Why Having a Tiny Brain Can Make You a Good Programmer

This post is not just for software developers. It is intended for a wider readership; we all encounter complexity in life, and we all strive to achieve goals, to grow, to become more resilient, and to be more efficient in our work.

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Here’s what I’m finding: when I am dealing with a complicated software problem – a problem that has a lot of moving parts – many dimensions, I can easily get overwhelmed with the complexity. Most programmers have this experience when a wicked problem arises, or when a nasty bug is found that requires delving into unknown territories or parts of the code that you’d rather just forget about.

Dealing with complexity is a fact of life in general. What’s a good rule of thumb?

Externalize

parts-of-the-brainWe can only hold so many variables in our minds at once. I have heard figures like “about 7”. But of course, this begs the question of what a “thing” is. Let’s just say that there are only so many threads of a conversation, only so many computer variables, only so many aspects to a system that can be held in the mind at once. It’s like juggling.

Most of us are not circus clowns.

Externalizing is a way of taking parts of a problem that you are working on and manifesting them in some physical place outside of your mind. This exercise can free the mind to explore a few variables at a time…and not drop all the balls.

Dude, Your Brain is Too Big

I have met several programmers in my career who have an uncanny ability to hold many variables in their heads at once. These guys are amazing. And they deserve all the respect that is often given to them. But here’s the problem:

kim_peekPeople who can hold many things in their minds at once can write code, think about code, and refactor code in a way that most of us mortals could never do. While these people should be admired, they should not set the standard for how programming should be done. Their uncanny genius does not equate with good engineering.

This subject is touched-upon in this article by Levi Notik:

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who says: 

“It’s not hard to see why the popular perception of a programmer is one of some freak genius, sitting by a computer, frantically typing while keeping a million things in their head and making magic happen”

wsshom1A common narrative is that these freak geniuses are “ideal  for the job of programming”. In some cases, this may be true. But software has a tendency to become complex in the same way that rain water has a tendency to flow into rivers and eventually into the ocean. People with a high tolerance for complexity or a savant-like ability to hold many things in their minds are not (I contend) the agents of good software design.

I propose that people who cannot hold more than a few variables in their minds at once have something very valuable to contribute to the profession. We (and I’m taking about those of us with normal brains…but who are very resourceful) have built a lifetime’s worth of tools (mental, procedural, and physical) that allow us to build complexity – without limit – that has lasting value, and which other professionals can use. It’s about building robust tools that can outlive our brains – which gradually replace memory with wisdom.

My Fun Fun Fun Job Interview

I remember being in a job interview many years ago. The guy interviewing me was a young cocky brogrammer who was determined to show me how amazingly clever and cocky he could be, and to determine how amazingly clever and cocky I was willing to be. He asked me how I would write a certain algorithm (doesn’t matter what it was – your typical low-level routine).

Well, I was stumped. I had nothing. I knew I had written one of these algorithms before but I couldn’t for the life of me remember how I did it.

Why could I not remember how I had written the algorithm?

Because I did such a good job at writing it, testing it, and optimizing it, that I was able to wrap it up in a bow, tuck it away in a toolbox, and use it for eternity – and NEVER THINK ABOUT HOW IT WORKED ANY MORE.

Hello.

“Forgetting” is not only a trick we use to un-clutter our lives – it actually allows us to build complex, useful things.

Memory is way too precious to be cluttered with nuts and bolts.

tech_brogramming10__01a__630x420Consider a 25-year-old brogrammer who relies on his quick wit and multitaskery. He will not be the same brogrammer 25 years later. His nimble facility for details will gradually give way to wisdom – or at least one would hope.

I personally think it is tragic that programming is a profession dominated by young men with athletic synapses. (At least that is the case here in the San Francisco Bay area). The brains of these guys do not represent the brains of most of the people who use software.

Over time, the tools of software development will – out of necessity – rely less and less on athletic synapses and clever juggling, and more on plain good design.

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Pi is Meaningless

Ladies and Gentlemen. Introducing…a completely random series of numbers:

 3.11037 55242 10264 30215 14230 63050 56006 70163 21122 01116 02105 14763 07200 20273 72461 66116 33104 50512 02074 61615

Those are the first 100 digits of Pi in base 8.

“Base 8?” you screech. “Why base 8”.

Why not? We humans use base 10 because (scientists conjecture) we have ten fingers, and our ancestors used them to learn how to count. Having five digits at the end of each appendage is common in most animals we are familiar with.

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But if the octopus had become the dominant species on Earth, and developed complex language, math and the internet (underwater), it is quite likely that it would have come up with a base 8 number system.

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Therefore, octopuses would celebrate Pi Day by reciting its digits in base 8.

Or not.

Maybe they would think Pi is boring.

Like me.

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No I’m not an octopus. And no, that’s not me. But it’s cute, don’t you think?

The point is:

I don’t understand why people pride themselves on being able to recite the digits of Pi (in any base). It is a waste of valuable gray matter that could be used for something useful.

According to Michael Hartl, “some people memorize dozens, hundreds, even thousands of digits of this mystical number. What kind of sad sack memorizes even 40 digits of π ?”

It has been found that the digits of Pi are indistinguishable from a random sequence of digits, no matter how high you count. If you select any sequence of digits in Pi (like, say, the first 100 digits starting at the billionth digit), you will find no particular bias or pattern. In fact, the likelihood of any digit (or sequence of digits) occurring is statistically flat: evenly-distributed. It’s as random as it gets (although there is no PROOF yet of the “normality” of Pi).

