Hipbone Games: Glass Bead Game
Hipbone Games: Glass Bead Game
ANDHermann Hesse’s
Glass Bead Game
background
Table of Contents
Basic Ideas:
1. Games of Mastery 15
Games of Mastery: overview 16
HipBone Games as games of mastery 18
HipBone Games as artforms 19
HipBone Games as games of scholarship 21
HipBone Games as meditations 22
HipBone Games development strategy 24
3. Applications Elsewhere 35
The HipBone Games, AI and the rest: an Overview 36
Scientific interest in GBGs and HipBone Games 38
Glass Bead Game conference, institute and journal 39
4. Commercial Games 41
Mass-market HipBone Games 43
Delivery systems 44
Other considerations 45
Pushing the envelope of the computer games industry 46
Computer games industry responses 48
Appendices 49
A. Brief overview of the HipBone Project / Contact HipBone 50
B. In pursuit of bigger game? 51
C. Further support 52
D. Games of Mastery: Chess, Go and the GBG 54
E. Meditations for Glass Bead Game players 58
Glass Bead Game: The Basic Idea...
The Glass Bead Game is thus a mode of playing with the total
contents and values of our culture; it plays with them as, say, in
the great age of the arts a painter might have played with the
colors on his palette. All the insights, noble thoughts, and works of
art that the human race has produced in its creative eras, all that
subsequent periods of scholarly study have reduced to concepts and
converted into intellectual values the Glass Bead Game player
plays like the organist on an organ. And this organ has attained
an almost unimaginable perfection; its manuals and pedals range
over the entire intellectual cosmos; its stops are almost beyond
number. Theoretically this instrument is capable of reproducing
in the Game the entire intellectual content␣ of the universe.
— Hermann Hesse, Magister Ludi
It is not, I think, surprising that such a game should have drawn the enthusiastic
interest of Hesse’s fellow Nobel laureates, Thomas Mann, who refers to his
own novel Doctor Faustus as a “glass bead game with black beads,” and Manfred
Eigen, who wrote his book Laws of the Game: How the Principles of Nature Govern
Chance “to translate Hermann Hesse’s symbol of the glass-bead game back
into reality”.
And it’s interesting that both Mann and Eigen compare their own works to
Hesse’s game as such, rather than to the book: the game fairly leaps off the
pages of the novel. And it is stretching the truth only little to say that a game
design which can win its author a Nobel Prize may well be a game worth playing.
The effect is to create what can only be called “a virtual music of ideas”.
a game which wins its author a Nobel may be a game worth playing
Hesse’s Glass Bead Game, as Lewis Lapham said in Harper’s, “lends itself so
obviously to the transcendental aspirations of the Internet” that detailed
exploration of Hesse’s Game as metaphor has much to contribute to our
understanding of the future of electronic communications and culture, as well
as of certain specific topics in hypertext, AI, semantic networks, constructed
languages etc.
As Michael Heim wrote in his book, The Metaphysics of Virtual Reality (Oxford
University Press, 1993):
glass-bead game:
See also the remarks on the conceptual importance of the Glass Bead Game in
management (Paul Saffo), in understanding computers (Tim Leary), in thinking
about the Internet (Bruce Milligan) and its cultural consequences (Lewis
Lapham at greater length), and in scientific work (John Holland) etc., in
Appendix C: Further Support, p 52.
Such diversity in the application of a single idea is possible because both the
digital revolution which allows textual, visual, musical and numerical materials
to presented in tandem on the Web, and the hypertext linkage system on
which the Web is based, correspond with eerie precision to the requirements
of Hesse’s Game — in which “ideas” from all human cultures and intellectual
disciplines, textual, visual, musical and numerical, are linked by juxtaposition.
Hesse’s Game models the World Wide Web
It both prophesies and critiques the Web...
Viewed as prophetic, Hesse’s book offers a far more detailed outline of the
interlocking of all human knowledge than Teilhard de Chardin’s concept of
the “noosphere”, while retaining much of the beauty of the Hua-Yen Buddhist
idea of “Indra’s Net”.
As a model of the Web, the idea of the Glass Bead Game adds an aesthetic
dimension to current discourse on such topics as “sorting”, “indexing” and
“pattern recognition” — a dimension which will prove fruitful in practical
terms — while playable “forms” of the GBG such as the HipBone Games can
serve as databases for those investigating the nature of human thought as well
as its computer analogues.
And as a source of artforms and games for the Web, Hesse’s great Game is
unrivalled. It offers artists the art of hyperspace itself, inherently multimedia,
inherently based on linkages and juxtapositions. And it offers gamers the first
games comparable with Chess and Go for depth and maturity native to the
multimedia age...
Hesse’s Game has much to offer any enterprise which concerns the future of
the human mind and spirit. To take but one example: in the “information” or
“knowledge” age, the virtual library and virtual museum will not be considered
as separate entities... and Hesse’s GBG will be found to have marked the point
at which they converge...
HipBone Games: the Basic Idea
The Washington Post characterizes a HipBone Game as “a give-and-
take of thinking styles and wit ... on-line match of ricocheting intellects”,
while describing HipBone as “at the forefront of efforts to design and
popularize games inspired by Hesse’s novel”.
The basic idea is simplicity itself: think of one thing, think of another.
All we’ve done with this idea is to provide a means of formalizing and recording
the links and connections between things. Also pretty simple. And like most
simple things, even this means of formalizing links has been around for a long
time.
