Neil deGrasse Tyson is Creating a New Space Exploration Video Game with the Help of George R.R. Martin & Neil Gaiman

Although Neil deGrasse Tyson is some­what hes­i­tant to go in on plans to ter­raform and col­o­nize Mars, that doesn’t mean he doesn’t like a good ol’–yet science-based–video game. Sev­er­al out­lets announced recent­ly that the videogame Space Odyssey, spear­head­ed by deGrasse Tyson–one of America’s main defend­ers of log­ic and Enlightenment–has sur­passed its Kick­starter fund­ing goal. The game promis­es to send play­ers on “real sci­ence-based mis­sions to explore space, col­o­nize plan­ets, cre­ate and mod in real time.”

In the game, accord­ing to deGrasse Tyson, “you con­trol the for­ma­tion of plan­ets, of comets, of life, civ­i­liza­tion. You could maybe tweak the force of grav­i­ty and see what effect that might have.” It will be, he says, “an explo­ration into the laws of physics and how they shape the world in which we live.”

The game has been form­ing for sev­er­al years now, and most impor­tant­ly to our read­ers, has called in sev­er­al sci-fi and fan­ta­sy writ­ers to help cre­ate the var­i­ous worlds in the game, as they have apt­ly demon­strat­ed their skills in doing so on the print­ed page. That includes George R.R. Mar­tin, cur­rent­ly ignor­ing what­ev­er HBO is doing to his cre­ation Game of Thrones; Neil Gaiman, who cre­ates a new uni­verse every time he drops a new nov­el; and Len Wein, who has had a hand in cre­at­ing both DC’s Swamp Thing and Marvel’s Wolver­ine. Also on board: deGrasse Tyson’s bud­dy Bill Nye, for­mer NASA astro­naut Mike Mas­simi­no, and astro­physi­cist Charles Liu.

The idea of world/­galaxy-build­ing is not new in video games, espe­cial­ly recent­ly. No Man’s Sky (2015) fea­tures “eigh­teen quin­til­lion full-fea­tured plan­ets” and Minecraft seems lim­it­less. But Space Odyssey (still a tem­po­rary title!) is the first to have deGrasse Tyson and friends work­ing the con­trols in the back­ground. And a game is as good as the vision­ar­ies behind it.

 

Accord­ing to the Kick­starter page, the raised funds will go into “the abil­i­ty to have this com­mu­ni­ty play the game and engage with it while the final build is under­way. As the Kick­starter gam­ing com­mu­ni­ty begins to beta test game-play and pro­vide feed­back, we can begin to use the funds raised via Kick­starter to incor­po­rate your mod­ding, map­ping and build­ing sug­ges­tions, togeth­er build­ing the awe­some gam­ing expe­ri­ence you helped to cre­ate.”

DeGrasse Tyson will be in the game him­self, urg­ing play­ers onward. There’s no indi­ca­tion whether Mr. Mar­tin will be pop­ping up, though.

Relat­ed Con­tent:

Neil deGrasse Tyson: “Because of Pink Floyd, I’ve Spent Decades Undo­ing the Idea That There’s a Dark Side of the Moon”

David Byrne & Neil deGrasse Tyson Explain the Impor­tance of an Arts Edu­ca­tion (and How It Strength­ens Sci­ence & Civ­i­liza­tion)

Are We Liv­ing in a Com­put­er Sim­u­la­tion?: A 2‑Hour Debate with Neil Degrasse Tyson, David Chalmers, Lisa Ran­dall, Max Tegmark & More

Ted Mills is a free­lance writer on the arts who cur­rent­ly hosts the artist inter­view-based FunkZone Pod­cast and is the pro­duc­er of KCR­W’s Curi­ous Coast. You can also fol­low him on Twit­ter at @tedmills, read his oth­er arts writ­ing at tedmills.com and/or watch his films here.

How to Win at Texas Hold ‘Em: A Free MIT Course

In 2015, we fea­tured a short MIT course called Pok­er The­o­ry and Ana­lyt­ics, which intro­duced stu­dents to pok­er strat­e­gy, psy­chol­o­gy, and deci­sion-mak­ing in eleven lec­tures. Now comes a new course, this one more square­ly focused on Texas Hold ‘Em. Taught by MIT grad stu­dent Will Ma, the course “cov­ers the pok­er con­cepts, math con­cepts, and gen­er­al con­cepts need­ed to play the game of Texas Hold’em on a pro­fes­sion­al lev­el.” Here’s a quick overview of the top­ics the course delves into in the 7 lec­tures above (or find them here on YouTube).

