Mazes

From Maze

(Difference between revisions)
Jump to: navigation, search
(Changed intro-to and retitled "Experimentation")
(Tightening and suturing sections 2-7 still need to work over the intro.)
Line 19:Line 19:
SIDEBAR
SIDEBAR
−
The terms "maze" and "labyrinth" are generally synonyms in colloquial English, and indeed, many Western languages only have one word to designate the concept of a path-structure. Despite this common usage, over the past century many scholars and historians have argued for (or against) a careful distinction between these two terms. In this proposed distinction, "labyrinth" refers to only to single-path (unicursal) structures, while "maze" refers only to branching-path (multicursal) structures.
+
The terms "maze" and "labyrinth" are generally synonyms in colloquial English, and indeed, many Western languages only have one word to designate the concept of a path-structure. Despite this common usage, over the past century many scholars and historians have argued over the distinction between these two terms. In this proposed distinction, "labyrinth" refers to only to single-path (unicursal) structures, while "maze" refers only to branching-path (multicursal) structures.
In our discussion, the terms "maze" and "labyrinth" are not used to distinguish two different categories of structure or image. In our view, such a distinction does not accurately reflect the history of Western consciousness of the maze as a single conceptual category, in particular our recent popular imaginary in which the environments of Theseus and Pac-Man are related structures. For this reason, we favor the use of "maze" as a general term.
In our discussion, the terms "maze" and "labyrinth" are not used to distinguish two different categories of structure or image. In our view, such a distinction does not accurately reflect the history of Western consciousness of the maze as a single conceptual category, in particular our recent popular imaginary in which the environments of Theseus and Pac-Man are related structures. For this reason, we favor the use of "maze" as a general term.
Nevertheless, it is important to clearly distinguish between unicursal and multicursal path-structures, as these often arise in different cultural contexts, have different uses, and produce different experiences while being used. We term these two types the "unicursal maze" (offering a single path along which walkers proceed, never making a choice about where to turn) and the "multicursal maze" (which invites wrong turns, has dead ends, and may even have multiple paths to the exit or center).
Nevertheless, it is important to clearly distinguish between unicursal and multicursal path-structures, as these often arise in different cultural contexts, have different uses, and produce different experiences while being used. We term these two types the "unicursal maze" (offering a single path along which walkers proceed, never making a choice about where to turn) and the "multicursal maze" (which invites wrong turns, has dead ends, and may even have multiple paths to the exit or center).
−
 