Take this mediaeval representation of the Trinity, for example. It uses circles
and lines drawn between them — a mathematician would call them “vertices”
and “edges” — to plot the Catholic doctrine of the godhead: “So the Father is
God, the Son is God, and the Holy Spirit is God. And yet there are not three
gods, but One God”, in the words of the Athanasian Creed.
A HipBone board can be any graph of this sort which allows ideas to be
juxtaposed and linked...
Consider for instance this Renaissance illustration of the “four elements” from
Oronce Fine’s book, De sphaera mundi, 1542:
Once again, the “board” is used to explore the connections and associations
between ideas — in this case, the relationships between the “four elements”,
earth, water, air, and fire, and the “four qualities”, dryness and humidity, heat
and cold.
If it can be thought, imagined, hummed,
whistled, written, thumbnail sketched...
The HipBone Games are played by placing “ideas” in the positions on one of
the HipBone boards. Ideas can take the form of text, sound, or image: anything
that can be thought, imagined, whistled, scribbled, expressed as an equation or
thumbnail sketched can be a move in a HipBone Game.
Essentially, a move can be made out of anything under the sun... so long as it
can be named.
And the point of the game is to play ideas which “link” with other ideas along
the lines of the game board.
Salt Pepper
Pepper
1 2
3
They can be as detailed as you like...
If you opponent then plays “Shaker” in 8, she can claim one point each for
links to “Salt” and “Pepper” because salt and pepper shakers are common
household objects — but if she has a copy of Amy Bess Miller and Persis Fuller’s
book, The Best of Shaker Cooking, she can claim two more points by quoting a
Shaker farm kitchen recipe which requires both salt and pepper...
Salt Pepper
1 2
Shaker
3
Dove Lark
1 2
But you get the idea. And about the only other thing you need to know is that
the HipBone Games are played on a variety of predesigned boards, most of
which have ten positions (for other possibilities including extended and 3-D
boards, see our brochure “HipBone Games for CD-ROM and Online Play”):
This children’s saying suggests that like Queen Catherine, King Charles danced
a macabre dance after his death. Like that of the French King Louis XVI and
Marie Antoinette at the guillotine, his death was not only in contravention of
the Fifth Commandment, but also the killing of “the Lord’s anointed” — which
is why regicide is considered of all killings the most heinous. There’s even a
Lizzie Borden echo: like Lizzie’s parents, King Charles was killed with an axe.
Or did I get it all muddled up again? St. Paul tells us, “now we see through a
glass, darkly, but then face to face.” Is it the dead who are truly alive, perhaps,
and the living who are already dead? It’s all so confusing: everything gets reversed
when you pass through the looking glass... Is “Wonderland” the place you get
to? Heaven? Hades? Hell? Or the “Collective Unconscious”? Which side of
the glass is Life on, and which side is Death?
But it is the sacred assassins of Annie’s last move that provide the connection
here, for our word “assassin” derives from “Hashishin” — the name given to
an Islamic cult of sacred assassins, not unlike the Hindu Thuggee centuries
later. The way the Hashishin were recruited is extraordinarily apt in view of
the way this Game has developed. They were reportedly drugged with hashish,
then taken into a paradisal garden where they ate plenteous fruits and were
serenaded by beautiful women — and saw the head of a man displayed on a
plate on the ground. Later, this “beheaded” man would join them. They would
thus be easily convinced — once the drug’s effects had worn off, and they had
woken from a long sleep — that they had indeed been to paradise, and witnessed
the resurrection of the dead.
When told that what they had tasted on this occasion would be theirs for eternity
should they die in the course of one of their deadly missions, the Assassins
understandably showed no fear of death...
Four Aspects of the HipBone Project:
I Games of Mastery
Games of Mastery
Hesse’s Glass Bead Game is the kind of game — like Chess and Go —
which develops and permits mastery in its players.
For artists, writers, and composers it’s important because it offers the first
multimedia art form ideally suited to the Web, a truly polyphonic form
of discourse, a virtual music of ideas. And the Bead Game can also be
played meditatively, and indeed suggests new forms or techniques of
meditation.
Your game feels very much like Go, in that moves occur in context... you can
be elegant and subtle, but also vicious: this is a game of having a rapier wit.
— Mike Sellers, Archetype Interactive, Game Designer, Meridian 59
Lanier made this remark during a discussion of Deep Blue’s return match with
Kasparov, and I believe it indicates a shift in the way humans feel about the
Royal Game. Chess has now reached a point where the sheer number-crunching
ability of a machine can “defeat” the finest human players, and we see the
game in a new light.
What I’m getting at there is that maybe aesthetics is the key to games of mastery:
that a game of combat without aesthetic pleasure lacks that elusive quality which
makes a game great — and that Chess is perilously close to losing all aesthetic
interest now that machines can outplay humans...
It is a delicious irony that at the very moment the computer is reducing chess
to a matter of brute force, it is also offering us a game of mastery in which
move aesthetics finally reaches the level of art — Hesse’s Glass Bead Game, a
multimedia artform for a multimedia age.
HipBone Games as Games of Mastery
The HipBone Games provide what Jaron Lanier is asking for — a freestyle
game, in which “making elegant moves” is valued more highly than winning
the game on points. That’s it. That’s it precisely.