  • Pok­er Con­cepts: pre­flop ranges, 3‑betting, con­tin­u­a­tion bet­ting, check-rais­ing, float­ing, bet siz­ing, implied odds, polar­iza­tion, ICM the­o­ry, data min­ing in pok­er
  • Math Con­cepts: prob­a­bil­i­ty and expec­ta­tion, vari­ance and the Law of Large Num­bers, Nash Equi­lib­ri­um
  • Gen­er­al Con­cepts: deci­sions vs. results, exploita­tive play vs. bal­anced play, risk man­age­ment

You can find the syl­labus, lec­ture slides and assign­ments on this MIT web­site.  How to Win at Texas Hold ‘Em will be added to our col­lec­tion, 1,700 Free Online Cours­es from Top Uni­ver­si­ties.

If you would like to sign up for Open Culture’s free email newslet­ter, please find it here. Or fol­low our posts on Threads, Face­book, BlueSky or Mastodon.

If you would like to sup­port the mis­sion of Open Cul­ture, con­sid­er mak­ing a dona­tion to our site. It’s hard to rely 100% on ads, and your con­tri­bu­tions will help us con­tin­ue pro­vid­ing the best free cul­tur­al and edu­ca­tion­al mate­ri­als to learn­ers every­where. You can con­tribute through Pay­Pal, Patre­on, and Ven­mo (@openculture). Thanks!

Relat­ed Con­tent:

MIT’s Intro­duc­tion to Pok­er The­o­ry: A Free Online Course

150 Free Online Busi­ness Cours­es

Learn Python with a Free Online Course from MIT

Garry Kasparov Now Teaching an Online Course on Chess

FYI: If you sign up for a Mas­ter­Class course by click­ing on the affil­i­ate links in this post, Open Cul­ture will receive a small fee that helps sup­port our oper­a­tion.

Quick FYI: Gar­ry Kas­parov is now teach­ing an online course on chess, appar­ent­ly his first online course ever. A grand­mas­ter and six-time World Chess Cham­pi­on, Kas­parov held the high­est chess rat­ing (until being sur­passed by Mag­nus Carlsen in 2013) and also the record for con­sec­u­tive tour­na­ment vic­to­ries (15 in a row). In his course, fea­tur­ing 29 video lessons, Kas­parov gives stu­dents “detailed lessons,” cov­er­ing “his favorite open­ings and advanced tac­tics,” all of which will help stu­dents “devel­op the instincts and phi­los­o­phy to become a stronger play­er.”

The course is being offered by Mas­ter­Class, the same ven­ture devel­op­ing class­es with these oth­er lumi­nar­ies–Her­bie Han­cock on JazzJane Goodall on the Envi­ron­mentDavid Mamet on Dra­mat­ic Writ­ingSteve Mar­tin on Com­e­dyAaron Sorkin on Screen­writ­ingGor­don Ram­say on Cook­ing, Judy Blume on Writ­ing, and Wern­er Her­zog on Film­mak­ing.

You can take this class by sign­ing up for a Mas­ter­Class’ All Access Pass. The All Access Pass will give you instant access to this course and 85 oth­ers for a 12-month peri­od.

Relat­ed Con­tent:

A Free 700-Page Chess Man­u­al Explains 1,000 Chess Tac­tics in Plain Eng­lish

Clay­ma­tion Film Recre­ates His­toric Chess Match Immor­tal­ized in Kubrick’s 2001: A Space Odyssey

A Human Chess Match Gets Played in Leningrad, 1924

Man Ray Designs a Supreme­ly Ele­gant, Geo­met­ric Chess Set in 1920 (and It’s Now Re-Issued for the Rest of Us)

Play Chess Against the Ghost of Mar­cel Duchamp: A Free Online Chess Game

Watch Bill Gates Lose a Chess Match in 79 Sec­onds to the New World Chess Cham­pi­on Mag­nus Carlsen