----
----
Line 37:Line 36:
</ul>
</ul>
−
The first definition describes one particular type of puzzling network; the second, more metaphorical, allows us to name mazes representations of paths with certain characteristics. In popular use, the term’s meaning has been stretched to cover intellectual puzzles, tangled legal code, and confusing, labyrinthine situations, such as the one Alonso refers to near the end of ''The Tempest.'' 10 PRINT's output, by representing a maze, can suggest many different things.
+
The first definition describes one particular type of puzzling network; the second, more metaphorical, allows us to name mazes representations of paths with certain characteristics. In popular use, the term’s meaning has been stretched to cover intellectual puzzles, tangled legal code, and confusing, labyrinthine situations, such as the one Alonso refers to near the end of ''The Tempest.'' 10 PRINT's output, by representing a maze, can evokes a rich collection of associations, each with its own sense of the agency of the one in the maze and the purpose and origin of the maze.
10 PRINT meets some of the criteria that William Henry Matthews establishes for mazes in his definitive ''Mazes and Labyrinths'' (1922): they are "works of artifice,” not "'labyrinths’ of nature, such as forests, caverns, and so forth; they are endowed with "an element of purposefulness in the design" (182); and betray "a certain degree of complexity" (183). Finally he requires "communication" among the maze’s component parts and between its "interior and exterior" (183).
10 PRINT meets some of the criteria that William Henry Matthews establishes for mazes in his definitive ''Mazes and Labyrinths'' (1922): they are "works of artifice,” not "'labyrinths’ of nature, such as forests, caverns, and so forth; they are endowed with "an element of purposefulness in the design" (182); and betray "a certain degree of complexity" (183). Finally he requires "communication" among the maze’s component parts and between its "interior and exterior" (183).
Line 49:Line 48:
For children over the centuries, unicursal hedge and turf mazes have offered curling lanes for running but less puzzling pleasures than the seemingly endless grounds for playing hide-and-seek out of doors in multicursal mazes. For in multicursal mazes, which are solvable mazes, the solution is complicated by the possibility of making wrong choices at key nodes where directional choices are required. Instead of following the unicursal maze’s predetermined path, walkers in a multicursal maze risk getting lost on their way. They are challenged to find the path that reaches the exit. Once that path is known, though, the one correct path can be seen as a unicursal maze that is fraught by the possibility of wrong turns.
For children over the centuries, unicursal hedge and turf mazes have offered curling lanes for running but less puzzling pleasures than the seemingly endless grounds for playing hide-and-seek out of doors in multicursal mazes. For in multicursal mazes, which are solvable mazes, the solution is complicated by the possibility of making wrong choices at key nodes where directional choices are required. Instead of following the unicursal maze’s predetermined path, walkers in a multicursal maze risk getting lost on their way. They are challenged to find the path that reaches the exit. Once that path is known, though, the one correct path can be seen as a unicursal maze that is fraught by the possibility of wrong turns.
−
The distinction between unicursal and multicursal mazes bears important implications for how 10 PRINT itself, not its output, can be seen as unicursal and multicursal. Typing in this program, beginning programmers engage in a ritual that has them trace a string of characters without variation. At the same time, this program is, initially, a puzzle to those who have some understanding of BASIC but lack a complete command of the Commodore 64 and a full knowledge of the PETSCII table. Once the code has been typed and executed and the programmer witnesses the maze, there is no returning to a naive view of this line of code -- it is impossible to read the line without imagining its output. From the many possible outputs that a Commodore 64 user might imagine, one line emerges between input and output. With some study, it becomes clear how the program produces this output: the single path through this short but initially tangled program becomes clear. All the same, this program holds more opportunities than this single path. Since the programmer is encouraged to make changes to the code, newly shaped corridors can appear, and the forms that the maze itself takes prove be practically endless.
+
10 PRINT itself, not its output, can be seen as unicursal and multicursal. Typing in this program, beginning programmers engage in a ritual that has them trace a string of characters without variation. At the same time, this program is, initially, a puzzle to those who have some understanding of BASIC but lack a complete command of the Commodore 64 and a full knowledge of the PETSCII table. Once the code has been typed and executed and the programmer witnesses the maze, there is no returning to a naive view of this line of code -- it is impossible to read the line without imagining its output. From the many possible outputs that a Commodore 64 user might imagine, one line emerges between input and output. With some study, it becomes clear how the program produces this output: the single path through this short but initially tangled program becomes clear. All the same, this program holds more opportunities than this single path. Since the programmer is encouraged to make changes to the code, newly shaped corridors can appear, and the forms that the maze itself takes prove be practically endless.
=== Death and Danger ===
=== Death and Danger ===
−
The Cretan Labyrinth in Knossos, in which Theseus encountered the Minotaur, is the most famous ancient maze, one which deeply influenced cultural perceptions of the maze into the 1980s, the era of 10 PRINT. That mythical maze held the part-man, part-bull Minotaur, the cursed child of Pasiphae’s unnatural love. This early maze, like a basement or attic in more recent folklore, was the hiding place for a defective, dangerous family member, a hybrid horror. Theseus arrived at Crete and won the affection of Ariadne, the king's daughter, who offered him a means of returning from the labyrinth after he entered it to defeat the Minotaur. She suggested he tie a string to the entrance and unravel it as he proceeds through the maze so that he can follow this thread back to the entrance of the labyrinth. Theseus made his way through the maze, slew the Minotaur, and escaped thanks to Ariadne's thread. The victorious Greek hero took Ariadne with him, only to abandon her (in most tellings of the legend) on the island of Naxos.
+
The Cretan Labyrinth in Knossos, in which Theseus encountered the Minotaur, is the most famous ancient maze, one which deeply influenced cultural perceptions of the maze into the 1980s, the era of 10 PRINT. That mythical maze held the part-man, part-bull Minotaur, the child of Pasiphae’s cursed by Poseidon with an unnatural bovine lust. This early maze, like a basement or attic in more recent folklore, was the hiding place for a defective, dangerous family member, a hybrid horror. Theseus arrived at Crete and won the affection of Ariadne, the king's daughter, who offered him a means of returning from the labyrinth after he entered it to defeat the Minotaur. She suggested he tie a string to the entrance and unravel it as he proceeds through the maze so that he could follow it back to the entrance. Thanks to Ariadne's thread, Theseus successfully made his way through the maze, slew the Minotaur, and escaped. The victorious Greek hero took Ariadne with him, only to abandon her (in most tellings of the legend) on the island of Naxos.
−
