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A machine-generated transcription of the video at on youtube

[10:00.380 --> 10:02.620]  So it's terrific to be here.

[10:02.620 --> 10:11.700]  And of course I want to thank Cheryl and Nicole for inviting me and for organizing this.

[10:11.700 --> 10:18.660]  I will get the self-promotion out of the way.

[10:18.660 --> 10:24.180]  Just heard, I've just written a book called The People's Network.

[10:24.180 --> 10:29.300]  It's about the, it's about the early years of the telephone actually.

[10:29.300 --> 10:36.860]  And it's not what I'm going to speak about today, but the argument I want to make today

[10:36.860 --> 10:41.540]  is sort of a piece with my work on the early telephone.

[10:41.540 --> 10:52.660]  I study the history of information and communication systems and how they shape the way we communicate

[10:52.660 --> 10:57.900]  with one another and interact with each other and with the world.

[10:57.900 --> 11:02.740]  And in the broadest possible sense, the argument I want to make, the argument sort of the

[11:02.740 --> 11:06.260]  argument of the book on the telephone, but also the argument I want to make today about

[11:06.260 --> 11:09.100]  Cold War and video games.

[11:09.100 --> 11:14.620]  Marshall McCluen said, we shape our tools and then our tools shape us.

[11:14.620 --> 11:19.340]  He was actually, I think, borrowing from Winston Churchill who said we shape our buildings

[11:19.340 --> 11:21.300]  and then our building shape us.

[11:21.300 --> 11:24.580]  Because I'm talking about video games, I'm just going to adjust that to say we shape

[11:24.580 --> 11:27.740]  our toys and then our toys shape us.

[11:27.740 --> 11:31.580]  And both sides of that equation matter.

[11:31.580 --> 11:37.660]  What this tells us when I say we shape our tools, when we build our invent or develop a

[11:37.660 --> 11:43.540]  communication and information system like the computers or the internet or 100 years

[11:43.540 --> 11:50.500]  before the telephone, the telegraph, when we construct these things, we make choices.

[11:50.500 --> 11:51.500]  We make all sorts of choices.

[11:51.500 --> 11:53.340]  People building them make all sorts of choices.

[11:53.340 --> 11:56.980]  They build the computer to do one task and not to do another.

[11:56.980 --> 12:01.420]  They put a telephone line here and not over here.

[12:01.420 --> 12:10.100]  And we make these decisions and in making these decisions, ideas get embedded into the technology

[12:10.100 --> 12:11.100]  itself.

[12:11.100 --> 12:15.460]  And that's what I'm really interested in is how ideas, political ideas, cultural ideas,

[12:15.460 --> 12:22.780]  social ideas get built into the tools and the systems we use.

[12:22.780 --> 12:27.140]  Which means that the choices we make when developing these systems really matter because

[12:27.140 --> 12:31.620]  they do, our tools do shape us down the road.

[12:31.620 --> 12:36.060]  Not just ideas get embedded into the things that we make.

[12:36.060 --> 12:42.100]  Economic and political interests, whole philosophies can be literally sort of built into our systems

[12:42.100 --> 12:44.060]  and our machines.

[12:44.060 --> 12:49.700]  And it's tricky because once we've built the machines, those choices that we made in

[12:49.700 --> 12:53.380]  building them become invisible to us.

[12:53.380 --> 12:58.460]  We forget that the computer could have been like this and could have been like this and

[12:58.460 --> 12:59.860]  that we made this choice.

[12:59.860 --> 13:02.020]  Our choices come to seem natural.

[13:02.020 --> 13:07.660]  The ideas shape the technology and the technology reinforces the ideas and the choices we made

[13:07.660 --> 13:13.300]  along the way, the fact that we could have done something different, become invisible to

[13:13.300 --> 13:14.300]  us.

[13:14.300 --> 13:20.780]  So we forget and we don't notice, we rarely notice how profoundly our communication and

[13:20.780 --> 13:25.860]  our information systems, whatever they may be, how profoundly they shape the way we see

[13:25.860 --> 13:28.620]  the world.

[13:28.620 --> 13:35.140]  As I say, this is the same argument in my book on the telephone, but for some reason my

[13:35.140 --> 13:40.620]  18 year old students seem much more interested when I make this argument about video games

[13:40.620 --> 13:45.940]  than when I make this argument about the telephone in the 19th century.

[13:45.940 --> 13:54.060]  So Cold War and video games.

[13:54.060 --> 13:57.780]  When I give this talk to 18 year olds, I can assume that everybody knows what video games

[13:57.780 --> 14:03.540]  are, but I cannot assume that they know what the Cold War was.

[14:03.540 --> 14:09.460]  Today's freshmen were born six years after the fall of the Berlin Wall.

[14:09.460 --> 14:12.020]  With this audience, hopefully that is reversed.

[14:12.020 --> 14:16.740]  I don't need to back you up too much on the Cold War, maybe we'll have some remedial

[14:16.740 --> 14:20.260]  information on video games.

[14:20.260 --> 14:25.740]  But the Cold War, of course, was an arm showdown between the communist world and the capitalist

[14:25.740 --> 14:33.180]  world, led by the Soviet Union and the United States, lasted roughly 50 years from the end

[14:33.180 --> 14:37.540]  of the Second World War into the 1980s or 90s.

[14:37.540 --> 14:41.220]  We call it the Cold War because it never became an all-out war, but of course there were plenty

[14:41.220 --> 14:44.100]  of wars and bloodshed during that period.