The Story of Habitat, the Very First Large-Scale Online Role-Playing Game (1986)

Long before World of War­craft, before Everquest and Sec­ond Life, and even before Ulti­ma Online, com­put­er-gamers of the 1980s look­ing for an online world to explore with oth­ers of their kind could fire up their Com­modore 64s, switch on their dial-up modems, and log into Habi­tat. Brought out for the Com­modore online ser­vice Quan­tum Link by Lucas­film Games (lat­er known as the devel­op­er of such clas­sic point-and-click adven­ture games as Mani­ac Man­sion and The Secret of Mon­key Island, now known as Lucasarts), Habi­tat debuted as the very first large-scale graph­i­cal vir­tu­al com­mu­ni­ty, blaz­ing a trail for all the mas­sive­ly mul­ti­play­er online role-play­ing games (or MMORPGs) so many of us spend so much of our time play­ing today.

Designed, in the words of cre­ators Chip Morn­ingstar and F. Ran­dall Farmer, to “sup­port a pop­u­la­tion of thou­sands of users in a sin­gle shared cyber­space,” Habi­tat pre­sent­ed “a real-time ani­mat­ed view into an online sim­u­lat­ed world in which users can com­mu­ni­cate, play games, go on adven­tures, fall in love, get mar­ried, get divorced, start busi­ness­es, found reli­gions, wage wars, protest against them, and exper­i­ment with self-gov­ern­ment.” All that hap­pened and more with­in the ser­vice’s vir­tu­al real­i­ty dur­ing its pilot run from 1986 to 1988. The fea­tures both cau­tious­ly and reck­less­ly imple­ment­ed by Habi­tat’s devel­op­ers, and the feed­back they received from its users, laid down the tem­plate for all the more advanced graph­i­cal online worlds to come.

At the top of the post, you can watch Lucas­film’s orig­i­nal Habi­tat pro­mo­tion­al video promise a “strange new world where names can change as quick­ly as events, sur­pris­es lurk at every turn, and the keynotes of exis­tence are fan­ta­sy and fun,” one where “thou­sands of avatars, each con­trolled by a dif­fer­ent human, can con­verge to shape an imag­i­nary soci­ety.” (All per­formed, the nar­ra­tor notes, “with the coop­er­a­tion of a huge main­frame com­put­er in Vir­ginia.”) The form this soci­ety even­tu­al­ly took impressed Habi­tat’s cre­ators as much as any­one, as Farmer writes in his Habi­tat Anec­dotes” from 1988, an exam­i­na­tion of the most mem­o­rable hap­pen­ings and phe­nom­e­na among its users.

Farmer found he could group those users into five now-famil­iar cat­e­gories: the Pas­sives (who “want to ‘be enter­tained’ with no effort, like watch­ing TV”), the Active (whose “biggest prob­lem is over­spend­ing”), the Moti­va­tors (the most valu­able users, for they “under­stand that Habi­tat is what they make of it”), the Care­tak­ers (employ­ees who “help the new users, con­trol per­son­al con­flicts, record bugs” and so on), and the Geek Gods (the vir­tu­al world’s all-pow­er­ful admin­is­tra­tors). Some­times every­one got along smooth­ly, and some­times — inevitably, giv­en that every­one had to define the prop­er­ties of this brand new medi­um even as they expe­ri­enced it — they did­n’t.

“At first, dur­ing ear­ly test­ing, we found out that peo­ple were tak­ing stuff out of oth­ers’ hands and shoot­ing peo­ple in their own homes,” Farmer writes. Lat­er, a Greek Ortho­dox Min­is­ter opened Habi­tat’s first church, but “I had to even­tu­al­ly put a lock on the Church’s front door because every time he dec­o­rat­ed (with flow­ers), some­one would steal and pawn them while he was not logged in!” This cit­i­zen-gov­erned vir­tu­al soci­ety even­tu­al­ly elect­ed a sher­iff from among its users, though the design­ers could nev­er quite decide what pow­ers to grant him. Oth­er sur­pris­ing­ly “real world” insti­tu­tions devel­oped, includ­ing a news­pa­per whose user-pub­lish­er “tire­less­ly spent 20–40 hours a week com­pos­ing a 20, 30, 40 or even 50 page tabloid con­tain­ing the lat­est news, events, rumors, and even fic­tion­al arti­cles.”

