bits will be frequently meaningless for any real user.

 

On the other hand, we can use the formula as a guide to “develop” liberty. When we open “new fields”, or close them, and when we remove constraints and obstacles to a free going there, we augment Liberty. When we close gates and make the travel more difficult, or most costly (in any kind of count), we reduce liberty.

 

Valuation of the space points

 

But that is not sufficient, and we must a second time call for meaning. In an infinite, borderless, “flat” universe, it does not matter to be here or there. The move from one point to another one never pays for cost. “There is no good wind for the sailor who doesn't know to which port he is sailing.” (Oliver Holmes). Hence we must have one more dimension giving value to the points of the space.

 

A simple way of doing that is to consider the move space as a flat plane, and the valuation as a kind of altitude. There would remain no liberty if the agent were obliged to aim always at the highest or lowest point. Liberty remains

- if the subject, for reasons of its own, not modelizable, can always choose go to “up” or “down” (good or evil, for instance)

- if and when, at some places or times, the valuation cannot be computed ; then the subject chooses for reasons of its own, not “rational” ; in a lot of cases, this problem can be solved by putting limits to the space of choices, limits such as the computation of the “good” is possible. The liberty is here in the choice of these limits. 

 

Example of limits : short term rather than long term, nationalism rather than globalism, egoism rather than altruism.

 

Note that, for any finite metric space, a “natural” valuation can be proposed : the value of one point is the sum of its distances to all the other points in this space ;   here the best points are the center, or around some kind of center, and the worst ones will be the border ones.

 

Examples : the center of a circle is clearly a vantage point ; the center of the chessboard is well known for its strategic importance.

 

Another interesting valuation way is to consider than the first liberty is the liberty to exist, and to exist as long as possible. Then we can propose a formula for a full life span :

 

L =

 

Liberty is relation.

The two maturities

Liberty aiming to an adult-adult relation. [Berne]

Resonance, Larsen.

Adult-adult relation with oneself.

 

Measurment of liberty. L. instant density of L (decision flow

 

 

Information : more messages possible, equiprobability

Digital : number of independent bits )

Games : playability , what the user is able to do, what he is allowed to do

Economics : cash “liquidities”

Politics : separation of powers : legislative, executive, judiciary. Plus : press, economy. The liberty of one citizen ends where it impinges on the liberty of other citizens.

 

 

No liberty without “programming”

 

Personnality :

Politically

 

Art
Freedom of the artist, of the work of art itself, of the beholder

The artist fights for his own liberty, and liberty at large (… no pun)
The long walk to Marr.  Following photography. The cubist move.  : Picasso looks for a new kind of representation, and ends In a new kind of art work, playing for itself, structurally independent.

The Marr/Greenberg closure of art on itself.  Duchamp quits.
Personally : an adult/adult relation between the work and the sitter, for instance.

Art space. Perspective, new beings
art constraints  [Leech]

 

Games

Freedom of the gamer : playability. Freedom vs. moral laws. You can kill (not make love…, in classical morals)

Aims, rules

Evaluation is basicallay : win or lose, and the paths going there

 

Economy

Retribution/contribution

Low costs/high return  ROI

 

VR, a gigantic space, but not properly infinite, no “natural” laws

Space properly, data, algorithms, agents

Immediate transport

But some limits : resolution (Bailly)

 

Conclusion : nobody knows exactly what liberty is, not even it is real. But we can act to reduce or augment it.  VR is by itself a new opening.  But the way we build VR impacts on the liberty of people entering in, including ourselves.  Then, how to ?

2. Working for liberty : creation Vs. evaluation

 

1st side : expanding the space

 

Creation

affordances, possibilities, space dimension,  degrees of liberty (mechanics), resolution

The freedom of creation [Le Meur][Serfati][Moholy-Nagy]

 

Technology as opening new degrees of liberty

Health, comport, life span, leisure time, travelling and engineering tools, including pigments for painters, etc.

And “finally” VR

(to morrow : B2B ?)

Breaking into pieces open to reconstruction (any kind of science, Meccano)

Dematerialization (space use, costs of moves, of reproduction, etc.)

Reproduction [Malraux][Mac Luhan][Benjamin]

 

Material/physical constraints
- time, Newton, Heisenberg

 

Constraints brought forth by technologies :

- the digital problem
- costs, availability

 

2d side : Valuation

 

Evaluation

Technogy as introducing new values (?)

 

Liberty as a value per se. Consequences for harmony and balance.

 

 

One could say, about symmetries : a pure symmetry, for instance left/right related to the center, is not much more than a division by 2 of the information brought.

If the symmetry line (not properly a classical symmetry anyway), some difference is conserved. The golden number could perhaps be proven as an optimum on those grounds.

Hence the principe of limited symmetry [Funck-Hellet]

Harmony and balance

3. Creation in graphics and VR

 

The generators

Random

Sets of functions, colors, moves, models, characters

 

Space

In VR, space is always finite, albeit enormous.

The space may have constraining contours, restrictions of costs of moving

Geodesics and metrics (the shortest distance between two points)
possibly even parted spaces with non connected parts

Then freedom is not the same in every plase. Some kind of centroïd.