The need for the thread to serve as a “clue” -- the word “clue” (from “clewe”) refers to the skein of yarn “employed to guide any one in ‘threading’ his way into or out of a labyrinth” (OED) -- seems to strongly suggest the false paths and complexity of a multicursal maze, with decision points and false paths to trick the walker. Yet traditional depictions and descriptions of the Cretan labyrinth suggest a unicursal, if very threatening, edifice from which nobody attempting to slay the Minotaur has returned alive. A study of allusions to and descriptions of labyrinths in Homer, Ovid, and other writers of Western antiquity provides a range of interpretations of mazes as structures and edifices, dance or ritual pathways, or representations on coins and armor (Homer’s daidala) too long to describe in any detail here. Suffice it to say the depictions of the Cretan labyrinth as a dark, complex structure (see Ovid via Doob) and the need for a pointer toward the entrance, to distinguish in from out, may suffice to explain why anyone, Greek hero or otherwise, would want to thread his way along even a unicursal path. Even an experienced programmer can benefit from a one-line thread like 10 PRINT.
+
Theseus’ success depended on this “clue” (from “clewe”), a skein of yarn “employed to guide any one in ‘threading’ his way into or out of a labyrinth” (OED). The need for this clue seems to suggest the false paths and complexity of a multicursal maze, with decision points and false paths to trick the walker. Yet traditional depictions and descriptions of the Cretan labyrinth suggest a unicursal, if very threatening, edifice from which nobody attempting to slay the Minotaur has returned alive. [footnote 2] Suffice it to say the depictions of the Cretan labyrinth as a dark, complex structure (see Ovid via Doob) and the need for a pointer toward the entrance, to distinguish in from out, may suffice to explain why anyone, Greek hero or otherwise, would want to thread his way along even a unicursal path. Even an experienced programmer can benefit from a one-line thread like 10 PRINT.
−
In a sense, then, Theseus’s adventure at Knossos involves the metamorphosis of an effectively multicursal maze to a unicursal maze, which itself reflects the change in experience from challenging, mysterious, threatening, and deadly to easy, known, reasonable, and tamed. It also illustrates how some puzzles have sequential solutions: it was not enough for Theseus to kill the Minotaur; he had to find an exit from the labyrinth afterwards. The story of Hansel and Gretel shows that bread crumbs don’t always solve the problem of finding one's way back home; they may not have solved the Cretan problem. Finally, this original labyrinthine myth reflects the reality of many puzzles: when the solution is known, the puzzle seems simpler if not trivial. The pleasure of finding one more, perhaps more efficient, effortless, more elegant, or faster solution can compel players to continue working at puzzles, however. The morphing of the maze from complex to simple (or at least understandable) is part of the Commodore 64 user's ideal encounter with 10 PRINT, and it is what allows this puzzle to lead on to other explorations and different routes.
+
In its depictions, the Cretan maze is formalized and re-produced not as an unknown space but as Theseus’ path through it. This transformation from multicursal and unknowable passageway to marked and bounded pathway reflects the transformation that comes in the mastery of any system, from challenging, mysterious, threatening, and deadly to easy, known, mapped, and tamed. It also illustrates how some puzzles have sequential solutions: it was not enough for Theseus to kill the Minotaur; he had to find an exit from the labyrinth afterwards. Finally, therefore, this original labyrinthine myth reflects the reality of many puzzles: when the solution is known, the puzzle seems simpler if not trivial. The morphing of the maze from complex to simple (or at least understandable) is part of the Commodore 64 user's ideal encounter with 10 PRINT, and it is what allows this puzzle to lead on to other explorations and different routes.
−
An interesting aspect of the early maze of Knossos is that legend celebrates not merely the man and woman who overcame it but also the one who devised it. Daedalus was the artful architect of confusion and master designer of the labyrinth at Knossos, and has consequently one a place of honor as puzzle-maker supreme: Genre fiction and Joyce both nod to him, for instance. Daedalus was the first in a long and living history of maze designers and programmers to understand that planning, intentionality, and construction are integral characteristics of the mystique of the maze. 10 PRINT is culturally resonant because it is a blueprint for a maze and a system for constructing a maze, not just a structure or image that appears without any history or trace of its making. And yet it presents a maze without an architect, or rather in 10 PRINT, the process itself becomes the producer. Such a transformation will have larger ramifications for the study of programming culture where the cult of the author, though arguably persisting in the study of algorithms, is eclipsed by the potential for any programmer to become a Daedalus on his or her own.
+
At the same time, the programmer is Daedalus. Along with its account of Theseus and Ariadne, the legend of this early maze celebrates the one who devised it. Daedalus was the artful architect of confusion and master designer of the labyrinth at Knossos, and has consequently one a place of honor as puzzle-maker supreme: Genre fiction and Joyce both nod to him, for instance. Daedalus was the first in a long and living history of maze designers and programmers to understand that planning, intentionality, and construction are integral characteristics of the mystique of the maze. 10 PRINT is culturally resonant because it is a blueprint for a maze and a system for constructing a maze, not just a structure or image that appears without any history or trace of its making. And yet it presents a maze without an architect, or rather in 10 PRINT, the process itself becomes the producer. Such a transformation will have larger ramifications for the study of programming culture where the cult of the author, though arguably persisting in the study of algorithms, is eclipsed by the potential for any programmer to become a Daedalus on his or her own.
This equation of the maze with danger and horror would continue to haunt the form even in contemporary film. A snowed-over hedge maze, for example, adds to the horror hiding within "The Shining" (1980). Also in the '80s as adolescent boys and girls busied themselves with 24-sided dice playing ''Dungeons and Dragons'', a made-for-TV movie, ''Mazes and Monsters'' (1982), presented Tom Hanks as a young man who had gone over the edge into a psychosis where he could no longer separate his role-playing game from reality. The movie spoke to both the moral panic around ''Dungeons & Dragons'' and underscored the popular conceptual relationship between mazes and dungeons. More importantly, it suggested that an (evidently) harmless maze within a game could become the threatening and potentially fatal maze that, in legend, Theseus faced.
This equation of the maze with danger and horror would continue to haunt the form even in contemporary film. A snowed-over hedge maze, for example, adds to the horror hiding within "The Shining" (1980). Also in the '80s as adolescent boys and girls busied themselves with 24-sided dice playing ''Dungeons and Dragons'', a made-for-TV movie, ''Mazes and Monsters'' (1982), presented Tom Hanks as a young man who had gone over the edge into a psychosis where he could no longer separate his role-playing game from reality. The movie spoke to both the moral panic around ''Dungeons & Dragons'' and underscored the popular conceptual relationship between mazes and dungeons. More importantly, it suggested that an (evidently) harmless maze within a game could become the threatening and potentially fatal maze that, in legend, Theseus faced.
−
 
