Are We Living Inside a Computer Simulation?: An Introduction to the Mind-Boggling “Simulation Argument”

The idea that we are liv­ing in a vast com­put­er sim­u­la­tion as hyper-sophis­ti­cat­ed sim­u­lat­ed char­ac­ters with lim­it­ed self-aware­ness sounds like the kind of thing that issues forth from stoned phi­los­o­phy majors in late night dorm room ses­sions. And no doubt it has, thou­sands of times over, espe­cial­ly after 1999, when The Matrix debuted and turned an amal­gam of Pla­to, Descartes, Berke­ley, and oth­er meta­physi­cians into a then-cut­ting-edge sci-fi kung fu flick.

But is it a ridicu­lous idea? The obvi­ous objec­tion that first aris­es is: how could we pos­si­bly ever know? Com­put­er sim­u­lat­ed char­ac­ters, after all, have no abil­i­ty to step beyond the con­fines of the worlds designed for them by pro­gram­mers, a lim­i­ta­tion illus­trat­ed when one reach­es a dead-end in a game and finds that, while there may be the image of a for­est or a field, the game design­ers have seen no need to actu­al­ly cre­ate the envi­ron­ment. Our char­ac­ter bumps up against the game’s edge stu­pid­ly, until we tog­gle the con­trols and move it back into the pre­scribed field of play.

But (fire up your bongs), does the char­ac­ter know it’s reached a dead end? And if the uni­verse is a sim­u­la­tion, who’s run­ning the damned thing? And why? Wel­come to “the sim­u­la­tion argu­ment,” a the­o­ry endorsed by philoso­pher and futur­ol­o­gist Nick Bostrom, Tes­la and Space X founder Elon Musk, and quite a few oth­er non-dorm-dwelling thinkers. “Many peo­ple have imag­ined this sce­nario over the years,” writes Joshua Roth­man at The New York­er, “usu­al­ly while high. But recent­ly, a num­ber of philoso­phers, futur­ists, sci­ence-fic­tion writ­ers, and technologists—people who share a near-reli­gious faith in tech­no­log­i­cal progress—have come to believe that the sim­u­la­tion argu­ment is not just plau­si­ble, but inescapable.”

Giv­en their qua­si-reli­gious bent, are these tech­nol­o­gists and futur­ists sim­ply replac­ing a cre­ator-god with a cre­ator-coder to flat­ter them­selves? Judge for your­self, first­ly per­haps by lis­ten­ing to Musk explain the con­cept in brief at a Recode Con­fer­ence above. (If you find your­self com­fort­ed by his answer, you may just be a game design­er.) Then, for a more sprawl­ing, pop-cul­tur­al dive into the sim­u­la­tion argu­ment, spend an hour with The Sim­u­la­tion Hypoth­e­sis at the top of the post, a doc­u­men­tary that—depending on the laws of your cur­rent place of residence—may or may not be enhanced by an edi­ble.

We might also ref­er­ence Bostrom’s 2003 arti­cle—or watch him describe his posi­tion in the video below. Bostrom spec­u­lates that we might be liv­ing in an “ances­tor sim­u­la­tion” run by an incred­i­bly advanced civ­i­liza­tion thou­sands of years in our future. Like Musk, writes Roth­man, he con­cludes that “we are far more like­ly to be liv­ing inside a sim­u­la­tion right now than to be liv­ing out­side of one.” The pos­si­bil­i­ty rais­es all sorts of dis­turb­ing ques­tions about the real­i­ty of choice, the moral mean­ing of our actions, and the nature of human iden­ti­ty. These are ques­tions philoso­phers (and Philip K. Dick) have always asked, but until recent­ly, they had lit­tle recourse to inde­pen­dent con­fir­ma­tion of their hypothe­ses. Now, as you’ll dis­cov­er in The Sim­u­la­tion Hypoth­e­sis, physi­cists have begun to dis­cov­er that “our uni­verse isn’t an objec­tive real­i­ty.”