Though devel­op­ing this then-advanced soft­ware for “the ludi­crous Com­modore 64” posed a seri­ous tech­ni­cal chal­lenge, write Farmer and Morn­ingstar in their 1990 paper “The Lessons of Lucas­film’s Habi­tat,” the real work began when the users logged on. All the avatars need­ed hous­es, “orga­nized into towns and cities with asso­ci­at­ed traf­fic arter­ies and shop­ping and recre­ation­al areas” with “wilder­ness areas between the towns so that every­one would not be jammed togeth­er into the same place.” Most of all, they need­ed inter­est­ing places to vis­it, “and since they can’t all be in the same place at the same time, they need­ed a lot of inter­est­ing places to vis­it. [ … ] Each of those hous­es, towns, roads, shops, forests, the­aters, are­nas, and oth­er places is a dis­tinct enti­ty that some­one needs to design and cre­ate. Attempt­ing to play the role of omni­scient cen­tral plan­ners, we were swamped.”

All this, the cre­ators dis­cov­ered, required them to stop think­ing like the engi­neers and game design­ers they were, giv­ing up all hope of rig­or­ous cen­tral plan­ning and world-build­ing in favor of fig­ur­ing out the trick­er prob­lem of how, “like the cruise direc­tor on an ocean voy­age,” to make Habi­tat fun for every­one. Farmer faces that ques­tion again today, hav­ing launched the open-source Neo­Hab­i­tat project ear­li­er this year with the aim of reviv­ing the Habi­tat world for the 21st cen­tu­ry. As much progress as graph­i­cal mul­ti­play­er online games have made in the past thir­ty years, the con­clu­sion Farmer and Morn­ingstar reached after their expe­ri­ence cre­at­ing the first one holds as true as ever: “Cyber­space may indeed change human­i­ty, but only if it begins with human­i­ty as it real­ly is.”

Relat­ed Con­tent:

Free: Play 2,400 Vin­tage Com­put­er Games in Your Web Brows­er

Long Live Glitch! The Art & Code from the Game Now Released into the Pub­lic Domain

Tim­o­thy Leary Plans a Neu­ro­mancer Video Game, with Art by Kei­th Har­ing, Music by Devo & Cameos by David Byrne

Based in Seoul, Col­in Mar­shall writes and broad­casts on cities and cul­ture. He’s at work on a book about Los Ange­les, A Los Ange­les Primer, the video series The City in Cin­e­ma, the crowd­fund­ed jour­nal­ism project Where Is the City of the Future?, and the Los Ange­les Review of Books’ Korea Blog. Fol­low him on Twit­ter at @colinmarshall or on Face­book.

A Free 700-Page Chess Manual Explains 1,000 Chess Tactics in Plain English

Image by Michael Mag­gs, via Wiki­me­dia Com­mons

FYI: In 2011, Ward Farnsworth pub­lished a two-vol­ume col­lec­tion called Preda­tor at The Chess­board: A Field Guide To Chess Tac­tics (Vol­ume 1Vol­ume 2where he explains count­less chess tac­tics in plain Eng­lish. In this 700-page col­lec­tion, “there are 20 chap­ters, about 200 top­ics with­in them, and over 1,000 [chess] posi­tions dis­cussed.” Now for the even bet­ter part: Farnsworth also made these vol­umes avail­able free online. Just vis­it chesstactics.org and you can start mak­ing your­self a bet­ter chess play­er when­ev­er you have the urge.

Nat­u­ral­ly, Preda­tor At The Chess­board will be added to our col­lec­tion, 800 Free eBooks for iPad, Kin­dle & Oth­er Devices.

If you would like to sign up for Open Culture’s free email newslet­ter, please find it here. Or fol­low our posts on Threads, Face­book, BlueSky or Mastodon.

If you would like to sup­port the mis­sion of Open Cul­ture, con­sid­er mak­ing a dona­tion to our site. It’s hard to rely 100% on ads, and your con­tri­bu­tions will help us con­tin­ue pro­vid­ing the best free cul­tur­al and edu­ca­tion­al mate­ri­als to learn­ers every­where. You can con­tribute through Pay­Pal, Patre­on, and Ven­mo (@openculture). Thanks!