[14:44.100 --> 14:51.620]  Proxy wars fought all over the world in place of the terrible nuclear conflict that thankfully

[14:51.620 --> 14:54.420]  never came.

[14:54.420 --> 15:01.140]  I like this map as an image of the Cold War, this polar projection, because this is a

[15:01.140 --> 15:06.540]  map that before the Cold War, no one really would have had reason to draw the world this

[15:06.540 --> 15:07.540]  way.

[15:07.540 --> 15:09.940]  This is a funny way, a different way of looking at the world.

[15:09.940 --> 15:14.940]  The North Pole in the center with the United States and the USSR facing each other across

[15:14.940 --> 15:21.260]  the Pole, across Canada, Africa and South America pushed right off to the periphery off

[15:21.260 --> 15:26.020]  the map, maps are a way of looking at the world, of course.

[15:26.020 --> 15:34.220]  This is a particularly Cold War way of looking at the world.

[15:34.220 --> 15:40.620]  The talk I'm going to give today will make sense, I think.

[15:40.620 --> 15:47.700]  It will make more sense, I think, if you think of the Cold War, not as a war that never came,

[15:47.700 --> 15:52.980]  not just as a conflict, but as a way of looking at the world.

[15:52.980 --> 15:59.900]  When we say that the Cold War lasted from 1945 to, let's say 1989 or 1992, what we're

[15:59.900 --> 16:09.820]  saying is that during that time, every conflict that happened around the world was viewed through

[16:09.820 --> 16:13.620]  Cold War lenses, through Cold War lenses, that the Cold War was a way of seeing the world

[16:13.620 --> 16:19.980]  and a way of thinking about things and assuming that everything fit into this Manichaean conflict

[16:19.980 --> 16:27.780]  between communism and capitalism.

[16:27.780 --> 16:36.900]  The late great historian, Eric Hobbesbaum, said he once wrote, he who says industrial revolution

[16:36.900 --> 16:40.980]  says cotton, meaning that the history of the industrial revolution and the history of

[16:40.980 --> 16:45.940]  cotton are so intertwined that if you're talking about one, you're talking about the other.

[16:45.940 --> 16:54.860]  So I'm going to borrow that phrasing from Hobbesbaum and say, she who says Cold War says computers.

[16:54.860 --> 16:59.180]  But again, the history of computers and the history of the Cold War are so inextricably

[16:59.180 --> 17:06.860]  intertwined that if you're talking about one, you are in fact talking about the other.

[17:06.860 --> 17:12.420]  We wouldn't have had the modern computer without Cold War research.

[17:12.420 --> 17:16.980]  And we wouldn't have had the Cold War, at least not in the shape that it took, without

[17:16.980 --> 17:18.980]  the computer.

[17:18.980 --> 17:25.980]  It's not just that Cold War military research developed the computer, although it did.

[17:25.980 --> 17:30.540]  It's not just that computers were used by the military, although of course they were.

[17:30.540 --> 17:36.860]  But more than that, Cold War politics and a certain Cold War mentality, a Cold War way

[17:36.860 --> 17:43.540]  of looking at the world, was embedded in the machines, was built into the computers themselves.

[17:43.540 --> 17:49.060]  And our ideas about computers, but also in the actual technical architecture of the machines.

[17:49.060 --> 17:55.100]  And then the machines in turn, the computers made possible the politics and the strategy

[17:55.100 --> 18:01.300]  of the Cold War.

[18:01.300 --> 18:07.100]  My first computer looked like this, not this, but this.

[18:07.100 --> 18:15.900]  All too came out in 1977. And again, to my students, this looks hilariously clunky and

[18:15.900 --> 18:18.820]  old-fashioned and quaint.

[18:18.820 --> 18:24.860]  But really, I like to say that it's not that different from the computers we used today.

[18:24.860 --> 18:25.860]  And it's sort of structure.

[18:25.860 --> 18:28.260]  If you look at it, it has the same parts.

[18:28.260 --> 18:35.740]  It has a screen, it has a keyboard, it has this removable electronic memory.

[18:35.740 --> 18:41.740]  You can use it for word processing, you can use it for games, you can use it for communication.

[18:41.740 --> 18:46.860]  The first computers, the ones built during and right after the Second World War, looked

[18:46.860 --> 18:47.860]  like this.

[18:47.860 --> 18:53.140]  It's the Harvard Mark I built in 1944.

[18:53.140 --> 18:58.500]  These were the code-breaking machines and the calculating machines.

[18:58.500 --> 19:04.260]  Huge, electromechanical machines like the Mark I, like ENIAC.

[19:04.260 --> 19:09.380]  And they don't look anything like the Apple II that I got when I was a kid or like the

[19:09.380 --> 19:10.380]  computers we used today.

[19:10.380 --> 19:12.500]  There's this big gap.

[19:12.500 --> 19:16.260]  And there's a big gap in our kind of, in the history of computers and our understanding,

[19:16.260 --> 19:18.740]  in the public understanding of the history of computers.

[19:18.740 --> 19:22.620]  Most people have heard of these big machines and have a kind of mental image of them.

[19:22.620 --> 19:27.420]  And of course, most people know what a personal computer looks like.

[19:27.420 --> 19:33.860]  But we don't have a great sense of how we got from here over to there.

[19:33.860 --> 19:38.540]  And that's the Cold War is the missing part of that story.