It is indeed per­fect­ly plau­si­ble, giv­en the expo­nen­tial speed with which tech­nol­o­gy advances, that we will be able to run sim­u­la­tions with the same lev­el of sophis­ti­ca­tion as our real­i­ty in a mat­ter of a few gen­er­a­tions or less… pro­vid­ed we don’t destroy our­selves first or com­plete­ly lose inter­est. Which answers the ques­tion of who might be run­ning the pro­gram. As with the high­er beings in Inter­stel­lar who reach back to give the dying human species a hand, “there is,” writes Roth­man, “no sanc­ti­ty or holi­ness in the sim­u­la­tion argu­ment. The peo­ple out­side the sim­u­la­tion aren’t gods,” or even aliens, “they’re us.” Or some suf­fi­cient­ly evolved ver­sion, that is, whose tech­no­log­i­cal achieve­ments would like­ly seem to us like mag­ic.

The Sim­u­la­tion Hypoth­e­sis will be added to our list of Free Doc­u­men­taries, a sub­set of our col­lec­tion, 4,000+ Free Movies Online: Great Clas­sics, Indies, Noir, West­erns, Doc­u­men­taries & More.

Relat­ed Con­tent:

Free Online Phi­los­o­phy Cours­es, a sub­set of our col­lec­tion 1,700 Free Online Cours­es from Top Uni­ver­si­ties

Philip K. Dick The­o­rizes The Matrix in 1977, Declares That We Live in “A Com­put­er-Pro­grammed Real­i­ty”

What Do Most Philoso­phers Believe? A Wide-Rang­ing Sur­vey Project Gives Us Some Idea

Daniel Den­nett and Cor­nel West Decode the Phi­los­o­phy of The Matrix

Josh Jones is a writer and musi­cian based in Durham, NC. Fol­low him at @jdmagness

The Fear and Loathing in Las Vegas Board Game, Inspired by Hunter S. Thompson’s Rollicking Novel

There was a time, fair chil­dren of the late 20th cen­tu­ry, when every movie and tele­vi­sion show had itself a board game. Most were bad. But we bought them, and then tried our best to make it work. You can see a col­lec­tion here. Few ever recre­at­ed the spir­it of the orig­i­nal work, but instead coast­ed by on a cyn­ic’s heart hop­ing to har­vest your pop cul­ture mem­o­ries.

How­ev­er, the board game ver­sion of Fear and Loathing in Las Vegas, cre­at­ed by design­er, pro­gram­mer, and artist J.R. Bald­win, is very much in the spir­it of Hunter S. Thompson’s book and well-loved film adap­ta­tion by Ter­ry Gilliam. It is also very dan­ger­ous to play, and is prob­a­bly not sur­viv­able unless you are Hunter S. Thomp­son and you have trav­eled in time to 2009. That’s the year of our clip above, when Alana Joy inter­viewed Bald­win for a web chan­nel called Life on Blast.

fullsuitcase

The game comes in a brief­case mod­eled after Thompson’s trav­el­ing apothe­cary, and uses a board, game pieces, and cards. The board is designed to look like a psy­che­del­ic trip, with the spaces and indeed the whole board mod­eled after pey­ote but­tons, which were also part of Thompson’s Gonzo logo. The start­ing space quotes the famous first lines of the book (“We were some­where around Barstow on the edge of the desert when the drugs began to take hold”) and the goal space uses the quote “All ener­gy flows accord­ing to the whims of the great mag­net” writ­ten around a brain.

cardmess

But it’s the oth­er con­tents of the case that make the game spe­cial: drugs and alco­hol, to be tak­en depend­ing on what cir­cle you land on the game board. Three dif­fer­ent card groups dic­tate actions to take dur­ing the game. Yel­low cards mean the play­er must mea­sure out an amount of drugs (includ­ing stim­u­lants, inhalants, or hal­lu­cino­gens) or a shot of booze or absinthe and ingest. (The game help­ful­ly comes with a scale.) Blue cards send the play­er on an adven­ture or activ­i­ty. Red cards are chal­lenges to be tak­en while under the influ­ence of the sub­stances.