−
It is not actually known whether the labyrinth in Knossos was real or mythological; no ruins of the edifice remain. Yet the telling of this myth includes a pattern that, as Matthews notes, became convention over the centuries:
 
−
 
−
<blockquote>
 
−
Starting from the exterior, the "path" runs inwards a short distance, turns so as to run parallel with the other wall until nearly a full circuit has been completed, then doubles back on itself and runs round in the opposite direction, doubles upon itself again, and so on until it finally comes to a stop in a blind end, having traversed all of the space within the outer walls without covering any part twice and without forming any branches or loops. (45). </blockquote> [Image]
 
−
 
In this way, 10 PRINT does not put the user in the role of clever Ariadne, heroic Theseus, or the hunted maze inhabitant, the Minotaur. Rather, the programmer becomes an apprentice to Daedalus. Initially, as the user types the program in and runs it without much of an idea of what it will do or why, the user is simply shoveling characters from page to screen like an enslaved Cretan brought on to build a maze. But as the user traces the path of the program and resolves its many twists into an understanding, a solution of sorts, 10 PRINT offers the person at the Commodore 64 the opportunity to collaborate with Daedalus and to fashion new mazes.
In this way, 10 PRINT does not put the user in the role of clever Ariadne, heroic Theseus, or the hunted maze inhabitant, the Minotaur. Rather, the programmer becomes an apprentice to Daedalus. Initially, as the user types the program in and runs it without much of an idea of what it will do or why, the user is simply shoveling characters from page to screen like an enslaved Cretan brought on to build a maze. But as the user traces the path of the program and resolves its many twists into an understanding, a solution of sorts, 10 PRINT offers the person at the Commodore 64 the opportunity to collaborate with Daedalus and to fashion new mazes.
Line 97:Line 90:
In the Twentieth Century, Martha Graham adapted the motifs of the Cretan maze story in “Errand into a Maze” (1949). In this adaptation, Ariadne is the one tapped by the minotaur. After contemplating her escape from the labyrinth represented by a rope on the floor, as Roberta E. Zlokower notes, “she breaks her pattern and breaks her tormentor. The maze of rope reflects the maze of her mind and the maze of the myth ...”
In the Twentieth Century, Martha Graham adapted the motifs of the Cretan maze story in “Errand into a Maze” (1949). In this adaptation, Ariadne is the one tapped by the minotaur. After contemplating her escape from the labyrinth represented by a rope on the floor, as Roberta E. Zlokower notes, “she breaks her pattern and breaks her tormentor. The maze of rope reflects the maze of her mind and the maze of the myth ...”
−
Early on, the maze may have been one of the locations in which the dance was performed (Bord 13). However, more than likely the labyrinth is produced by the movement of the dancers. Kern notes that a consistent feature of Games of Troy is the demarcation of inside and outside. It is as if we can see through the walls to Theseus on his way through the Cretan trap. As a result, rather than a set of walls or lines, "maze" names a series of constraints to movement, a set of paths to be traversed, a procedure.
+
Early on, the maze may have been one of the locations in which the dance was performed (Bord 13). However, more than likely the labyrinth is produced by the movement of the dancers. Kern notes that a consistent feature of Games of Troy is the demarcation of inside and outside. It is as if we can see through the walls to Theseus on his way through the Cretan trap. As a result, rather than a set of walls or lines, "maze" names a series of constraints to movement, a set of paths to be traversed, a procedure. In dance then, to represent the maze is to trace it with ones body, to enact it.
−
In the sense of labyrinth as a set of constrained enacted movements, another connection with 10 PRINT arises as the programmer becomes dancer. The novice programmer prepares to face the minotaur Commodore 64, offspring of the Commodore PET (half-companion, half-machine), with only one line of code as a clue leading to safety. Treading that line across the keyboard, the techno-Theseus travels safely through the convolutions of code by staying true to each symbol. Though that ritual seems to produce an aporia, the careful adherence to the path ultimately leads to mastery. At the same time, like the maze dance, it is in tracing this labyrinth, that its very corridors are created -- daunting hallways where PETSCII numbers obfuscate graphical elements and a simple loop conceals an endless string of instructions. To type the precious few characters of 10 PRINT and then to be amazed by its output is to participate in the creation of that wonder, to enact that dance that establishes the maze. It is in typing the line and executing the code that the programmer comes into contact with the mystery of concision in code and will thereafter be even more tantalized by the opportunity to build such a clever maze.
+
The dancer’s relationship to the maze is analogous to the amateur learning BASIC. The novice programmer prepares to face the minotaur Commodore 64, offspring of the Commodore PET (half-companion, half-machine), with only one line of code as a clue leading to safety. Treading that line across the keyboard, the techno-Theseus travels safely through the convolutions of code by staying true to each symbol. Though that ritual seems to produce an aporia, the careful adherence to the path ultimately leads to mastery. At the same time, like the maze dance, it is in tracing this labyrinth, that its very corridors are created -- daunting hallways where PETSCII numbers obfuscate graphical elements and a simple loop conceals an endless string of instructions. To type the precious few characters of 10 PRINT and then to be amazed by its output is to participate in the creation of that wonder, to enact that dance that establishes the maze. It is in typing the line and executing the code that the programmer comes into contact with the mystery of concision in code and will thereafter be even more tantalized by the opportunity to build such a clever maze.