Relat­ed Con­tent:

Clay­ma­tion Film Recre­ates His­toric Chess Match Immor­tal­ized in Kubrick’s 2001: A Space Odyssey

A Human Chess Match Gets Played in Leningrad, 1924

Man Ray Designs a Supreme­ly Ele­gant, Geo­met­ric Chess Set in 1920 (and It’s Now Re-Issued for the Rest of Us)

Play Chess Against the Ghost of Mar­cel Duchamp: A Free Online Chess Game

Watch Bill Gates Lose a Chess Match in 79 Sec­onds to the New World Chess Cham­pi­on Mag­nus Carlsen

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Stream 72 Hours of Ambient Sounds from Blade Runner: Relax, Go to Sleep in a Dystopian Future

As reflex­ive­ly as we may now describe the 2019 Los Ange­les of Blade Run­ner as “dystopi­an” — and indeed, as vivid a mod­ern dystopia as cin­e­ma has yet pro­duced — who among us would­n’t want to spend at least a few hours there? Much of the sur­face appeal is, of course, visu­al: the rainy neon-lined streets, the indus­tri­al fear­some­ness, those tow­er-side video geisha. But no film tru­ly suc­ceeds, at cre­at­ing a world or any­thing else, with­out the right sound. We may not con­scious­ly real­ize it when we watch the movie, no mat­ter how many times we’ve seen it before, but the son­ic ele­ments, all care­ful­ly craft­ed, do more than their fair share to make Blade Run­ner feel like Blade Run­ner.

And so the best way to put your­self into Blade Run­ner’s world may be to sur­round your­self with its sounds, a task made much eas­i­er by “ambi­ent geek” Crysknife007, whose Youtube chan­nel offers a playlist of ambi­ent noise from Blade Run­ner places. These include Deckard’s apart­ment, the Tyrell Build­ing, the Brad­bury Hotel, and oth­ers, each of which loops for a con­tin­u­ous twelve hours. (The com­plete playlist above runs for 72 hours.) Some of the loca­tions even die-hard fans of the movie might not rec­og­nize, because they come from anoth­er exten­sion of Blade Run­ner’s real­i­ty: the 1997 PC adven­ture game that has a new cast of char­ac­ters play out a dif­fer­ent sto­ry in the pro­to-cyber­punk urban set­ting with the same neces­si­ty for just the right sound to cre­ate just the right atmos­phere

Crysknife007, who as an ambi­ent musi­cian goes under the name “Cheesy Ner­vosa,” seems to have a side line in this sort of thing: last month we fea­tured oth­er sci-fi-inspired selec­tions from the same Youtube chan­nel like the sounds of the ship’s engine from Star Trek: the Next Gen­er­a­tion and the TARDIS from Doc­tor Who. But it’s Blade Run­ner, as Thom Ander­sen says in his doc­u­men­tary Los Ange­les Plays Itself, that “con­tin­ues to fas­ci­nate. Per­haps it express­es a nos­tal­gia for a dystopi­an vision of the future that has become out­dat­ed. This vision offered some con­so­la­tion because it was at least sub­lime. Now the future looks brighter, hot­ter, and bland­er.” But even as the real 2019 draws near, what­ev­er the future actu­al­ly ends up look­ing like, we at least know we can keep it sound­ing inter­est­ing.

Relat­ed Con­tent:

The Art of Mak­ing Blade Run­ner: See the Orig­i­nal Sketch­book, Sto­ry­boards, On-Set Polaroids & More

10 Hours of Ambi­ent Arc­tic Sounds Will Help You Relax, Med­i­tate, Study & Sleep

Moby Lets You Down­load 4 Hours of Ambi­ent Music to Help You Sleep, Med­i­tate, Do Yoga & Not Pan­ic

Music That Helps You Sleep: Min­i­mal­ist Com­pos­er Max Richter, Pop Phe­nom Ed Sheer­an & Your Favorites

42 Hours of Ambi­ent Sounds from Blade Run­ner, Alien, Star Trek and Doc­tor Who Will Help You Relax & Sleep

Based in Seoul, Col­in Mar­shall writes and broad­casts on cities and cul­ture. He’s at work on a book about Los Ange­les, A Los Ange­les Primer, the video series The City in Cin­e­ma, the crowd­fund­ed jour­nal­ism project Where Is the City of the Future?, and the Los Ange­les Review of Books’ Korea Blog. Fol­low him on Twit­ter at @colinmarshall or on Face­book.