The moves in a HipBone Game can reference just about anything under the
sun, but the glory of the games comes when you — the player, the observer —
begin to see a three-dimensional architecture of ideas emerge from the
“groundplan” of the board — “building the hundred-gated cathedral of Mind”
as Hesse puts it.
It’s almost uncanny, the way the links build arches between the moves, and the
mind somehow “sees” them. This can be a pretty heady experience, as gamer
Carole Wilson reports:
A Polyphonic Discourse:
The HipBone Games are not “just” for writers, but they do offer novelists and
poets something quite new — a polyphonic form in which ideas can be presented
in juxtaposition rather than in sequence. As such, they are close kin with other
avant garde literary forms which cross over into the territory of games, such as
Michael Joyce’s “hyperfiction” afternoon, a story, and “interactive fiction” games
like Gareth Rees’ Christminster and Neil deMause’s Lost New York.
Polyphonic text is, in itself, something which the literary arts have been moving
towards for some time now, as witness Maya Deren’s Anagram and Julio
Cortazar’s novel Hopscotch. HipBone Games thus offer writers a “tight”
polyphonic form whose “three-dimensional” structure inherently privileges a
“holistic” over a “linear” reading — or as literary critics would say, “synchronic”
over “diachronic” reading — and so fall on a literary spectrum closer to poetry
than prose.
From the attempts of composers such as Scriabin to incorporate light and color
into their work by means of “light organs” via Mallarmé’s “poem of all poems”
to Wagner’s gesamtkunstwerke or work of total art in which poetry, music,
theater and architecture combine, artists have been fascinated by the prospect
of combining the arts in ways which will address all sensory, intellective and
emotional modes of human experience simultaneously.
▼
This is an astonishingly liberating view of the arts, since it allows one to search
out and practice unknown arts, to recognize as arts things that are commonly
thought of in other terms, and to devise new art forms with an understanding
of precisely what it takes for an art form to succeed as such.
In these terms, The Glass Bead Game would be the art constituted by a field of
discourse (ideas in all media, specifically including verbal, pictorial, and musical
ideas), and the HipBone games would be an art form analogous to sonnet and
sonata within that art, with their numbered board positions and predefined
linkages providing the necessary “tightly defined structure” and constraint.
If this theory offers an accurate picture of arts and art forms, then it follows
that a sonnet-like beauty should be feasible in our games.
A
Yellow
And here’s Kandinsky thinking
D C
Orange Green in a HipBone-like way, about
color, in his seminal book,
B B Concerning the Spiritual in Art.
White Black
This is particularly relevant because both modern depth psychology, and eastern
influences stemming particularly from within Buddhism, suggest that the human
mind is itself polyphonic — that we each contain a whole chorus of voices, and
that what one part of us understands another part can illuminate or put in
context.
Indeed, as both ecology and chaos theory are telling us, the worlds we live in
— biological, social and psychological — are a complex of interconnected
feedback loops, and when things go wrong, the best solutions are those which
model the complex of forces at work, not those which ignore all but one “linear”
approach.
Here too, polyphonic discourse is the only possible discourse with which to
represent the balance of forces at play, here too the HipBone Games offer a
“form” in which that balance can be honored and represented.
One of the finest examples of this approach is Erwin Panofsky’s book, Gothic
Architecture and Scholasticism, which compares the branching structure of
gothic␣ cathedral architecture with the branching structure of medieval scholastic
logic.
One of my own favorite games, played with a colleague and friend from the
University of Washington, compared and contrasted two seminal theorists of
the imagination, the psychologist CG Jung and the poet WB Yeats.
HipBone Games make fine vehicles for comparative scholarship of this sort.
HipBone Games as Meditations
Not to be too grandiose, but seems that the promotion of this kind of
thinking, that which perceives and seeks connections, is toward cosmic
consciousness while celebrating the infinite expression of it. It’s the
simultaneous meditation on the infinite and the one.
— Kim Bender, HipBone Player
The Glass Bead Game can be played by juxtaposing ideas of many kinds —
visual, musical, verbal, or even kinesthetic. Behind every such pairing of ideas,
however, whether in opposition or in parallelism, the unitive intuition may be
found. Thus Hesse writes again:
...the method which Abulafia and his followers called dillug and
kefitsah, “jumping” or “skipping” viz. from one conception to
another. In fact this is nothing else that a very remarkable
method of using associations as a way of meditation ... The
“jumping” brings to light hidden processes of the mind, “it
liberates us from the prison of the natural sphere and leads us
to the boundaries of the divine sphere.” All the other, more
simple methods of meditation serve only as a preparation for
this highest grade which contains and supersedes all the others.
These associative and stereophanic effects appear to arise naturally during the
course of playing the HipBone Games: they are not something players have to
be taught, though no doubt they exercise a faculty which can be sharpened by
practice.
HipBone Games Development Strategy
Our strategy throughout has been to develop and present the HipBone Games
first and foremost in the context of Hesse’s work and of other attempts at
Glass Bead Game design — as games playable up to and including the level we
call “mastery”.
Glass Bead Games played at the level of mastery — games played, as the
Castalian Games in Hesse’s novel were, as meditations, as works of art or
scholarship and so forth — are neither commercial nor intended to be, and we
have therefore made the rules and boards for the HipBone Games freely
available on the World Wide Web.