The maze dance has not been forgotten in digital media. It may seem odd to think of ''Dance Dance Revolution'' as a maze game, but its arrows do show a labyrinthine path that the dancer, standing in place, is supposed to navigate. Missing a step is allowed, but the perfect performance will be as ritualized a motion through space as a ''Pac Man'' pattern. Diana Slattery has created a work called ''The Maze Game'' that brings together the maze as a site of meaningful dance. In her digital work and companion novel, moving through a lethal maze takes grace and “literacy,” since the maze is constructed out of glyphs from Slattery’s created visual language “glide.” Slattery’s work stands at the intersection of dance, maze, and narrative, but it is in figuring the maze as an utterance of a language that her work offers the most evocative exploration of mazes as semiotic systems in which communication and literacy are dependent on navigation. In its own way, 10 PRINT also functions at this juncture, a means of evoking literacy by compelling the user, learning to program, to trace the path of its execution and determine how it accomplishes its effect.
The maze dance has not been forgotten in digital media. It may seem odd to think of ''Dance Dance Revolution'' as a maze game, but its arrows do show a labyrinthine path that the dancer, standing in place, is supposed to navigate. Missing a step is allowed, but the perfect performance will be as ritualized a motion through space as a ''Pac Man'' pattern. Diana Slattery has created a work called ''The Maze Game'' that brings together the maze as a site of meaningful dance. In her digital work and companion novel, moving through a lethal maze takes grace and “literacy,” since the maze is constructed out of glyphs from Slattery’s created visual language “glide.” Slattery’s work stands at the intersection of dance, maze, and narrative, but it is in figuring the maze as an utterance of a language that her work offers the most evocative exploration of mazes as semiotic systems in which communication and literacy are dependent on navigation. In its own way, 10 PRINT also functions at this juncture, a means of evoking literacy by compelling the user, learning to program, to trace the path of its execution and determine how it accomplishes its effect.
Line 112:Line 105:
But John B. Watson used maze environments for quite different purposes. He sought to determine whether rats could make their way through a maze under different conditions. Watson continued his work by systematically blinding rats and maiming them in other ways to deprive them of different senses after they had learned their way through a maze. His work attracted public attention, and he was denounced in a ''New York Times'' editorial as a torturer. Watson, however, was sure of his behavioral science agenda and that the same principles that applied to rats applied to people. By 1916 he had moved on to experiments with infants. In a 1920 experiment that became famous he conditioned one baby, "Little Albert," to fear a furry white rat and furry white things in general. The use of mazes in experiments with rats increased greatly during the 1920s. We now associate behaviorism, the perspective that all animal and human actions are behaviors, mainly with another American scientist, B. F. Skinner. Skinner's operant conditioning chamber, also known as the Skinner box, is another famous environment for laboratory animals that was built decades after Watson's mazes. While Skinner's name is better known today, Watson's maze remains emblematic -- and similar environments are still used for experiments today.
But John B. Watson used maze environments for quite different purposes. He sought to determine whether rats could make their way through a maze under different conditions. Watson continued his work by systematically blinding rats and maiming them in other ways to deprive them of different senses after they had learned their way through a maze. His work attracted public attention, and he was denounced in a ''New York Times'' editorial as a torturer. Watson, however, was sure of his behavioral science agenda and that the same principles that applied to rats applied to people. By 1916 he had moved on to experiments with infants. In a 1920 experiment that became famous he conditioned one baby, "Little Albert," to fear a furry white rat and furry white things in general. The use of mazes in experiments with rats increased greatly during the 1920s. We now associate behaviorism, the perspective that all animal and human actions are behaviors, mainly with another American scientist, B. F. Skinner. Skinner's operant conditioning chamber, also known as the Skinner box, is another famous environment for laboratory animals that was built decades after Watson's mazes. While Skinner's name is better known today, Watson's maze remains emblematic -- and similar environments are still used for experiments today.
 +
==== Mouse in a Maze ====
 +
 +
(Sidebar)
 +
In 1959, one of the earliest computer programs written for fun - an example of "recreational computing" - depicted an experimenter's maze. The program, which is possibly the first computer program to draw a maze of any sort, was written for the TX-0 at MIT by Douglas T. Ross and John E. Ward. The TX-0 was an experimental computer that, when loaned out from MIT's Lincoln Laboratories, provided one of the first opportunities for people to program when not working on an official project. It also allowed programmers to work on the machine interactively, much as Commodore 64 programmers later would, rather than submitting batch jobs in the form of decks of punched cards. In the program that became known as "Mouse in the Maze," a mouse would move through a maze, eating cheese. The mouse could also consume martinis, which would cause it to become disoriented. Here, the environment implemented was not the hedge maze of diversion and fun, but a more staid experimenter's maze. This was then made playful by the implementation of an amusing reward for the mouse and the simulation of appropriate behavior.