characters

So, okay, Baldwin’s game is not to be tak­en seriously…or tak­en oral­ly. It’s actu­al­ly a one-of-its-kind piece of art that can be pur­chased for $3,500. Drugs, like bat­ter­ies, are not includ­ed. You must sup­ply your own, pos­si­bly through your attor­ney.

“You could, the­o­ret­i­cal­ly, sur­vive the entire game, on all these dif­fer­ent sub­stances” Bald­win says. “So why not?”

You can get a sense of the game from the images above. They come from Bald­win’s web­site, where you can see yet more visu­als.

via Dan­ger­ous Minds

Relat­ed Con­tent:

Hunter S. Thompson’s Har­row­ing, Chem­i­cal-Filled Dai­ly Rou­tine

Read 11 Free Arti­cles by Hunter S. Thomp­son That Span His Gonzo Jour­nal­ist Career (1965–2005)

Play­ing Golf on LSD With Hunter S. Thomp­son: Esquire Edi­tor Remem­bers the Odd­est Game of Golf

Ted Mills is a free­lance writer on the arts who cur­rent­ly hosts the FunkZone Pod­cast. You can also fol­low him on Twit­ter at @tedmills, read his oth­er arts writ­ing at tedmills.com and/or watch his films here.

Man Ray Designs a Supremely Elegant, Geometric Chess Set in 1920–and It Now Gets Re-Issued

Yes­ter­day, Col­in Mar­shall fea­tured Man Ray’s “Sur­re­al­ist Chess­board” from 1934, which paid homage to the lead­ers of the Sur­re­al­ist move­ment. Though artis­ti­cal­ly sig­nif­i­cant, the chess­board had some prac­ti­cal lim­i­ta­tions. Made up of only 20 squares (as com­pared to the tra­di­tion­al 64), the â€śSur­re­al­ist Chess­board” would­n’t let you play an actu­al game of chess.

For that, we need to turn to Man Ray’s chess set fash­ioned in 1924. Made of abstract geo­met­ric forms, this set (on dis­play above, jump to the 3:30 mark to real­ly see it) fea­tured some uncon­ven­tion­al chess pieces: the king is a pyra­mid; the queen, a cone; the cas­tle, a cube; the bish­op, a bot­tle; the knight, the head scroll of a vio­lin; and the pawn, an ele­gant sphere.

We said you could actu­al­ly play chess on this board. And indeed you can. In 2012, the Man Ray Trust autho­rized a new edi­tion of this set, mak­ing it avail­able to chess enthu­si­asts look­ing for a hand­some set. Craft­ed in Ger­many, it’s made of sol­id beech wood.

This chess­board you can obtain.

As for the oth­er mod­ern chess­board Man Ray designed in 1945, it may be out of your league. David Bowie owned one of the few exist­ing copies of that 1945 board, and, ear­li­er this month, it sold for $1.3 mil­lion at a Sothe­by’s auc­tion in Lon­don.

For more infor­ma­tion on Man Ray’s chess­boards, read this short arti­cle from Chess Col­lec­tors Inter­na­tion­al (see page 18). Or see The Imagery of Chess Revis­it­ed, which cov­ers Man Ray’s boards and beyond.