These Games do, however, serve an indirect commercial purpose: they generate
publicity: they make fascinating, compelling topics for magazine articles and
the like — and our insistence on focusing on this aspect of the HipBone Games
first has already attracted considerable interest.
Your game does seem to really call to mind the Bead Game. Almost a
divination system, much more metaphorical than most games.
— Scott Kim, Puzzle Master, Segasoft
When someone asks me which of the various Glass Bead Game variants I
recommend so they can start playing and get a feel for the thing, I tell them
to try one of the HipBone games first. They’re the state of the art.
— Gail Sullivan, web mistress, Glass Bead Game homepage
Four Aspects of the HipBone Project:
II Games of Social Benefit
Humans need Training and Mending...
also known as education and therapy.
HipBone Games have applications in both these areas — from K–12 to graduate
school, and from dreamwork to online counseling to creativity training, problem
solving, conflict resolution and other things we haven’t even thought of.
Play itself is at the heart of psychotherapy: and Jung once told his friend and
biographer Sir Laurens van der Post
One of the most difficult tasks men can perform, however much
others may despise it, is the invention of good games — and it
cannot be done by men out of touch with their instinctive values.
HipBone Games as therapeutic tools:
Thus far, the therapeutic possibilities of the HipBone Games have been explored
mainly in the context of dream analysis. Commenting on an early “dream
analysis” game posted to the World Wide Web, Glass Bead Game developer
Terence MacNamee said
One dreamer dreamed she was hearing Handel’s familiar “Hallelujah Chorus”
from Messiah — but with an intriguing word-change. Where the original text
reads “King of Kings and Lord of Lords”, she heard instead the words “King
of Kings and Song of Songs” — a subtle and wonderful change, since it
introduces the sacred feminine and erotic qualities of the biblical “Song of
Songs which is Solomon’s” into the otherwise all-too-masculine-and-abstract
atmosphere in which we habitually think about the divine...
Perhaps the most moving tribute to the HipBone Games and the Dream Event
came from the late Stuart Currie, another New Zealander whom I came to
know, admire and love through our email gathering. Stuart had already received
a terminal cancer diagnosis when the Dream Event took place, and his comment
still moves me to tears:
Our Games, by contrast, demand that players find linkages between the different
associated ideas in play — differences that must map onto the stringent pattern
of the HipBone board in question. And this in turn means that players must go
back to the creative matrix, back to the imagination, again and again, in search
of yet further analogies and linkages.
This by no means suggests that Rico’s technique is invalid — quite the contrary.
One very powerful way to use the HipBone Games in a problem solving or
creative setting is to begin with clustering, and use the HipBone Games as a
“second phase”, demanding that all the ideas initially generated in the cluster
must then be analyzed and sorted into the ten moves of a HipBone Game —
and further links found between them.
Indeed, this procedure takes full advantage of the creative potential of clustering,
while emphasizing the analytic skills which the HipBone Games demand.
I’ve only been with this game a short time and have played a
limited number of rounds. I took the idea to many of my groups
that I lead in communication skills. I’ve even played it with
children. The value I see in it, is not just the creative, art form,
or the competitive fun and intrigue of making connections with
all manner of ideas, but rather the insight we can reach that
bridges the gaps in our differences.
They were scheduled to play one game for an hour and we ended playing two
games, switching teams, for three hours. A smashing success.
This years training, I was looking for ways for them to see the
complex set of related skills required to be a model UN
delegate... you have to understand a broad national policy and
associate its nuances to specific topics, situations, relationships,
etc. Furthermore, you have to be a writer, problem solver, public
speaker, researcher... it is hard yet stimulating work.
The staff was so impressed that we incorporated the game at the Conference,
giving the students a chance to play...
The students “got it” very quickly and were eager to play, so
off they went. Most of the kids took it seriously and played
very well..
Anyway, it went really well and the role of this game in MUN
was very helpful in allowing students to recognize connections
across a wide array of issues, concepts, and skills.
Other Educational Applications
Second grade is the time when most children have largely mastered the
concrete operations that have occupied the first seven years of their lives, and
are beginning to learn abstraction and the other mental processes which will
largely occupy them for the next seven.
HipBone Games designed for use in the second grade classroom would need
to be both age and curriculum specific. We designed a couple of sample games
with teachers Kenneth Cowan and Gail Frank: in one such a game, the teacher
might begin class with the WaterBird board already drawn on the chalkboard,
and then continue by asking the class ten questions, such as:
These are goal / task oriented questions, designed to elicit specific knowledge
appropriate to this age group, drawing on such things as a nursery rhyme,
science, social studies, and health and safety.
They would then be invited to suggest linkages between any two items which
are connected along the lines of the board. Thus Snow is a form of Water; Fire
melts Snow; Pepper, Volcanos and Fire are all “hot”; and so forth. If the children
are unable to come up with links along all the possible lines between items, the
teacher can also supply some, with appropriate explanations. Some of the trickier
links: Salt is used to clear Snow-filled roads, Pepper and Snow can both be a
little chili, and so on...
I applaud the approach that you are exploring. I think the cognitive processes
that you are interested in developing are critical to a decent education.
— Elliot Eisner, Past President, American Educational Research Assn.
Another second grade game would explore a story — Cinderella? — and place
each character, object or event on the board, again seeking links between,
say, the Mice playing in the fireplace as Cinderella did her chores, the Fireplace,
the Magic Wand because the wand turns the mice into horses, and finally with
Shoes because the mice carried the shoes to the castle in the carriage...