[19:38.540 --> 19:40.140]  There were technical changes, of course.

[19:40.140 --> 19:43.180]  The computers got smaller and faster and more powerful.

[19:43.180 --> 19:50.140]  But there's also, between the Mark I and the Apple II, there's a huge shift in thinking

[19:50.140 --> 19:56.060]  about what the computer was and what the computer was for and how people would interact with

[19:56.060 --> 19:59.740]  these machines.

[19:59.740 --> 20:08.740]  Howard Aiken, the man who designed the Mark I, famously said in 1947, there will never

[20:08.740 --> 20:09.740]  be enough problems.

[20:09.740 --> 20:14.180]  There will never be enough work, enough calculation for more than one or two of these

[20:14.180 --> 20:17.420]  computers.

[20:17.420 --> 20:20.620]  And there are a number of quotes like this, that people love to try it out.

[20:20.620 --> 20:25.940]  Thomas Watson, who was the president of IBM, also in the 1940s, said, he estimated that

[20:25.940 --> 20:30.340]  the world market for computers maybe they could sell six.

[20:30.340 --> 20:35.860]  That's the market for computers because how many people are going to need a machine

[20:35.860 --> 20:41.060]  that can do thousands of calculations per second?

[20:41.060 --> 20:45.780]  So the point of these quotes, and do you see them all all over the place, the point is

[20:45.780 --> 20:49.260]  not that Howard Aiken or Thomas Watson were dumb.

[20:49.260 --> 20:55.340]  The point is not that they didn't understand the computers they were building.

[20:55.340 --> 21:00.580]  The point is that in 1947, even people who knew more about computers than anyone else in

[21:00.580 --> 21:06.580]  the world had little idea about how the technology was going to develop, about what the computer

[21:06.580 --> 21:10.940]  was going to become, and about really what it was for.

[21:10.940 --> 21:18.260]  In the history of computers, the machine, the hardware, often has preceded the application,

[21:18.260 --> 21:19.980]  the software, the demand.

[21:19.980 --> 21:26.620]  We think that necessity is the mother of invention, but often in computing, the machine came

[21:26.620 --> 21:30.660]  first and then people had to figure out, well, what are we going to do with this machine?

[21:30.660 --> 21:35.420]  That's why computer people talk about the killer app.

[21:35.420 --> 21:41.540]  The killer app is the application, the software that makes the hardware worth why.

[21:41.540 --> 21:48.980]  My Apple 2, the Apple 2 came out in 1977, but they sat dusty on shelves until in 1979,

[21:48.980 --> 21:56.100]  a company called Visicalc came up with the first easy to use spreadsheet software.

[21:56.100 --> 22:00.060]  Suddenly businessmen started coming into computer stores and saying, I want to buy one of

[22:00.060 --> 22:04.140]  those Visicalc machines, not one of those Apple 2s, but one of those Visicalc machines.

[22:04.140 --> 22:10.380]  Once the use, once the software, the application, came along, suddenly people could see why they

[22:10.380 --> 22:14.780]  might want to have one of these funny little machines in their house.

[22:14.780 --> 22:19.100]  In the history of computers, it's often a search for the killer app for the application that

[22:19.100 --> 22:20.940]  makes the hardware worth while.

[22:20.940 --> 22:25.820]  That was true in 1947, too, when Aiken was saying, I don't know why we're going to need

[22:25.820 --> 22:30.660]  more than two of these things.

[22:30.660 --> 22:35.700]  When Aiken said this, of course he was picturing machines like the Mark 1.

[22:35.700 --> 22:42.500]  He was picturing these huge building-sized calculators, but computers, even as he said this,

[22:42.500 --> 22:45.500]  computers were about to take a left turn.

[22:45.500 --> 22:49.940]  Of course they would get smaller, they would get cheaper, they would get more powerful,

[22:49.940 --> 22:55.020]  but there was also, as I said, a deep change in their basic function in what they were

[22:55.020 --> 22:59.060]  used for and how human beings interacted with them.

[22:59.060 --> 23:03.300]  The turn that Aiken and others did not foresee was called real-time computing.

[23:03.300 --> 23:10.340]  In 1947, the phrase real-time had never been used in connection to computers.

[23:10.340 --> 23:12.060]  They didn't have that concept.

[23:12.060 --> 23:17.220]  In 1947 with Aiken's machine, you have some really big calculation you want to do.

[23:17.220 --> 23:22.660]  You would program the machine using switches or punch cards, and then you'd turn it on and

[23:22.660 --> 23:27.140]  go away, and it would chunk, chunk, chunk, chunk through the calculations, and later you

[23:27.140 --> 23:31.220]  would come back, and there would be your answer in the form of more punch cards or switches

[23:31.220 --> 23:35.100]  or something like that or print out.

[23:35.100 --> 23:41.260]  In the 1950s, people started imagining and building computers that would respond, and

[23:41.260 --> 23:45.860]  would receive input from the real world and respond quickly enough for us to talk about

[23:45.860 --> 23:50.820]  real-time, that they could actually interface with the real world in some way, that systems

[23:50.820 --> 23:56.860]  where a human operator would put information into the computer and get information back

[23:56.860 --> 24:01.740]  almost immediately, creating a feedback loop between the human being and the computer.

