Randomness

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(→III. The Emergence of Randomness in Computing)
(→IV. The Emergence of Computational Randomness in Aesthetic Design)
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To those interested in randomness and expressive culture, perhaps the most intriguing element of Knuth’s magisterial discussion of random number appears in a footnote. Knuth recalls a CBS television documentary in 1960 called “The Thinking Machine” which featured “two Western-style playlets” written by a computer (Knuth, 1969, 158-160). In fact, three playlets were acted out on national television that day in October, 1960, generated by a TX-0 computer housed at MIT’s Electronics Systems Laboratory. As journalist John Pfeiffer noted in a book released two years after the documentary, SAGA II, the script-writing program behind the mini-Westerns, took programmers Douglas Ross and Harrison Morse two months and fifty-five hundred instructions to develop (Pfeiffer, 1962, 130-138). The key to SAGA II were its thirty “switches,” which made “various alternative or branching paths” possible (136). "Among other things,” Pfeiffer observed, “the robber may go to the window and look out and then go to the table, or he may go to the table directly. You cannot tell in advance which one of these alternatives the program will select, because it does the equivalent of rolling a pair of dice” (136).
To those interested in randomness and expressive culture, perhaps the most intriguing element of Knuth’s magisterial discussion of random number appears in a footnote. Knuth recalls a CBS television documentary in 1960 called “The Thinking Machine” which featured “two Western-style playlets” written by a computer (Knuth, 1969, 158-160). In fact, three playlets were acted out on national television that day in October, 1960, generated by a TX-0 computer housed at MIT’s Electronics Systems Laboratory. As journalist John Pfeiffer noted in a book released two years after the documentary, SAGA II, the script-writing program behind the mini-Westerns, took programmers Douglas Ross and Harrison Morse two months and fifty-five hundred instructions to develop (Pfeiffer, 1962, 130-138). The key to SAGA II were its thirty “switches,” which made “various alternative or branching paths” possible (136). "Among other things,” Pfeiffer observed, “the robber may go to the window and look out and then go to the table, or he may go to the table directly. You cannot tell in advance which one of these alternatives the program will select, because it does the equivalent of rolling a pair of dice” (136).
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===IV. The Emergence of Computational Randomness in Aesthetic Design===
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=== Computational Randomness in Aesthetic Design ===
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[An early example of this is a 1960 teleplay "written" by a computer at MIT, and then performed on CBS.]
[An early example of this is a 1960 teleplay "written" by a computer at MIT, and then performed on CBS.]

Revision as of 10:22, 24 March 2011

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