But Grad School would be a little different...
Each educational situation would require its own hand-tailored variant on the
games. In a graduate seminar on World War II history, the board might be
dispensed with entirely...
The seminar is held around a long table, and when the students arrive for their
first meeting, the professor hands them copies of the usual enormous reading
list, and announces that in addition to their individual papers and verbal
contributions to group discussion, they will have an opportunity to score extra
points in class by connecting any of a dozen or so items which he has scattered
along the length of the table with aspects of the historical topic they will be
covering.
Among the items on the table are a baseball mitt, a paperback espionage novel,
and two equations scribbled on a piece of paper:
∆p∆q ≥ h/2π
∆E∆t ≥ h/2π
The game rules are extremely simple: connect any one or more of the items on
the table to some aspect of the topic at hand, i.e., World War II. Thus any
example of WW II espionage can be connected with the spy novel. That’s the
kind of “easy” link that’s liable to pop up in the first few minutes, and it doesn’t
merit a very high score.
There’s a link there, to be sure — but the student who goes on to read David
Cassidy’s biography of Heisenberg, or Thomas Powers’ book Heisenberg’s War,
will find there the story of baseball player Moe Berg, who played in the major
leagues from 1923 through 1939, and was recruited into the OSS during World
War II. Berg, whose own life has been brilliantly chronicled by Nicholas
Dawidoff, was sent to Switzerland by the OSS to hear Heisenberg give a single
lecture during the war, with instructions to figure from the lecture whether
Heisenberg was building the Nazis a bomb — and kill him at once if he was.
The student who gets this far can claim three links to the Moe Berg / Heisenberg
episode: with the espionage novel, the baseball mitt, and the Uncertainty
relations. And he or she has also thought more creatively, researched more
widely, played — and won.
Art History and the Hieroglyphic Language
One specific educational project which we would like to develop is a standardized
language of icons for use in art history.
This language would consist of a hundred or so small icons like the crossed
knife and fork you see in restaurant guides, indicating “Florentine” “Dutch”
“XVI century” “gesso” “mural” “canvas” “altar” “triptych” “impasto” “outdoor
scene” “stag” “crucifix” “saint” etc. — so that fifteen or twenty could summarize
salient physical and artistic components of a given work... The idea would be
to incorporate these items in a database of artworks such as Microsoft’s Corbis
archive, for use in conjunction with our Games.
Student players under this system would be highly motivated to search out
works in areas of art history that they might otherwise overlook:
students with little or no interest in, say, “religious” art might still find a
religious work which linked strongly with a given “secular” work, and vice
versa.
Someone who played, e.g., Pisanello’s “St. Eustace” from the National Gallery
in London — in which Eustace has a vision while out hunting, of a stag with a
crucifix between its antlers —␣ would send her / his opponent scuttling through
the databases looking for other paintings with stags, crucifixes, saints etc. in
them... Another player might find an astounding level of resemblance between
a Honduran figure from 782 CE and a Chinese figure from 730 CE.
And again, the net impact would be to increase the breadth of research while
playing and winning.
The HipBone Cards
The HipBone Cards are a Tarot-like deck of images illustrating some of the
deep structures that nature follows in the “building” of universe. The cards
themselves can thus serve as game-pieces that focus specifically on patterns
found throughout nature — and in the mythic imagination of humankind.
And they can be consulted any time someone is looking for deep structure, as
an idea source...
One image from the deck would be that of the Twin Serpents. Mythographers
have known the importance of this image for centuries, calling it the Caduceus
(the wand of Hermes — two winged serpents winding about a staff, crowned)
or Kundalini (twin serpents coiling around the human spine).
When Linus Pauling at CalTech was racing Watson and Crick at King’s College,
Cambridge for the deep pattern of the DNA molecule, he first tried single and
triple helices — while Watson and Crick tried the double helix, and made what
is perhaps the greatest scientific discovery of our times.
If this deck of cards had been around CalTech at the time, Linus Pauling
might have won himself that third Nobel prize
If this deck of cards had been around CalTech at the time, Pauling could have
flipped through to the Caduceus / Kundalini card and tried the double helix
first — knowing that a pattern which occurs so universally in the myths and
dreams of humanity is liable to be a significant deep structure in nature, too —
and perhaps won himself that third Nobel prize...
Does this sort of thing sound a little strange? It shouldn’t. Way back when he
was at a loss to know the structure of benzene, the chemist Kekule von Stradonitz
glimpsed the ourobouros-serpent biting its tail in a reverie one day, and from
it intuited the benzene ring... another image from our deck. We can think of
Kekule’s reverie figuratively as “playing solitaire with the dream-originals” of
the HipBone cards...
I suspect the Deck will turn out to be a particularly useful tool in Grad School
other higher-level Educational Games.
Four Aspects of the HipBone Project:
III Applications Elsewhere
The HipBone Games, AI and the rest:
an Overview
Derek Robinson
If, instead of using the real world, one carefully creates a simpler, artificial
world in which to study the high-level processes of perception, the problems
become more tractable.
— Douglas R. Hofstadter & the Fluid Analogies Research Group, in
“Fluid Concepts and Creative Analogies”, 1995, p.190
Within the game’s small compass, comprising less than a score of loci, we are
given a model ‘elaboratory’ for investigating the analogical, poetic, creative
potencies of the mind. A move in the game must simultaneously resolve or
bridge the concepts already in play upon the board, while yet proposing further
original, hitherto unexpressed (while latent and implicit) changes rung upon
the central theme.