[24:01.740 --> 24:05.820]  The human being and the computer would be engaged in some sort of activity together,

[24:05.820 --> 24:09.980]  sort of like a dance, that the information would be going back and forth from the human

[24:09.980 --> 24:16.380]  being to the computer, in a system a loop that operated fast enough that you could simulate

[24:16.380 --> 24:21.740]  some real world process, or maybe even intervene in some real world process.

[24:21.740 --> 24:27.380]  And that, we're so used to this as being how a computer works, but that was a really

[24:27.380 --> 24:33.100]  big change from the Mark I and the big machines that preceded it.

[24:33.100 --> 24:36.820]  Big sort of conceptual change in just how, not just in the machine, but in how the human

[24:36.820 --> 24:39.740]  being interacts with the machine.

[24:39.740 --> 24:43.900]  So I called this on the slide a real-time human machine feedback loop, which is pretty

[24:43.900 --> 24:48.300]  jargon-y, but what would a real-time human machine feedback loop look like?

[24:48.300 --> 24:52.380]  Well, it looks sort of like this.

[24:52.380 --> 24:57.860]  Information passes from the screen into the user and back from the user into the screen

[24:57.860 --> 25:01.460]  in a loop fast enough to simulate some real world process.

[25:01.460 --> 25:05.700]  This is a real-time human machine feedback loop, probably one of the most sophisticated

[25:05.700 --> 25:08.060]  that we have.

[25:08.060 --> 25:12.900]  Or stepping back into history a little bit, it might look something like this.

[25:12.900 --> 25:14.940]  I'll get to this in a few moments.

[25:14.940 --> 25:17.500]  This is arguably the first video game.

[25:17.500 --> 25:21.660]  It's called Space War in 1962.

[25:21.660 --> 25:35.180]  But I'm getting ahead of myself with that.

[25:35.180 --> 25:40.100]  In the period we're talking about, from the 1940s through to the 1960s, nobody spent

[25:40.100 --> 25:45.900]  more money and effort on developing computers than the US military.

[25:45.900 --> 25:51.460]  So as a result, nobody had more impact than the United States military on what computers

[25:51.460 --> 25:57.220]  looked like and what they were for, what they were good at.

[25:57.220 --> 26:01.580]  There's kind of a myth that the private sector developed the computer.

[26:01.580 --> 26:05.420]  That's true that much of the research took place at civilian universities, places like

[26:05.420 --> 26:11.300]  MIT and private companies like IBM, AT&T, General Electric.

[26:11.300 --> 26:13.460]  But the military was paying for this research.

[26:13.460 --> 26:19.100]  At one point, 85% of MIT's research budget came from the military.

[26:19.100 --> 26:23.740]  So the computer industry likes to think of itself as something sort of private, created

[26:23.740 --> 26:24.740]  by the private sector.

[26:24.740 --> 26:28.500]  But in the 1950s, in computers, there was no private sector.

[26:28.500 --> 26:33.140]  It was a military project.

[26:33.140 --> 26:36.620]  Why did the military embrace computers in this way?

[26:36.620 --> 26:41.300]  Certainly they saw the potential of the technology maybe earlier than anyone else.

[26:41.300 --> 26:43.980]  And they were right to do so.

[26:43.980 --> 26:48.180]  But it's also true that there are fads and fashions in intellectual life.

[26:48.180 --> 26:49.740]  There are trends in intellectual life.

[26:49.740 --> 26:53.540]  And things can come in, ideas can come in and out of fashion.

[26:53.540 --> 27:02.820]  And in the early Cold War, there was an intellectual fashion trend, if you like, for using statistics

[27:02.820 --> 27:10.700]  and calculation to grapple with complex social and organizational problems.

[27:10.700 --> 27:13.700]  And they called this social science.

[27:13.700 --> 27:19.500]  And social science was never more popular or prestigious than in the early Cold War

[27:19.500 --> 27:21.140]  years.

[27:21.140 --> 27:26.900]  And the Cold War planners put a great deal of faith into the idea that human social behavior

[27:26.900 --> 27:30.500]  really was a science, that you could model it scientifically.

[27:30.500 --> 27:36.060]  And they created new kinds of social science disciplines, like game theory, operations

[27:36.060 --> 27:41.140]  research, systems theory, poured money into these fields.

[27:41.140 --> 27:47.980]  Universities like Western built big, ugly buildings and called them social science centers.

[27:47.980 --> 27:55.700]  And all of this activity was driven by a kind of faith in models and simulations.

[27:55.700 --> 28:04.460]  In the idea that you could build a miniature mathematical model of the world, like a game.

[28:04.460 --> 28:13.300]  And that you could learn about the real world by playing with that little model world.

[28:13.300 --> 28:18.380]  One group that was really at the forefront of this and that loved this kind of thinking,

[28:18.380 --> 28:25.820]  models and simulations, was the Rand Corporation.

[28:25.820 --> 28:29.620]  Rand was one of the most influential Cold War think tanks.

[28:29.620 --> 28:31.780]  It was set up by the Air Force.

[28:31.780 --> 28:33.980]  It was independent, but it was created by the Air Force.

[28:33.980 --> 28:38.060]  Rand just stands for R&D, Research and Development.

[28:38.060 --> 28:42.660]  The Research and Development Corporation, the Rand Corporation.

[28:42.660 --> 28:46.980]  It was staffed by brilliant minds from a host of disciplines.

[28:46.980 --> 28:50.940]  There were mathematicians, there were political scientists, there were physicists, there were

[28:50.940 --> 28:51.940]  economists.