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:

Man Ray Cre­ates a “Sur­re­al­ist Chess­board,” Fea­tur­ing Por­traits of Sur­re­al­ist Icons: Dalí, Bre­ton, Picas­so, Magritte, Miró & Oth­ers (1934)

Man Ray’s Por­traits of Ernest Hem­ing­way, Ezra Pound, Mar­cel Duchamp & Many Oth­er 1920s Icons

Man Ray and the Ciné­ma Pur: Four Sur­re­al­ist Films From the 1920s

Watch Dreams That Mon­ey Can Buy, a Sur­re­al­ist Film by Man Ray, Mar­cel Duchamp, Alexan­der Calder, Fer­nand Léger & Hans Richter

Mar­cel Duchamp, Chess Enthu­si­ast, Cre­at­ed an Art Deco Chess Set That’s Now Avail­able via 3D Print­er

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Periodic Table Battleship!: A Fun Way To Learn the Elements

periodic-table-battleship

Nitro­gen.

Phos­pho­rous.

Arsenic.

Aw, you sunk my bat­tle­ship!

Mil­ton Bradley’s clas­sic board game, Bat­tle­ship, can now be added to the ros­ter of fun, cre­ative ways to com­mit the Peri­od­ic Table of Ele­ments to mem­o­ry.

Karyn Tripp, a home­school­ing moth­er of four, was inspired by her eldest’s love of sci­ence to cre­ate Peri­od­ic Table Bat­tle­ship. I might sug­gest that the game is of even greater val­ue to those who don’t nat­u­ral­ly grav­i­tate toward the sub­ject.

Faced with the option of learn­ing the ele­ments via show­er cur­tain or cof­fee mug osmo­sis, I think I’d pre­fer to take out an opponent’s sub­ma­rine.

Rules of engage­ment are very sim­i­lar to the orig­i­nal. Rather than call­ing out posi­tions on a grid, play­ers set their tor­pe­does for spe­cif­ic ele­ment names, abbre­vi­a­tions or coor­di­nates. Advanced play­ers might go for the atom­ic num­ber. the lin­go is the same: “hit,” “miss” and—say it with me—“you sunk my bat­tle­ship!”

The win­ner is the play­er who wipes out the other’s fleet, though I might toss the los­er a cou­ple of rein­force­ment ves­sels, should he or she demon­strate pass­ing famil­iar­i­ty with var­i­ous met­als, halo­gens, and noble gas­es.

To make your own Peri­od­ic Table Bat­tle­ship set you will need:

4 copies of the Peri­od­ic Table (lam­i­nate them for reuse)

2 file fold­ers

paper clips, tape or glue

2 mark­ers (dry erase mark­ers if play­ing with lam­i­nat­ed tables

To Assem­ble and Play:

As you know, the Peri­od­ic Table is already num­bered along the top. Label each of the four tables’  ver­ti­cal rows alpha­bet­i­cal­ly (to help younger play­ers and those inclined to fruit­less search­ing for the ele­ments des­ig­nat­ed by their oppo­nent)

Fas­ten two Peri­od­ic Tables to each fold­er, fac­ing the same direc­tion.

Uses mark­ers to cir­cle the posi­tion of your ships on the low­er Table:

5 con­sec­u­tive spaces: air­craft car­ri­er

4 con­sec­u­tive spaces: bat­tle­ship

3 con­sec­u­tive spaces: destroy­er or sub­ma­rine

2 con­sec­u­tive spaces: patrol boat

Prop the fold­ers up with books or some oth­er method to pre­vent oppo­nents from sneak­ing peeks at your mar­itime strat­e­gy.

Take turns call­ing out coor­di­nates, ele­ment names, abbre­vi­a­tions or atom­ic num­bers:

When a turn results in a miss, put an X on the cor­re­spond­ing spot on the upper table.

When a turn results in a hit, cir­cle the cor­re­spond­ing spot on the upper table.

Con­tin­ue play until the bat­tle is won.

Repeat until the Table of Ele­ments is mas­tered.

Sup­ple­ment lib­er­al­ly with Tom Lehrer’s Ele­ments song.

Those not inclined toward arts and crafts can pur­chase a pre-made  Peri­od­ic Table Bat­tle­ship set from Tripp’s Etsy shop.