The game form imposes the strict constraint that any move made must link
adjoining nodes not just geometrically...
The game form imposes the strict constraint that any move made must link
adjoining nodes not just geometrically but semantically, meaningfully,
deliberately, playfully.
The nature of the connection can be virtually anything that anyone might
consider to be a ‘relation’ — symmetry, mirroring, opposition; metonymy,
metaphor, the ‘figures’ or ‘tropes’ of rhetoric; movements up, down, or across
a categorical tree; puns, verbal or visual; euphemisms or spoonerisms; chains
of cause and effect; syllogisms and enthymemes; allusions or cliches; allegories,
archetypes; the arts of memory and of ‘topics’, altogether.
The cybernetic version of the Glass Bead Game will allow users
to actively navigate through great amounts of data with ease,
using much more than pure intellect to understand the input’s
meaning. Great amounts of data will be synthesized into
meaningful sensory images and the individual will have an
instinctual method of extraction through sensation, thought,
feeling, and intuition. The results will be a new level of human
/ information interaction and the use of this interaction to solve
many of the intractable problems of humankind.
Dr. Prueitt refers to the HipBone Games as “advanced work” in this area, and
feels that much can be gained by an interaction in which scientists provide “a
deeper foundation in autonomous machine reasoning”.
John Holland
Meanwhile Dr. John Holland, distinguished computer scientist and inventor
of genetic algorithms, told Omni in a recent interview that the glasperlenspiel
was something he had been working towards all his life:
Dr. Holland has also indicated an interest in developing software for his vision
of the Glass Bead Game, and feels that a small group of bright programmers
could accomplish the task within two or three years.
There is serious interest, in other words, in how Hesse’s idea of the Glass Bead
Game can aid the development of computer science and information
management in a variety of ways. HipBone believes the time has come to
synthesize and cross-fertilize these interests by presenting a Glass Bead Game
Conference, and setting up an Institute and Journal.
The Glass Bead Game Conference
HipBone is currently seeking a site for the first Glass Bead Game Conference,
which we hope will attract speakers like John Holland from the AI side, Johnny
Wilson of Computer Gaming World from the games industry and others, and
bring together those who are interested in the GBG as a metaphor, GBG
designers and players, interested scholars, researchers, software developers and
non-GBG game designers to read papers, compare notes, and play the various
GBG variants now available.
One major Institute project would be the design of a complete suite of GBG
software to John Holland’s specifications, a project in which Dr. Holland himself
has expressed keen interest, and which he estimates might take two or three
years work by a core-group of computer scientists.
but this is no HipBone would very much like to see an Institute graduate student — hopefully
more than an aside, under Professor Gottschalk’s guidance — make further contact with the Feustel-
a footnote, and a Bucherer family and write up a scholarly study of this Game, and of Als Feustel’s
dream... theory of the correspondences. Such a study would be an impressive first
publication for the Institute: while the Institute, Journal and Monograph Series
together would constitute a long-overdue and proper homage to Hesse himself.
Four Aspects of the HipBone Project:
IV Commercial Games
HipBone Games
quality content
independent group
with a garage and a vision
Therefore...
now is the time
Mass-market HipBone␣ Games:
Mass-market HipBone Games — implemented for CD-ROM or an online
service — would be far more structured than the free-form “Games of
Mastery”: game play would be definitive, i.e., a computer could always tell
who won and who lost. They would use clearly defined content drawn from
pop-cultural fields such as sports or movie trivia.
It also suggests the possibility of providing several decks of cards for different
categories of “trivia” — one for the movie industry, one for sports, one for
world history...
This in turn makes it extremely unlikely than anyone else will “borrow” the
idea and work along these lines — but we have some tricks up our sleeves for
getting around this problem of sheer volume of links...
Delivery Systems:
Online Services:
One way to go would be to present a smorgasbord of HipBone offerings to an
Online Service such as AOL, or my own service provider, EarthLink.
This would center around the “commercial” variant game with fixed moves,
but might also include boards for “free-style” play, and feature specific game
variants in a variety of sub-sections of the online environment such as “kids”,
“education”, “problem solving”, “the arts”, “higher ed”, “self-help”,
“dreamwork”, etc. HipBone “Wrinkles” (additional rule sets, see next page)
and extended 3-D boards could also be used. Benefits: the same engineering
would be applicable to many online areas.
CD-ROM:
It would also be feasible to present a similar variety of games — mostly with
“set” decks of moves and links, but with the “freestyle” option for those who
prefer it — on a HipBone CD-ROM. See comments above on “Wrinkles”,
extended boards and engineering.
Board Game:
There’s no reason why HipBone Games should be played only on computers,
and a board game with “set” moves and “freestyle” option is entirely possible.
Our sense is that such a game would not distinguish itself from other “trivia”
style games enough to interest a games company until the point where
accompanying publicity from “mastery level” and / or “computer driven”
variants — or a “contest” — have created easy name recognition and reasonably
large consumer interest.
All of which brings us to the wider issue of successful game genres already used
by the computer games industry, and the possible role of HipBone Games in
that context...
Pushing the envelope of the Computer Games Industry...
Our second objective is to design compulsively playable computer games
which push the envelope.