 

Sensors  on the user, on the general world

and user inputs

Beyond keyboard and mouse, a lot of sensors used. Accelerometers. WII

Vision,  also sound recognition

Brain to computer

Web as resource

The “decisisonal bits” as small quantity in the information flow emerging from the player.

But “vision” has precisely as its aim to reduce this flow… according to the decision schemes of the system

It is symmetrical for the player

Then we have two high-level decision making “agents”, communicating through high band-pass channels

As for the human, we have no direct access to some “top level”

In fact one may doubt if there is even a top level

That can be studied in the computer/Program

Since here at last we have (or can have) a strictly mono-processor, or mono-processor centered acting system.

 

 

Actuators and user outputs

On the user/player

Controlling the real world (or virtual worlds)
immersion

Pain station  6196

Possible controlled sex toys . up to now, rather short from expectations !

 

Agents, characters

Complex features, behaviours

Material generators : Lego Mindstorms

 

Partial bits/ dimensional independence-orthogonality : here or in evaluation ?

4. Evaluation in graphics and VR

 

Space evaluation, geodesics.
In games, a final target. In life, indefinite. We build the space while living in it.

Constructive aspects of the constraints. The transgression possibility [Leech]

 

 

Values

 

Aesthetic

Graphically pleasant

semantic

 

Pleasure

 

Playability

Examples : easel painting, mural, film (at home), film (theater movie), gesamtwork (at home, in theater), night club, religious celebrations

The user memory

With paintings, the semantic evocation may be much richer (Aurélie Nemours)

Costs/pleasure (contribution/retribution)

Levels, as in Maslow

Accept to be (or to give) only a part to be remixed, assembled by the beholder [Azuma]

Structure/measure of gameplay

Dissymmetrical effects : important changes In the system with few input bits

If characters in the system, explicit “expressive” approval (visual and oral “you win”, congratulations

The classical retribution in games (and elsewhere : the retribution is an affordance to go further, “higher”)

The book  vs ebook

 

 

 

Interaction and playability

The costs of interaction for the  viewer, the audience

(some experiments in collective decision, for instance, at Siggraph)

Group effects . build liberty for the group also ? Liberty inside a group …

 

Internal and external playbability

Eg canvas bought and placed somewhere in the house. Sometimes stores in the attic,

Collection, buying/selling,

Playability is larger if the cost is low (but less thrilling…)
r

 

 

5. Design and architecture

 

 

 

 Build

Constructivism

Modernism. Why it did not work in Art (though Bauhaus is a kind of success).
[Klee][Moholy-Nagy]

 

Ego, construction of personalité [Kaufmann]

The three levels.

Id quod volo

Ego as a space, to be explored. “Là où est le ça, je dois advenir”

 

Robotics

Society

Indefinite progress “The human morality, resulting necessarily from his organization, may, as all his other faculties, progress indefinitely” [Condorcet]

 

Behaviors and memory

- the spectator. Learning.

 

- the work/system . I can write on a book, annotate it, even spit on it !

Explicit memorization. Just local. The

-  player recognition, its psychological state, his past interactions, level competence, financial assets, tastes, turn-offs
- for the player in general, for a given profile, for this player as a specific individual

 

 

- the artist

 

Sequences

 

Loops. Aseity, self, mirror

The player seeing him/herself

The machin seeing itself

Mirro combination “mise en abîme”, n+1

Haptics

 

Hierarchies and the debate about centralized/connexionists

Modernist/post-modernist

Japanese.  Basis of “elements”  (not only data, emotions also)

Will the author accept to be so “decomposed”, “analysed” , and be dissolvec in a global mixing flow, in order to give the player a maximum of playability?

 

 

Summa/Encyclopedia

Computer systems centralized, distributed, clouds/grids, neural networks, multi-agents.

 

 

Language

The fundamental place of language

Human against animals

Roxame

Constraints are language as well as generators

 

GesamtsKunstwert Vs. Neuronal networks [Balpe][Azuma]

 

6. No liberty without cooperation

 

Profiling of a “programmer for liberty”

The artist, the programmer, the designer/architect

Politician, anybody for oneself

 

Cost of development
Diversity of competences and approaches

 

Artist are not driven to the freedom of the beholders. Somehow with interactive systems. They do not study psychology, neurosciences

Not artistic engineering. Designers ?

Scientist in labs ? Teams in cinema and game production.

 

References

 

[Aquinas]

[Azuma]

[Balpe]

[Benjamin]

[Berne] BERNE Eric : Games people play. The psychology of human relationships Penguin 1964.

[Condorcet] Jean-Antoine Caritat, marquis de Condorcet : Esquisse d’un tableau historique des progrès de l’esprit humain. Editions sociales, Paris 1966. Original edition 1795.

[Funck-Hellet] FUNCK-HELLET  Ch. Funck-Hellet : Composition et nombre d’or dans les oeuvres peintes de la Renaissance. Proportion, symétrie, symbolisme. Editions Vincent Réal, Paris 1950.

[Klee]

[Leech]

[Lego Mindstorm]

[Le Meur]

[Lunning]

[Malraux]

[McLuhan]

[Moholy-Nagy]

[Serfati]

[Triolet]

[Vercors]

[Vidal-Rosset] VIDAL-ROSSET Joseph : Les paradoxes de la liberté.  Ellipses 2009.