[28:51.940 --> 28:57.300]  Rand called itself a university without students.

[28:57.300 --> 29:00.300]  My colleagues and I always sort of sigh wistfully at that thought.

[29:00.300 --> 29:04.060]  A university without students.

[29:04.060 --> 29:11.860]  The Air Force gave them pots of money and groovy furniture and couches to lounge on.

[29:11.860 --> 29:20.540]  And the freedom to work on anything they wanted as long as it related to the Cold War.

[29:20.540 --> 29:27.500]  Rand's specialty became one of their most famous analysts, Herman Khan, called Thinking

[29:27.500 --> 29:29.540]  the Unthinkable.

[29:29.540 --> 29:37.020]  What Rand was good at was imagining and planning for nuclear Armageddon.

[29:37.020 --> 29:45.180]  But Khan and others like him popularized ideas like game theory, zero sum games, mutual

[29:45.180 --> 29:52.620]  assured destruction as they planned for and tried to imagine nuclear war.

[29:52.620 --> 29:58.180]  This is a famous or really an infamous table in Khan's 1960 book on thermonuclear war.

[29:58.180 --> 30:03.020]  If you can see it says tragic but distinguishable post-war states.

[30:03.020 --> 30:10.220]  And Khan was talking about, well, what's the difference between a war that kills 20 million

[30:10.220 --> 30:13.620]  Americans and a war that kills 40 million Americans?

[30:13.620 --> 30:16.540]  And how will we, how long will it take to recover?

[30:16.540 --> 30:22.260]  And how can we plan to make it more likely that the World War III will kill 20 million

[30:22.260 --> 30:28.500]  Americans and not 40 or not 80 or not 160 million?

[30:28.500 --> 30:30.180]  People thought Khan was a monster.

[30:30.180 --> 30:37.980]  People were not thrilled to learn that serious top level advisors were having discussions

[30:37.980 --> 30:42.660]  about war plans that might leave 40 million people dead.

[30:42.660 --> 30:44.180]  Khan always felt that that was unfair.

[30:44.180 --> 30:47.100]  He said, look, I said that these states were tragic.

[30:47.100 --> 30:50.900]  I just also want to point out that these states are distinguishable.

[30:50.900 --> 30:53.340]  And this is this kind of distinction that Khan tried to make.

[30:53.340 --> 30:57.900]  And whether you think that that is a fair distinction to make or whether it's all equally monstrous,

[30:57.900 --> 31:06.540]  you know, that's a sort of a, how we position ourselves morally to these sorts of questions.

[31:06.540 --> 31:10.020]  But certainly, and Khan liked to provoke people.

[31:10.020 --> 31:15.740]  And people like Khan and also Henry Kissinger, horrified people by talking about nuclear

[31:15.740 --> 31:18.980]  war as if it were a game.

[31:18.980 --> 31:24.020]  But they said that's the only way you can think about it.

[31:24.020 --> 31:31.140]  There's a telling kind of interchange between Khan and Air Force General Curtis Lamey.

[31:31.140 --> 31:34.740]  Now Curtis Lamey was not squeamish about bombs.

[31:34.740 --> 31:36.780]  Lamey was the champion of strategic bombing.

[31:36.780 --> 31:40.900]  He oversaw the bombing of Japan in the Second World War.

[31:40.900 --> 31:45.980]  But he resented the kind of takeover of the Pentagon by civilian eggheads like Herman

[31:45.980 --> 31:47.180]  Khan.

[31:47.180 --> 31:51.260]  And so he once blasted and he said, why that son of a bitch was in junior high school when

[31:51.260 --> 31:53.020]  I was at bombing Japan.

[31:53.020 --> 32:00.300]  And Khan's response was, how many thermonuclear wars have you fought, General?

[32:00.300 --> 32:05.820]  Khan's point being, or the argument being that Lamey and his generation of military

[32:05.820 --> 32:10.420]  generals believed in personal experience.

[32:10.420 --> 32:16.060]  The new civilian intellectuals that were taking over the defense department at this time

[32:16.060 --> 32:22.860]  said that in the new world of the atomic bomb, personal experience is of no use.

[32:22.860 --> 32:29.980]  The only way to know anything about the new world of nuclear war is to simulate it as

[32:29.980 --> 32:33.340]  a game or in a computer.

[32:33.340 --> 32:36.500]  So that's what they did.

[32:36.500 --> 32:42.500]  At places like Rand and also MIT and the Pentagon, they planned for nuclear war and planned for

[32:42.500 --> 32:46.580]  all kinds of conflicts by playing games, by doing simulations.

[32:46.580 --> 32:50.660]  These were not necessarily computer games.

[32:50.660 --> 32:54.140]  These could be sort of like big war games fought on a map.

[32:54.140 --> 32:58.900]  The picture is not terrific, but there's a big hex map with lots of little pieces and

[32:58.900 --> 33:01.900]  tokens on it that they're moving around.

[33:01.900 --> 33:04.900]  They would use dice.

[33:04.900 --> 33:09.140]  Military officials would sort of run these scenarios and the Pentagon guys and the

[33:09.140 --> 33:10.940]  Rand guys would run through these scenarios.

[33:10.940 --> 33:16.940]  The picture is very dark, but the man standing in the middle in the dark shirt is Daniel

[33:16.940 --> 33:24.500]  Ellsberg, who would later be famous as the man who leaked to the Pentagon papers, saying

[33:24.500 --> 33:30.780]  that evidence that the defense department knew the war in Vietnam was unwinnable and contributed

[33:30.780 --> 33:34.660]  in a way to the downfall of Richard Nixon.