In 1959, one of the earliest computer programs written for fun - an example of "recreational computing" - depicted an experimenter's maze. The program, which is possibly the first computer program to draw a maze of any sort, was written for the TX-0 at MIT by Douglas T. Ross and John E. Ward. The TX-0 was an experimental computer that, when loaned out from MIT's Lincoln Laboratories, provided one of the first opportunities for people to program when not working on an official project. It also allowed programmers to work on the machine interactively, much as Commodore 64 programmers later would, rather than submitting batch jobs in the form of decks of punched cards. In the program that became known as "Mouse in the Maze," a mouse would move through a maze, eating cheese. The mouse could also consume martinis, which would cause it to become disoriented. Here, the environment implemented was not the hedge maze of diversion and fun, but a more staid experimenter's maze. This was then made playful by the implementation of an amusing reward for the mouse and the simulation of appropriate behavior.
−
10 PRINT's output is a regular arrangement of "walls" in a grid -- akin to the arrangement of the stereotypical laboratory maze. Instead of suggesting that the computer is creating structures or drawings for pure amusement, the idea of the laboratory maze offers a concept that is more serious and scientific. It also brings in the idea of the experimenter -- indifferent to the struggles of the creatures lost in the maze, at least, and perhaps cruelly impairing those creatures -- and the subject of the experiment, trapped in a bewildering structure created by powers and for purposes beyond comprehension.
+
==== ====
−
When 10 PRINT runs, it relentlessly provides a maze, but it does not not trap the user in it like a rat. Instead, given the top-down view and the lack of a user-controlled maze walker, the computer may be offering to collaborate with the user in experimenting on virtual rats. This would be a different suggestion than the cinematic, literary, and cartoon representations of behavioral science mazes that encourage people to identify with the rat or mouse. In any case, amid the playful and religious connotations of the maze are those things the experimenter's maze hints at: That the computer is a scientific instrument, for instance, and that the recent history of science has certain dark corners.
+
10 PRINT's output is a regular arrangement of "walls" in a grid -- akin to the arrangement of the stereotypical laboratory maze. Instead of suggesting that the computer is creating structures like an inspired Daedalus, the maze becomes metanymic of a challenge to intelligence; not a romantic, riddling intelligence, but a classically conditioned, animal kind. It also brings in the idea of the experimenter -- indifferent to the struggles of the creatures lost in the maze, at least, and perhaps cruelly impairing those creatures -- and the subject of the experiment, trapped in a bewildering structure created by powers and for purposes beyond comprehension.
−
=== Claude Shannon's Theseus ===
+
But who is the user at the interface of 10 Print, the scientist or the rodent? When 10 PRINT runs, it relentlessly provides a maze, but it does not trap the user like a rat. Instead, given the top-down view and the lack of a user-controlled maze walker, the computer presents the programmer with the point of view of the maze designer, offering in a sense to collaborate with the user in creating a new design. As novice programmers can attest, however, making one’s way through the introductory steps of acquiring the syntax and structures can only pursue that whiff of cheese. In this way, amid the playful and religious connotations of the maze are those things the experimenter's maze hints at: That the computer is a scientific instrument, for instance, and the role of the traveler slaying the beast to a hungry little mouse. This dehumanization continues in the next development as the mouse becomes mechanized.
−
In the early 1950s the mathematician and engineer Claude Shannon designed a mechanical mouse that appeared to solve the same kind of maze a real mouse might be have been expected to navigate in one of Watson’s behavioral experiments. A foundational figure in modern computing, Shannon named the mouse Theseus, after that mythological explorer of the Cretan labyrinth. Featured in both Time and Life in 1952, Theseus was not a sophisticated piece of artificial intelligence, however. It was simply a wooden mouse on wheels, with a bar magnet inside and copper wire whiskers. The true magic of this mouse resided underneath the maze, in a system of electronic relays that switched position when the mouse’s whiskers touched corresponding walls in the maze above. The first time through a maze, Theseus blundered randomly, propelled by its magnet, flipping the relays underneath the maze whenever it encountered a passage. The next time, Theseus would navigate the maze perfectly, thanks to the relays underneath, which recorded the correct route. This means of negotiating the twisting passages of Shannon’s maze was not mere novelty. As Time explained in 1952, Theseus was “useful in studying telephone switching systems, which are very like labyrinths.” Indeed, George Dyson argues that Theseus inspired the RAND Corporation engineer Paul Baran’s “adaptive message block switching” — the precursor to what is now known as packet switching, the protocol that defines the way data flows on the Internet (150).
+
==== Claude Shannon's Theseus ====
 +
 +