This is why I suggested in a previous blog post that the music in this video:

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…is meaningless. This guy Blake (who is a fine musician) could have just as easily used the digits from a random number generator.

By the way – I now see that there was a legal battle regarding copyright infringement in a case of using Pi as the basis for a melody.

Two unfortunate first-world preoccupations rolled into one.

Instead of fetishizing the digits of Pi (or any irrational number), why not explore the teachable aspects of Pi such as this:

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…or this:

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…or this:

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According to Wolfram,

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What’s interesting is how chaos is formed – whether in an abstract number system or in a natural system. The digits of Pi should be understood as the result of a dynamical process that emerges when we try to find relationships between circularity and linearity. The verb is more meaningful than the noun.

-Jeffrey

IS “ARTIFICIAL LIFE GAME” AN OXYMORON?

(This is a re-posting from Self Animated Systems)

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Artificial Life (Alife) began with a colorful collection of biologists, robot engineers, computer scientists, artists, and philosophers. It is a cross-disciplinary field, although many believe that biologists have gotten the upper-hand on the agendas of Alife. This highly-nuanced debate is alluded to in this article.

Games

What better way to get a feel for the magical phenomenon of life than through simulation games! (You might argue that spending time in nature is the best way to get a feel for life; I would suggest that a combination of time with nature and time with well-crafted simulations is a great way to get deep intuition. And I would also recommend reading great books like The Ancestor’s Tale :)

Simulation games can help build intuition on subjects like adaptation, evolution, symbiosis, inheritance, swarming behavior, food chains….the list goes on.

Screen Shot 2014-10-17 at 7.48.02 PMScreen Shot 2014-10-19 at 12.24.54 PMOn the more abstract end of the spectrum are simulation-like interactive experiences involving semi-autonomous visual stuff (or sound) that generates novelty. Kinetic art that you can touch, influence, and witness lifelike dynamics can be more than just aesthetic and intellectually stimulating.

These interactive experiences can also build intuition and insight about the underlying forces of nature that come together to oppose the direction of entropy (that ever-present tendency for things in the universe to decay).

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On the less-abstract end of the spectrum, we have virtual pets and avatars (a subject I discussed in a keynote at VISIGRAPP).

“Hierarchy Hinders” –  Lesson from Spore

Screen Shot 2014-10-17 at 8.18.59 PMWill Wright, the designer of Spore, is a celebrated simulation-style game designer who introduced many Alife concepts in the “Sim” series of games. Many of us worried that his epicSpore would encounter some challenges, considering that Maxis had been acquired by Electronic Arts. The Sims was quite successful, but Spore fell short of expectations. Turns out there is a huge difference between building a digital dollhouse game and building a game about evolving lifeforms.

Also, mega-game corporations have their share of social hierarchy, with well-paid executives at the top and sweat shop animators and code monkeys at the bottom. Hierarchy (of any kind) is generally not friendly to artificial life.

For blockbuster games, there are expectations of reliable, somewhat repeatable behavior, highly-crafted game levels, player challenges, scoring, etc. Managing expectations for artificial life-based games is problematic. It’s also hard to market a game which is essentially a bunch of game-mechanics rolled into one. Each sub-game features a different “level of emergence” (see the graph below for reference). Spore presents several slices of emergent reality, with significant gaps in-between. Spore may have also suffered partly due to overhyped marketing.

Artificial Life is naturally and inherently unpredictable. It is close cousins with chaos theory, fractals, emergence, and uh…life itself.

Emergence

alife graphAt the right is a graph I drew which shows how an Alife simulation (or any emergent system) creates novelty, creativity, adaptation, and emergent behavior. This emergence grows out of the base level inputs into the system. At the bottom are atoms, molecules, and bio-chemistry. Simulated protein-folding for discovering new drugs might be an example of a simulation that explores the space of possibilities and essentially pushes up to a higher level (protein-folding creates the 3-dimensional structure that makes complex life possible).

The middle level might represent some evolutionary simulation whereby new populations emerge that find a novel way to survive within a fitness landscape. On the higher level, we might place artificial intelligence, where basic rules of language, logic, perception, and internal modeling of the world might produce intelligent behavior.

In all cases, there is some level of emergence that takes the simulation to a higher level. The more emergence, the more the simulation is able to exhibit behaviors on the higher level. What is the best level of reality to create an artificial life game? And how much emergence is needed for it to be truly considered “artificial life”?

Out Of Control

Can a mega-corporation like Electronic Arts give birth to a truly open-ended artificial life game? Alife is all about emergence. An Alife engineer or artist expects the unexpected. Surprise equals success. And the more unexpected, the better. Surprise, emergent novelty, and the unexpected – these are not easy things to manage…or to build a brand around – at least not in the traditional way.

Screen Shot 2014-10-17 at 9.04.07 PMMaybe the best way to make an artificial life game is to spread the primordial soup out into the world, and allow “crowdsourced evolution” of emergent lifeforms.  OpenWorm comes to mind as a creative use of crowdsourcing.

What if we replaced traditional marketing with something that grows organically within the culture of users? What if, in addition to planting the seeds of evolvable creatures, we also planted the seeds of an emergent culture of users? This is not an unfamiliar kind problem to many internet startups.

Are you a fan of artificial life-based games? God games? Simulations for emergence? What is your opinion of Spore, and the Sims games that preceded it?

This is a subject that I have personally been interested in for my entire career. I think there are still unanswered questions. And I also think that there is a new genre of artificial game that is just waiting to be invented…

…or evolved in the wild.

Onward and Upward.

-Jeffrey