[33:34.660 --> 33:42.460]  So here's Ellsberg in 1959 playing war games, playing simulations of war.

[33:42.460 --> 33:45.300]  And actually this picture is where this story started for me.

[33:45.300 --> 33:49.860]  Seeing this picture is where I got sort of interested in this story because if you are

[33:49.860 --> 33:56.220]  a nerd of a certain age like myself, this looks very familiar.

[33:56.220 --> 33:58.940]  These kinds of hex maps and dice and this sort of thing.

[33:58.940 --> 34:03.420]  This is the, in addition to being part of the Cold War story, this is the prehistory

[34:03.420 --> 34:09.020]  of war games and role playing games like Dungeons and Dragons and World of Warcraft.

[34:09.020 --> 34:14.900]  It all comes from this place.

[34:14.900 --> 34:20.580]  SPI, the sort of company that pioneered a lot of the war games that I and people like

[34:20.580 --> 34:23.500]  me played when we were kids.

[34:23.500 --> 34:27.860]  The founder got the idea for the hex maps when he saw this picture in Life magazine in

[34:27.860 --> 34:28.860]  1959.

[34:28.860 --> 34:31.260]  He said, oh, hex is, that's much better than squares.

[34:31.260 --> 34:38.420]  So he got the idea from, you know, directly from Rand and the military industrial complex.

[34:38.420 --> 34:39.420]  These two things are connected.

[34:39.420 --> 34:44.620]  But in the 1950s and 1960s, it wasn't kids in rec rooms and basements playing these games.

[34:44.620 --> 34:51.020]  It was the joint chiefs of staff and the Army War College and people at MIT and even in

[34:51.020 --> 34:52.820]  the White House.

[34:52.820 --> 34:55.340]  Here's another even more elaborate.

[34:55.340 --> 34:57.140]  This is a game.

[34:57.140 --> 34:59.860]  It's called the Naval Electronic Warfare Simulator.

[34:59.860 --> 35:04.900]  But what is happening here is that all these guys are playing an elaborate complex war

[35:04.900 --> 35:11.420]  game using both computers and analog sort of tools.

[35:11.420 --> 35:19.740]  In September 1961, just after the construction of the Berlin Wall, Rand, Rand, a role-playing

[35:19.740 --> 35:26.980]  simulation of the Berlin crisis for a group of Camp David that included Henry Kissinger,

[35:26.980 --> 35:32.860]  McGeorge Bundy, Carl Kason, Walt Rostow, all these high level Kennedy advisors, really

[35:32.860 --> 35:38.980]  one of the sort of most high powered clusters of geeks ever to gather around a gaming table.

[35:38.980 --> 35:44.860]  A year later, during the Cuban Missile Crisis, events in the real world started to look

[35:44.860 --> 35:49.220]  scarily like the events of the simulation they had run a year before.

[35:49.220 --> 35:55.580]  And Daniel Ellsberg said to Walt Rostow, this shows how realistic that Berlin game was.

[35:55.580 --> 36:01.740]  And Rostow said, or how unrealistic all of this is.

[36:01.740 --> 36:07.900]  On Halloween 1963, so 50 years ago this week, Rand ran another game for the joint chiefs

[36:07.900 --> 36:14.820]  of staff, the director of the US budget, and Attorney General Robert Kennedy.

[36:14.820 --> 36:18.380]  And Bobbi was really intrigued by the game, by the whole system, and he proposed he got

[36:18.380 --> 36:19.380]  excited.

[36:19.380 --> 36:21.820]  He said, oh, we should run one of these about civil rights.

[36:21.820 --> 36:25.940]  Run a game about the civil rights legislation.

[36:25.940 --> 36:30.900]  That never happened, of course, a few weeks later was the assassination of his brother.

[36:30.900 --> 36:35.780]  But if I had asked you, if you remember the Kennedys, if I had asked you, which Kennedy

[36:35.780 --> 36:41.660]  brother was most likely to spend his Halloween night playing a war game with a bunch of other

[36:41.660 --> 36:45.260]  eggheads, it would have to be Bobbi, clearly.

[36:45.260 --> 36:51.420]  The only one you could imagine doing that would be Robert Kennedy.

[36:51.420 --> 36:55.100]  Computers were part of these games.

[36:55.100 --> 36:57.140]  Computers were made for these kinds of games.

[36:57.140 --> 36:59.500]  Literally, this is what the computers were made for.

[36:59.500 --> 37:04.220]  They were made to facilitate games and simulations like this.

[37:04.220 --> 37:12.660]  Computers aided the games, and in so doing, they encouraged and enabled this dream of shrinking

[37:12.660 --> 37:19.740]  the real world down into a little toy world where all the variables could be controlled

[37:19.740 --> 37:24.140]  and the outcomes could be predicted.

[37:24.140 --> 37:38.580]  In light of the moment we took before this talk for Remembrance Day to remember our veterans,

[37:38.580 --> 37:46.340]  I want to make it clear that my point with all this is not to be critical of the military.

[37:46.340 --> 37:49.740]  I'm not critical of the military and what they do.

[37:49.740 --> 37:54.180]  I think what I want to be critical of and what I hope that we should all be skeptical

[37:54.180 --> 37:56.300]  of is this dream.