The M.C. Escher Mirror Puzzle: Test Your Imagination & Concentration with an Artistic Brain Teaser

The art of M.C. Esch­er appar­ent­ly makes for some good puz­zles. Head over to Ama­zon and you’ll find a num­ber of ornate Esch­er works of art turned into tra­di­tion­al 1,000-piece puz­zles. They’ll keep you busy for hours on end. But will they chal­lenge you as much as the M.C. Esch­er Mir­ror Puz­zle fea­tured above? This puz­zle takes things to anoth­er lev­el. The direc­tions read like this: “Use the slant­ed mir­ror inside each cube to reflect the image on the side of an adja­cent cube. Once you place all nine cubes in the right pat­tern, a com­plete Esch­er image will appear.” Fin­ish the first puz­zle, and then start on the next one. There are five puz­zles in this set.

If you would like to sign up for Open Culture’s free email newslet­ter, please find it here. Or fol­low our posts on Threads, Face­book, BlueSky or Mastodon.

If you would like to sup­port the mis­sion of Open Cul­ture, con­sid­er mak­ing a dona­tion to our site. It’s hard to rely 100% on ads, and your con­tri­bu­tions will help us con­tin­ue pro­vid­ing the best free cul­tur­al and edu­ca­tion­al mate­ri­als to learn­ers every­where. You can con­tribute through Pay­Pal, Patre­on, and Ven­mo (@openculture). Thanks!

Relat­ed Con­tent:

M.C. Esch­er Cov­er Art for Great Books by Ita­lo Calvi­no, George Orwell & Jorge Luis Borges

Watch M.C. Esch­er Make His Final Artis­tic Cre­ation in the 1971 Doc­u­men­tary Adven­tures in Per­cep­tion

Meta­mor­phose: 1999 Doc­u­men­tary Reveals the Life and Work of Artist M.C. Esch­er

Inspi­ra­tions: A Short Film Cel­e­brat­ing the Math­e­mat­i­cal Art of M.C. Esch­er

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A Human Chess Match Gets Played in Leningrad, 1924

Let’s time trav­el back to Leningrad (aka St. Peters­burg) in 1924. That’s when an uncon­ven­tion­al chess match was played by Peter Romanovsky and Ilya Rabi­novich, two chess mas­ters of the day.

Appar­ent­ly, they called in their moves over the tele­phone. And then real-life chess pieces–in the form of human beings and horses–were moved across a huge chess­board cov­er­ing Palace Square. Mem­bers of the Sovi­et Union’s Red Army served as the black pieces; mem­bers of the Sovi­et navy were the white pieces. They’re all on dis­play above, or shown in a larg­er for­mat here.

Accord­ing to this online forum for chess enthu­si­asts, the 5‑hour match “was an annu­al event, designed to pro­mote chess in the USSR.” The first such match was held in Smolen­sk in 1921. We’re not sure who won the St. Peters­burg con­test.

If you would like to sign up for Open Culture’s free email newslet­ter, please find it here. Or fol­low our posts on Threads, Face­book, BlueSky or Mastodon.

If you would like to sup­port the mis­sion of Open Cul­ture, con­sid­er mak­ing a dona­tion to our site. It’s hard to rely 100% on ads, and your con­tri­bu­tions will help us con­tin­ue pro­vid­ing the best free cul­tur­al and edu­ca­tion­al mate­ri­als to learn­ers every­where. You can con­tribute through Pay­Pal, Patre­on, and Ven­mo (@openculture). Thanks!

via Real­i­ty Car­ni­val

Relat­ed Con­tent:

Man Ray Designs a Supreme­ly Ele­gant, Geo­met­ric Chess Set in 1920 (and It’s Now Re-Issued for the Rest of Us)

Play Chess Against the Ghost of Mar­cel Duchamp: A Free Online Chess Game

Watch Bill Gates Lose a Chess Match in 79 Sec­onds to the New World Chess Cham­pi­on Mag­nus Carlsen

A Famous Chess Match from 1910 Reen­act­ed with Clay­ma­tion

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