Relat­ed Con­tent:

Learn to Write Through a Video Game Inspired by the Roman­tic Poets: Shel­ley, Byron, Keats

Play Mark Twain’s “Mem­o­ry-Builder,” His Game for Remem­ber­ing His­tor­i­cal Facts & Dates

200 Free Kids Edu­ca­tion­al Resources: Video Lessons, Apps, Books, Web­sites & More 

Ayun Hal­l­i­day is an author, illus­tra­tor, the­ater mak­er, sec­u­lar home­school­er and Chief Pri­ma­tol­o­gist of the East Vil­lage Inky zine.  Her play Zam­boni Godot is open­ing in New York City in March 2017. Fol­low her @AyunHalliday.

Werner Herzog Narrates Pokémon Go: Imagines It as a Murderous Metaphor for the Battle to Survive

Like film­mak­er Wern­er Her­zog, I have exist­ed in near total igno­rance of Poké­mon Go, a vir­tu­al real­i­ty game that pur­ports to get play­ers on their feet and out in the real world.

With­out a smartphone—an item Wern­er refus­es to own for “cul­tur­al reasons”—one can­not par­tic­i­pate.

I have a smart­phone, but my data plan is so small, I’m afraid I’d blow it all in hot pur­suit of a Bul­basaur, what­ev­er the hell that is. My kids nev­er got into Poké­mon and thus, nei­ther did I. Reports that some car­toon was caus­ing seizures in Japan­ese child view­ers was my intro­duc­tion to the world of Poké­mon. Epilep­sy runs in the fam­i­ly. It wasn’t hard for me to steer clear.

I have noticed a large num­ber of Face­book friends prais­ing the game’s non-vir­tu­al aspects. Their chil­dren are emerg­ing into the light, gam­bol­ing through parks and pub­lic squares, find­ing com­mon ground with neigh­bors and oth­er play­ers.

Does Wern­er have Face­book friends?

I think we all know the answer to that.

We both got an unex­pect­ed crash course in Poké­mon Go, when Wern­er was inter­viewed by The Verge’s Emi­ly Yoshi­da about his online Mas­ter­Class in film­mak­ing and Lo and Behold, his new doc­u­men­tary about the tech­no­log­i­cal rev­o­lu­tion.

Yoshi­da explained the Poké­mon Go phe­nom­e­non to him thus­ly:

It’s basi­cal­ly the first main­stream aug­ment­ed real­i­ty pro­gram. It’s a game where the entire world is mapped and you walk around with the GPS on your phone. You walk around in the real world and can catch these lit­tle mon­sters and col­lect them. And every­body is play­ing it.

Her­zog was most inter­est­ed in what hap­pens when the Poké­mon appear in the vir­tu­al crosshairs:

When two per­sons in search of a Poké­mon clash at the cor­ner of Sun­set and San Vicente is there vio­lence? Is there mur­der?… Do they bite each oth­er’s hands? Do they punch each oth­er?

He declined Yoshida’s offer to bor­row her cell phone in order to try the game out, at which point Slate’s Daniel Hub­bard and For­rest Wick­man stepped in, cut­ting togeth­er footage of the game and the ani­mat­ed series with some of the most mem­o­rable nar­ra­tion from Herzog’s oevure.

Seen through the above lens, Poké­mon Go becomes a reflec­tion of our ongo­ing bat­tle for sur­vival, rife with for­ni­ca­tion, asphyx­i­a­tion, and rot. The trees and birds are in mis­ery, and the pen­guins are insane.

It almost makes me want to play! Though in truth, I think anoth­er of Herzog’s activ­i­ties —ven­tur­ing into the coun­try­side “to look a chick­en in the eye with great intensity”—is more my speed.

Read the com­plete inter­view on The Verge.