In the early 1950s the mathematician and engineer Claude Shannon designed a mechanical mouse that appeared to solve the same kind of maze a real mouse might be have been expected to navigate in one of Watson’s behavioral experiments. A foundational figure in modern computing, Shannon named the mouse Theseus, further reducing the mythological hero (and the sense of epic agency that story conveys), this time to a mere contraption guided by a mechanized system. Featured in both Time and Life in 1952, Theseus was not a sophisticated piece of artificial intelligence, however. It was simply a wooden mouse on wheels, with a bar magnet inside and copper wire whiskers. The true magic of this mouse resided underneath the maze, in a system of electronic relays that switched position when the mouse’s whiskers touched corresponding walls in the maze above. The first time through a maze, Theseus blundered randomly, propelled by its magnet, flipping the relays underneath the maze whenever it encountered a passage. The next time, Theseus would navigate the maze perfectly, thanks to the relays underneath, which recorded the correct route. This means of negotiating the twisting passages of Shannon’s maze was not mere novelty. As Time explained in 1952, Theseus was “useful in studying telephone switching systems, which are very like labyrinths.” Indeed, George Dyson argues that Theseus inspired the RAND Corporation engineer Paul Baran’s “adaptive message block switching” — the precursor to what is now known as packet switching, the protocol that defines the way data flows on the Internet (150).
Aside from its significance to network computing, Theseus serves as a vivid example of an early connection between mazes and computers. Furthermore, Theseus shares a procedural resonance with 10 PRINT. Theseus “learned” through a repetitive process the fundamental process that draws the 10 PRINT maze. And like a computer program, the mouse in Shannon’s maze was only the surface level signifier of much deeper processes. Theseus in fact was dumb, inert. The “brain” of Theseus lay in the relays hidden underneath the surface of the maze, much in the same way the on-screen design of 10 PRINT is generated by an piece of code, initially not very clear, which depends upon an invisible, low-level call to generate pseudo-random numbers.
Aside from its significance to network computing, Theseus serves as a vivid example of an early connection between mazes and computers. Furthermore, Theseus shares a procedural resonance with 10 PRINT. Theseus “learned” through a repetitive process the fundamental process that draws the 10 PRINT maze. And like a computer program, the mouse in Shannon’s maze was only the surface level signifier of much deeper processes. Theseus in fact was dumb, inert. The “brain” of Theseus lay in the relays hidden underneath the surface of the maze, much in the same way the on-screen design of 10 PRINT is generated by an piece of code, initially not very clear, which depends upon an invisible, low-level call to generate pseudo-random numbers.
Line 166:Line 165:
==== Computer Generated Mazes ====
==== Computer Generated Mazes ====
 +
(sidebar/scrap/move)
 +
Clifford Pickover wries of "the largest computer-generated maze in the world," a designation which seems quaint today. Although he notes the program could generate an 1000-page maze, he cites the largest one she had printed to date as a 200-page maze. However, he gives the title to the 1987 maze produced by Walter Pullen. This 23-foot maze had to be stored on "eight floppy disks" and "require one megabyte of disk space" (7). In a note, Pickover mentions a maze Pullen had generated with "@2 miles of passages" that "stretched over 3031 pages" (8).
Clifford Pickover wries of "the largest computer-generated maze in the world," a designation which seems quaint today. Although he notes the program could generate an 1000-page maze, he cites the largest one she had printed to date as a 200-page maze. However, he gives the title to the 1987 maze produced by Walter Pullen. This 23-foot maze had to be stored on "eight floppy disks" and "require one megabyte of disk space" (7). In a note, Pickover mentions a maze Pullen had generated with "@2 miles of passages" that "stretched over 3031 pages" (8).
Line 201:Line 202:
Even here, however, we see how extremely different aesthetic of early isometric maze games was when compared to the 10 Print output. While both have a dynamic diagonal orientation, the move from 2D design to volumetric pseudo-3D space leaves them, visually, worlds apart.
Even here, however, we see how extremely different aesthetic of early isometric maze games was when compared to the 10 Print output. While both have a dynamic diagonal orientation, the move from 2D design to volumetric pseudo-3D space leaves them, visually, worlds apart.
−
=== Bibliography ===
+
=== Works Cited ===
 +
 +
“Better Mouse: A Robot Rodent Masters Mazes.” Life, July 28, 1952.
Bord, Janet. 1976. Mazes and Labyrinths of the World. New York: Dutton.
Bord, Janet. 1976. Mazes and Labyrinths of the World. New York: Dutton.
Line 210:Line 213:
Dixon, Steve. 2007. Digital Performance. A History of New Media in Theater, Dance, Performance Art, and Installation. Cambridge, MA.: MIT Press.
Dixon, Steve. 2007. Digital Performance. A History of New Media in Theater, Dance, Performance Art, and Installation. Cambridge, MA.: MIT Press.
 +
 +
 +
Dyson, George. Darwin among the Machines: The Evolution of Global Intelligence. Da Capo Press, 1998.
Forsythe, William. 2009. Choreographic Objects. http://synchronousobjects.osu.edu/media/inside.php?p=essay
Forsythe, William. 2009. Choreographic Objects. http://synchronousobjects.osu.edu/media/inside.php?p=essay
Line 229:Line 235:
Matthews, William Henry. 1922. Mazes and Labyrinths: A General Account of Their History and Developments (New York : Longmans, Green)
Matthews, William Henry. 1922. Mazes and Labyrinths: A General Account of Their History and Developments (New York : Longmans, Green)
 +
“Mouse with a Memory.” Time, May 19, 1952.
 +
Oxford English Dictionary.
Oxford English Dictionary.
Line 239:Line 247:
Zork 1 - Maze Map. TEXTFILES. <http://www.textfiles.com/adventure/maze.zk1>.
Zork 1 - Maze Map. TEXTFILES. <http://www.textfiles.com/adventure/maze.zk1>.
−
----
 