As we say, computer game ideas are worth very little without the teamwork
which goes into development and implementation: but it seems important to
convey something of variety of games HipBone is proposing. Two of our other
non-GBG-like game ideas may give you some idea of our range...
Tibetan Game:
HipBone recently worked as “document architect” on Nile, a CD-ROM game
title from Simon and Schuster Interactive in association with the Metropolitan
Museum of Art. It appears that the Met would be interested in further games
dealing with civilizations in which they have “holdings”, and we have informally
broached the subject of doing a Tibetan game along similar lines — but also
with input from Tibetan Buddhists.
The game design challenge here would be to combine a fast action play mode
with a much slower contemplative mode for players who wished to learn about
the culture portrayed and / or participate in a meditative manner.
There are a number of companies that in the wake of Barbie Fashion Designer
selling in excess of 200,000 units last Christmas season might well be interested
to develop games of this sort.
Our aim is to offer the industry a wide variety of playable, highly saleable game
concepts and to work with existing providers on their implementation.
Computer Games Industry Responses
Are we listened to? We’re read.
HipBone’s articles for The Cursor reach an audience of game developers, and
his writings on the rec.games.design newsgroup have attracted a number of
approving responses: but the truth of the matter is that HipBone hasn’t “come
out” yet. HipBone’s work on the S&SI Nile project was — from HipBone’s
own point of view — an apprenticeship with a mainstream computer game
project, not in any way a showcase for HipBone’s ideas. The materials you are
now reading represent the first comprehensive attempt to describe the HipBone
GBG variants and other game projects, and to bring them to the attention of
the industry as a whole.
And Johnny Wilson of Computer Gaming World says something very similar:
C: Further Support
D: Games of Mastery
Contacting HipBone
To contact HipBone Games, send email to hipbone@earthlink.net, write to
Charles Cameron, 9735 Green Road, Midland, VA 22728, or␣ phone
(540)␣ 439-9395.
I’ve been working toward it all my life, this Das Glasperlenspiel. It was a very
scholarly game, starting with an abacus, where people set up musical themes,
then do variations on it, like a fugue. Then they’d expand it to where it could
include other artistic forms, and eventually cultural symbols. It became a very
sophisticated game for setting up themes, almost as a poet would, and building
variations as a composer. It was a way of symbolizing music and of building
broad insights into the world.
If I could get at all close to producing something like the glass bead game I
can’t think of anything that would delight me more.
Bruce Milligan
— director of new media at the AOL subsidiary, Redgate:
Timothy Leary
— hipster, on the Glass Bead Game as an analogue of the Macintosh:
In the avant garde, cyber-hip frontiers of the computer culture, around Mass.
Ave. in Cambridge, around Palo Alto, in the Carnegie Mellon AI labs, in the
backrooms of the computer graphics labs in Southern California, even in the
Austin labs of MCC, a Hesse comeback seems to be happening. However.
This revival is not connected with Hermann’s mystical, eastern writings. It’s
based on his last, and least understood, work, Magister Ludi: The Glass Bead
Game.
This book, which earned Hesse the Expense-Paid Brain Ride to Stockholm, is
positioned a few decades in the future when human intelligence is enhanced
and human culture elevated by a device for thought-processing called The
Glass Bead Game. Up here in the Electronic ’80s we can appreciate what Hesse
did, back down there (1931-1942).
Alan Watts
— in his book The Joyous Cosmology, comparing the Glass Bead Game with the psychedelic
experience:
The nearest thing I know in literature to the reflective use of one of these
drugs is the so-called Bead Game in Hermann Hesse’s Magister Ludi (Das
Glasperlenspiel). Hesse writes of a distant future in which an order of scholar-
mystics have discovered an ideographic language which can relate all the
branches of science and art, philosophy and religion. The game consists in
playing with the relationships between configurations in these various fields in
the same way that the musician plays with harmonic and contrapuntal
relationships. From such elements as the design of a Chinese house, a Scarlatti
sonata, a topological formula, and a verse from the Upanishads, the players
will elucidate a common theme and develop its application in numerous
directions. No two games are the same, for not only do the elements differ, but
also there is no thought of attempting to force a static and uniform order upon
the world. The universal language facilitates the perception of relationships
but does not fix them, and is founded upon a “musical” conception of the world
in which order is as dynamic and changing as the patterns of sound in a fugue.
Paul Saffo
— Research Fellow at the Institute for the Future in Menlo Park, in his brief article “The Manager
as Mystic”:
You’re in your favorite bookstore, scanning the new titles in the business section,
looking for something that will help you make sense of the turmoil of
competition. Wrong section! Wrong decade!
For the most important management book for the 1990s, try fiction from the
1940s: Hermann Hesse’s Nobel Prize-winning novel, The Glass Bead Game. It
combines leader-as-servant, pragmatic mysticism, creative destruction — in
other words, all the business issues of the decade! Plus it’s a great read.
Appendix D: Games of Mastery
An article on Chess, Go and Glass Bead Games.
Chess and Go are the two great, ancient games of the human race, the places
where human play reaches the level of mastery. Oh yes, I’ll agree, Bridge has
finesse. And the Olympic Games — if you count sports among games — are
masterful. But I still say Chess and Go are the two great games that spring to
mind when that word “mastery” comes up. Both games can be played enjoyably
by beginners, gifted amateurs and masters, and both games are therefore
extremely popular with a wide range of players — witness the 5 million hits in
a single day which almost crashed the IBM site during the first Kasparov vs.