Relat­ed Con­tent:

Wern­er Her­zog Offers 24 Pieces of Film­mak­ing & Life Advice

Wern­er Herzog’s Rogue Film School: Apply & Learn the Art of Gueril­la Film­mak­ing & Lock-Pick­ing

Start Your Day with Wern­er Her­zog Inspi­ra­tional Posters

Ayun Hal­l­i­day is an author, illus­tra­tor, the­ater mak­er and Chief Pri­ma­tol­o­gist of the East Vil­lage Inky zine.  Her lat­est script, Fawn­book, is avail­able in a dig­i­tal edi­tion from Indie The­ater Now.  Fol­low her @AyunHalliday.

Can You Solve These Animated Brain Teasers from TED-Ed?

Zom­bies, alien over­lords, sharks, a mad dictator…math is a dan­ger­ous propo­si­tion in the hands of TED Ed script writer Alex Gendler.

The recre­ation­al math­e­mat­ics puz­zles he retro­fits for TED’s edu­ca­tion­al ini­tia­tive have been around for hun­dreds, even thou­sands of years. In the past, sto­ry­lines tend­ed to rely on bias­es 21st-cen­tu­ry puz­zle solvers would find objec­tion­able. As math­e­mati­cian David Singmas­ter told Sci­ence News:

One must be a lit­tle care­ful with some of these prob­lems, as past cul­tures were often bla­tant­ly sex­ist or racist. But such prob­lems also show what the cul­ture was like.… The riv­er cross­ing prob­lem of the jeal­ous hus­bands is quite sex­ist and trans­forms into mas­ters and ser­vants, which is clas­sist, then into mis­sion­ar­ies and can­ni­bals, which is racist. With such prob­lems, you can offend every­body!

Gendler’s updates, ani­mat­ed by Artrake stu­dio, derive their nar­ra­tive urgency from the sort of crowd pleas­ing sci fi predica­ments that fuel sum­mer block­busters.

And for­tu­nate­ly for those of us whose brains are per­ma­nent­ly stuck in beach mode, he nev­er fails to explain how the char­ac­ters pre­vail, out­wit­ting or out­run­ning the afore­men­tioned zom­bies, aliens, sharks, and mad dic­ta­tor.

(No wor­ries if you’re deter­mined to find the solu­tion on your own. Gendler gives plen­ty of fair warn­ing before each reveal.)

Put your brain in gear, pull the skull-embossed lever, and remem­ber, team­work — and induc­tive log­ic — car­ry the day!

The pris­on­er hat rid­dle, above, hinges on a hier­ar­chy of beliefs and the alien overlord’s will­ing­ness to give its nine cap­tives a few min­utes to come up with a game plan.

Go deep­er into this age old puz­zle by view­ing the full les­son.

Gendler’s spin on the green-eyed log­ic puz­zle, above, con­tains two brain teasers, one for the hive mind, and one for an indi­vid­ual act­ing alone, with a strat­e­gy culled from philoso­pher David Lewis’ Com­mon Knowl­edge play­book. Here’s the full les­son.

Rar­ing for more? You’ll find a playlist of TED-Ed puz­zles by Gendler and oth­ers here. The full les­son for the bridge prob­lem at the top of the post is here.

Relat­ed Con­tent:

Free Online Math Cours­es 

200 Free Text­books: A Meta Col­lec­tion 

Dan­ger­ous Knowl­edge: 4 Bril­liant Math­e­mati­cians & Their Drift to Insan­i­ty

Ayun Hal­l­i­day, author, illus­tra­tor, and Chief Pri­ma­tol­o­gist of the East Vil­lage Inky zine, will be lead­ing a free col­lab­o­ra­tive zine work­shop  at the Glue­stick Fest in Indi­anapo­lis Sat­ur­day, July 9. Fol­low her @AyunHalliday

Californium: New Video Game Lets You Experience the Surreal World of Philip K. Dick

Did Philip K. Dick fore­see the future, or did he help invent it? While many of his visions belong more to the realm of the para­nor­mal than the sci­ence-fic­tion­al, it’s cer­tain­ly the case that the world we inhab­it increas­ing­ly resem­bles a pas­tiche of Dick­’s hyper­re­al, post­mod­ern tech­no-dystopias.