[37:56.300 --> 38:02.620]  This dream that with the right algorithms, with the right machines, that war can be made

[38:02.620 --> 38:08.100]  painless, that war can be made bloodless, that there is some sort of a push button solution

[38:08.100 --> 38:13.660]  that we can take the world's problems and solve them in a painless, bloodless way using

[38:13.660 --> 38:17.940]  these marvelous tools.

[38:17.940 --> 38:24.940]  This brings us to, I would say, the most important computer system that most people have never

[38:24.940 --> 38:26.500]  heard of.

[38:26.500 --> 38:28.180]  It's called Sage.

[38:28.180 --> 38:34.340]  Sage stands for semi-automatic ground environment, the Sage computer.

[38:34.340 --> 38:39.620]  Sage's story begins at the very start of the Cold War.

[38:39.620 --> 38:45.220]  As you all know, the end of the Second World War in 1945, the United States used the atomic

[38:45.220 --> 38:47.780]  bomb against Japan.

[38:47.780 --> 38:52.420]  In the war ended, the United States was the only country with the bomb.

[38:52.420 --> 38:55.260]  Most Americans thought that that was going to be true for a long time.

[38:55.260 --> 38:59.740]  For maybe 10 or 20 years, they would have this atomic monopoly.

[38:59.740 --> 39:05.260]  During those early years of the US atomic monopoly, the American Air Force told anyone who

[39:05.260 --> 39:09.620]  would listen that there is no defense against the atomic bomb.

[39:09.620 --> 39:15.900]  People said, should we build bomb shelters, anti-aircraft guns, defense against this weapon,

[39:15.900 --> 39:18.940]  and the Air Force said, no, no, no.

[39:18.940 --> 39:20.380]  The bomber will always get through.

[39:20.380 --> 39:23.220]  There is no defense against this weapon.

[39:23.220 --> 39:30.060]  That was fine until 1949 when, of course, the Soviet Union tested their first atomic

[39:30.060 --> 39:31.860]  weapon.

[39:31.860 --> 39:39.940]  Everyone in America was asking what is the Air Force doing to protect us from atomic attack?

[39:39.940 --> 39:45.540]  The Air Force quickly got in gear and sucked up a whole bunch of projects and started throwing

[39:45.540 --> 39:46.540]  money at them.

[39:46.540 --> 39:48.900]  A bunch of civil defense, air defense projects.

[39:48.900 --> 39:53.740]  We have to find ways to defend against air attack.

[39:53.740 --> 39:57.020]  One of the projects that they adopted was called World Wind.

[39:57.020 --> 40:04.860]  This was a project based at MIT involving real-time computer simulation.

[40:04.860 --> 40:11.860]  World Wind had started out in 1944, in the last years of the war, as an analog flight simulator.

[40:11.860 --> 40:16.620]  It was partly electronic and partly mechanical.

[40:16.620 --> 40:18.860]  This is what a flight simulator looked like in the 1940s.

[40:18.860 --> 40:21.180]  This is a link trainer.

[40:21.180 --> 40:26.900]  It kind of looks like something at Walmart that you can put your kids in and put a tunnion

[40:26.900 --> 40:33.260]  and it will shake them around for a few minutes while you try and get your shopping done.

[40:33.260 --> 40:39.340]  An MIT graduate student named Jay Forrester wanted to build a smarter simulator.

[40:39.340 --> 40:45.220]  He wanted to build a general simulator or universal simulator by which he meant one that he

[40:45.220 --> 40:49.940]  could program to simulate any set of flying conditions.

[40:49.940 --> 40:53.820]  A kind of video game.

[40:53.820 --> 41:02.380]  Between 1944 and 1949, Forrester's project got more and more elaborate and he got interested

[41:02.380 --> 41:07.740]  as it got more complicated, he got interested in digital computers and he speculated he said

[41:07.740 --> 41:14.100]  maybe someday computers would be fast enough that we could simulate aerial warfare in something

[41:14.100 --> 41:17.620]  approximating real-time.

[41:17.620 --> 41:23.660]  In the early 1950s, the Air Force learned of Forrester's project and basically they adopted

[41:23.660 --> 41:27.260]  World Wind and they gave him a blank check to work on this.

[41:27.260 --> 41:33.060]  So this thing that was designed to simulate aerial combat, sort of a simulation, a game,

[41:33.060 --> 41:38.340]  became a thing actually meant to conduct aerial combat.

[41:38.340 --> 41:44.480]  And eight years and eight billion dollars later, what Forrester gave them was the Sage

[41:44.480 --> 41:48.260]  Air Defense Network, the semi-automatic ground environment.

[41:48.260 --> 41:53.380]  And as I said, it's this extremely important and influential computer system but most

[41:53.380 --> 41:55.900]  people have not heard of it.

[41:55.900 --> 42:02.420]  I'm going to show you, I'll let IBM explain to you how Sage worked.

[42:02.420 --> 42:03.420]  If we can show the...

[42:03.420 --> 42:06.260]  It's just like a two and a half minute video clip.

[42:06.260 --> 42:11.060]  If you can go to full screen.

[42:11.060 --> 42:14.860]  This is where America's peace of mind begins.

[42:14.860 --> 42:19.940]  Around the clock, radars, electronic eyes, watch the skies and report what they see to

[42:19.940 --> 42:24.300]  Sage, defense system of the United States Air Force.