Deep Blue games, or the public reaction when Deep Blue defeated Kasparov
in the second series.
Landscape —␣ or battlefield?
the chessboard from Alice
If the twentieth century has provided anything to match Go and Chess, it’s
Hermann Hesse’s Glass Bead Game.
This should be no surprise: Hesse’s aim from the beginning was to conceive of
a game which would come close to the legendary origins of Chess and Go.
Hesse wrote:
The Glass Bead Game may be very different from the games of Chess and Go
as they have come down to us, but it derives its power from the same roots.
Johann Valentin Andreae refers to a game “not unlike chesse” in his 1616 book
The Chymical Marriage which seems to be a precursor for Hesse’s thoughts on
the matter:
And the members of that infamous 19th century occult society, the Golden
Dawn — the poet William Butler Yeats among them — seem to have attempted
to recapture something of the “wisdom” element of the game. They played a
four-player Chess variant called “Enochian” or “Rosicrucian” Chess — and a
spirit was sometimes invoked when a fourth player was lacking!
Mediumistic device or
variant chess-board?
Detail of the board used to play
Enochian Chess.
In this complex variant, the four sides of the chessboard are related to the four
classical elements, and each square is imbued with a multitude of magical
correspondences. Like Hesse’s Glass Bead Game, each move contained an
element of meditation, in that players (human and spirit alike?) scryed into the
squares of the board for inspiration.
And it is this aspect, too, that my friend and colleague William Horden brilliantly
captures in his Chess-variant Glass Bead Game, Intrachange...
Go, like Chess, was originally a highly symbolic Game. Thus the historian Ban
Gu (32-92 AD) wrote:
The board must be square and represents the laws of the earth.
The lines must be straight like the divine virtues. There are
black and white stones, divided like yin and yang. Their
arrangement on the board is like a model of the heavens.
Again, there is a marked aesthetic side to Go, which in no way invalidates the
competitive and combative aspect:
HipBone Games are first and foremost glasperlenspielen, Glass Bead Games,
and their qualities are the qualities of the genre: the play of ideas against ideas,
rather than of pieces against pieces, troops against troops. In this respect, the
HipBone Games resemble Johann Valentin Andreae’s game of the virtues against
the vices, or the game of Enochian Chess which Yeats played, more than they
resemble either Chess or Go...
For those who like fierce combat to spice up their aesthetics, there are “wrinkles”
— additional HipBone rule-sets such as “Trumps”, in which a player can capture
his or her opponent’s moves — which can do much to intensify the viciousness
of the Games.
In the final analysis, the point is not whether the HipBone Games do or do not
resemble Chess or Go, but that they share with them a classic quality — they
can be played with enjoyment by young or old, at any level from beginner
through enthusiastic amateur to mastery.
Appendix E: Meditations for Glass Bead Game Players
i
First, I ask you to consider the rhyme of “womb” with “tomb” — which has
the delicious property that these two words describe, if you will, the two
chambers from which we enter this life and through which we leave it. Not
only do the two words rhyme on the ear, in other words, they can also be said
to rhyme in meaning.
Meditation: if you were wearing headphones, and these two words were spoken,
what would the stereophony of their meanings be?
ii
Next, I would invite you to consider visual rhymes — known as “graphic
matches” in film studies. Take, for instance, lipstick and bullet. To rephrase the
opening of a book I am still working on:
But there is more than the purely visual here too... There is also a meaning
rhyme that echoes in Freud’s pairing of Eros and Thanatos, in Wagner’s
Liebestod, in Woody Allen, and in the opening sentence of Bedier’s Tristan and
Iseult: “My Lords, if you would hear a high tale of love and death...”
iii
Consider next musical rhymes — fugal treatment of a theme — and if you have
the means, play yourself Bach’s Chromatic Fantasia and Fugue, BWV 903, or
Passacaglia and Fugue, BWV 582...
iv
Next I would ask you to consider — briefly — rhymes between ideas
themselves... Ponder, for instance, the twin themes of the myth of Narcissus,
and the rhyme that exists between the idea of “reflection” and that of “echo”...
v
Consider rhymes between things, between names and the things they name
(onomatopoeia), and between ideas and names and things and images:
When the surf echoes and crashes out to the horizon, its whorls
repeat in similar ratios inside our flesh… We are extremely
complicated, but our bloods and hormones are fundamentally
seawater and volcanic ash, congealed and refined. Our skin
shares its chemistry with the maple leaf and moth wing. The
currents our bodies regulate share a molecular flow with raw
sun. Nerves and flashes of lightning are related events woven
into nature at different levels.
— Grossinger, Planet Medicine
vi
The links of association that are possible between one thing and another are
extraordinary, and rhymes of the sorts we have been discussing are just the
beginning...
On being asked:
viii
Consider, finally, the stereophany between these two elegant paragraphs, one
written by the contemporary American poet and naturalist, Annie Dillard, and
the other by her compatriot Haniel Long:
These are the beads from my glass rosary. These are the rhymings of the ten
thousand things. It is with such meditations as these that we may build the
“hundred-gated cathedral of Mind” to which Hesse refers...
Game boards and rules can be printed out or downloaded from the
HipBone Games website: http://home.earthlink.net/~hipbone --
see also http://www.beadgaming.com