Dick wrote about how the shiny, pop-art sur­faces of moder­ni­ty con­ceal worlds with­in worlds, none of them more—or less—real than any oth­er, and it’s easy to imag­ine why his char­ac­ters come unhinged when con­front­ed with one vir­tu­al trap­door after anoth­er, their sense of self and object per­ma­nence dis­in­te­grat­ing. But for Dick, this expe­ri­ence was not sim­ply a fic­tion­al device, but a part of his lived psy­cho­log­i­cal real­i­ty: from his drug use, to his many failed mar­riages, to his para­noid anti-author­i­tar­i­an­ism, to his life-alter­ing mys­ti­cal encounter….

And now, thanks to the very Dick­ian phe­nom­e­non of first-per­son com­put­er games, you too can expe­ri­ence the hal­lu­ci­na­to­ry life of a down-and-out sci-fi scribe in 1960s Berke­ley whose mind gets invad­ed by an alien intel­li­gence. The new game, Cal­i­forni­um—devel­oped by Dar­jeel­ing and Nova Productions—puts you inside the world of writer Elvin Green, whose life, writes Moth­er­board, “is an amal­gam of real ele­ments from Dick­’s life… and numer­ous events and themes that run through his work.”

For legal rea­sons, the devel­op­ers could not use Dick­’s name nor the titles of his nov­els, but “nev­er­the­less,” the game “is shap­ing up to be one of the most fit­ting trib­utes to the 20th cen­tu­ry’s infa­mous tech­no-prophet.” At the top of the post, watch a trail­er for the game, and just above, Youtu­ber Many a True Nerd walks through a com­pre­hen­sive tour of the game’s archi­tec­ture, with some live­ly com­men­tary. If you’re con­vinced you’d like to spend some time in this col­or­ful­ly addled alter­nate dimen­sion, head on over to the game’s web­site to down­load it for your­self.

Relat­ed Con­tent:

Philip K. Dick Takes You Inside His Life-Chang­ing Mys­ti­cal Expe­ri­ence

Hear 6 Clas­sic Philip K. Dick Sto­ries Adapt­ed as Vin­tage Radio Plays

Philip K. Dick Makes Off-the-Wall Pre­dic­tions for the Future: Mars Colonies, Alien Virus­es & More (1981)

Josh Jones is a writer and musi­cian based in Durham, NC. Fol­low him at @jdmagness

Chess Grandmaster Maurice Ashley Plays Unsuspecting Trash Talker in Washington Square Park

Not more than two weeks ago, we took you inside the world of Mau­rice Ash­ley. As you might recall, he’s â€śthe first African-Amer­i­can Inter­na­tion­al Grand­mas­ter in the annals of the game” and also a Fel­low at the Media Lab at MIT. Today, Ash­ley released on his YouTube chan­nel a video filmed in Wash­ing­ton Square Park, a place where, as New York­ers know, you can watch some great chess play­ers in action, school­ing each oth­er in how to play the game, and some­times talk­ing a lit­tle trash. In the clip above, Mau­rice sits down to play Wil­son and gets jaw­boned for exact­ly four min­utes, until (to mix metaphors) it’s game, set and match. Enjoy the action.

via Peter B. Kauf­man

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Relat­ed Con­tent:

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

The Wis­dom & Advice of Mau­rice Ash­ley, the First African-Amer­i­can Chess Grand­mas­ter

Vladimir Nabokov’s Hand-Drawn Sketch­es of Mind-Bend­ing Chess Prob­lems

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

Mar­cel Duchamp, Chess Enthu­si­ast, Cre­at­ed an Art Deco Chess Set That’s Now Avail­able via 3D Print­er

 

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