−
 
−
“Better Mouse: A Robot Rodent Masters Mazes.” Life, July 28, 1952.
 
−
 
−
Dyson, George. Darwin among the Machines: The Evolution of Global Intelligence. Da Capo Press, 1998.
 
−
 
−
“Mouse with a Memory.” Time, May 19, 1952.
 
−
Scraps:
+
 +
=== Footnotes===
 +
Footnote 2:
 +
Yet the telling of this myth includes a pattern that, as Matthews notes, became convention over the centuries:
 +
Starting from the exterior, the "path" runs inwards a short distance, turns so as to run parallel with the other wall until nearly a full circuit has been completed, then doubles back on itself and runs round in the opposite direction, doubles upon itself again, and so on until it finally comes to a stop in a blind end, having traversed all of the space within the outer walls without covering any part twice and without forming any branches or loops. (45).
 +
 +
=== Scraps: ===
The maze also has cultural resonance because of its role in behavioral research. Mazes have been used as laboratory environments for rats and mice, and as means of testing these rodents. The depiction of mazes in certain cultural productions reflects this aspect of the maze. For instance, images of rats in a maze are prominent in Alex Proyas' 1998 film ''Dark City.'' Dr. Schreber, a captive human who works with his alien captors, is shown looking down on a rat in a large, intricate maze; the rat and the maze connect figuratively to the people in the film and the titular city, which is constructed for the purpose of an experiment. In Daniel Keyes' novel ''Flowers for Algernon'' (1966; first published as a short story in 1959), a white mouse with augmented intelligence demonstrates its abilities by traversing a maze. Algernon parallels the novel's protagonist, Charlie, in many ways: the success of the intelligence-enhancing procedure performed on him leads to its being done to Charlie.
The maze also has cultural resonance because of its role in behavioral research. Mazes have been used as laboratory environments for rats and mice, and as means of testing these rodents. The depiction of mazes in certain cultural productions reflects this aspect of the maze. For instance, images of rats in a maze are prominent in Alex Proyas' 1998 film ''Dark City.'' Dr. Schreber, a captive human who works with his alien captors, is shown looking down on a rat in a large, intricate maze; the rat and the maze connect figuratively to the people in the film and the titular city, which is constructed for the purpose of an experiment. In Daniel Keyes' novel ''Flowers for Algernon'' (1966; first published as a short story in 1959), a white mouse with augmented intelligence demonstrates its abilities by traversing a maze. Algernon parallels the novel's protagonist, Charlie, in many ways: the success of the intelligence-enhancing procedure performed on him leads to its being done to Charlie.
 +
 +
 +
It is not actually known whether the labyrinth in Knossos was real or mythological; no ruins of the edifice remain. Yet the telling of this myth includes a pattern that, as Matthews notes, became convention over the centuries:
 +
 +
<blockquote>
 +
Starting from the exterior, the "path" runs inwards a short distance, turns so as to run parallel with the other wall until nearly a full circuit has been completed, then doubles back on itself and runs round in the opposite direction, doubles upon itself again, and so on until it finally comes to a stop in a blind end, having traversed all of the space within the outer walls without covering any part twice and without forming any branches or loops. (45). </blockquote> [Image]

Revision as of 15:38, 25 January 2011

View this revision of Mazes.

Personal tools