[42:24.300 --> 42:27.980]  Here is a Sage Center on 24-hour alert.

[42:27.980 --> 42:33.700]  And its heart is a computer developed by a research team from MIT and IBM working with

[42:33.700 --> 42:35.060]  the Air Force.

[42:35.060 --> 42:41.220]  The Sage Computers speeds the information for decisions by man in our missile age.

[42:41.220 --> 42:47.460]  Every scheduled flight across American Frontiers is recorded ahead of time on IBM punch cards,

[42:47.460 --> 42:49.820]  then fed into the Sage Computers.

[42:49.820 --> 42:55.380]  Now the computer can draw a picture of what is supposed to be in the sky at any moment.

[42:55.380 --> 43:01.500]  It continually compares this expected picture with the real picture as seen by radar.

[43:01.500 --> 43:06.980]  If a flying object does not belong, it appears on this viewing screen.

[43:06.980 --> 43:09.220]  There's one now at the right of the screen.

[43:09.220 --> 43:13.300]  They call it a blip, unknown flying object.

[43:13.300 --> 43:14.820]  Friend or foe?

[43:14.820 --> 43:17.220]  Within seconds the Air Force will know.

[43:17.220 --> 43:19.940]  The officer fires a light gun at the target blip.

[43:19.940 --> 43:22.780]  This tells the computer to track the object.

[43:22.780 --> 43:26.740]  At the launching site a long-range bow-mark missile is ready for firing.

[43:26.740 --> 43:30.420]  Now they ask the computer to calculate an intercept point.

[43:30.420 --> 43:36.380]  X marks the spot where the bow-mark missile would meet the moving target if fired immediately.

[43:36.380 --> 43:40.620]  The officer in charge makes the final decision.

[43:40.620 --> 43:43.780]  Fire.

[43:43.780 --> 43:51.340]  At the moment of launching the bow-mark missile receives instructions from the IBM computer.

[43:51.340 --> 43:59.220]  As the missile screens toward target, radar keeps on tracking.

[43:59.220 --> 44:04.420]  With electronic control, the computer automatically adjusts the missile to meet any change in the

[44:04.420 --> 44:05.740]  target flight.

[44:05.740 --> 44:09.180]  There is no escape.

[44:09.180 --> 44:14.180]  Intercept.

[44:14.180 --> 44:15.700]  This was a test.

[44:15.700 --> 44:23.460]  One of many successful tests of the Sage bow-mark security team, our new system of air defense.

[44:23.460 --> 44:29.260]  To be ready for the worst, so that the worst will never happen, America is now armed with

[44:29.260 --> 44:31.820]  instant electronic reflexes.

[44:31.820 --> 44:38.100]  The Sage computer, made by IBM, is another example of the vast new powers that man can

[44:38.100 --> 44:42.020]  achieve through the creative use of his mind.

[44:42.020 --> 44:50.900]  Strength for national defense, speed for informed decisions, surface for a growing America.

[44:50.900 --> 45:00.100]  This is IBM, freeing man's mind to shape the future.

[45:00.100 --> 45:01.100]  Pretty cool, huh?

[45:01.100 --> 45:04.580]  Oh, we're on the back to the beginning.

[45:04.580 --> 45:06.180]  Here we go.

[45:06.180 --> 45:09.980]  We have to catch up.

[45:09.980 --> 45:12.780]  There we are.

[45:12.780 --> 45:17.340]  Sage was the largest computer ever built.

[45:17.340 --> 45:19.340]  I mean, the physically largest computer ever built.

[45:19.340 --> 45:23.620]  Since computers are smaller now, it will probably hold that record for a while.

[45:23.620 --> 45:29.780]  Sage computers were actually four story buildings, half an acre of floor space, tens of thousands

[45:29.780 --> 45:31.780]  of vacuum tubes.

[45:31.780 --> 45:32.780]  There were lots of them.

[45:32.780 --> 45:37.940]  There were 22 Sage command computers, 22 of these buildings in the United States, one

[45:37.940 --> 45:41.660]  in Canada, one in North Bay.

[45:41.660 --> 45:47.380]  Sage cost more than the Manhattan Project, cost between $8 and $12 billion.

[45:47.380 --> 45:54.140]  Those were $1964, so that's maybe $60 to $90 billion today.

[45:54.140 --> 45:58.420]  It would have been so cool if it had worked.

[45:58.420 --> 46:03.900]  It didn't work, and it was kind of obsolete before it was completed.

[46:03.900 --> 46:07.900]  There's a number of reasons it didn't work, but a big one is that Sage was the largest

[46:07.900 --> 46:12.220]  one built to shoot down airplanes.

[46:12.220 --> 46:14.940]  Built to shoot down bombers.

[46:14.940 --> 46:21.300]  By the time Sage was operational in 1961, the Soviets and the Americans were both moving

[46:21.300 --> 46:28.100]  their nuclear arsenal off of the bombers and onto missiles, onto ICBMs.

[46:28.100 --> 46:33.380]  Sage was never going to be fast enough to shoot down missiles.

[46:33.380 --> 46:39.340]  All it amounted to in the end was a really expensive and elaborate air traffic control system.

[46:39.340 --> 46:42.820]  It actually was the basis of the sort of well until the 1980s.

[46:42.820 --> 46:47.740]  It was used as an air traffic control system.

[46:47.740 --> 46:52.100]  But the fact that it didn't work, it didn't do what it was supposed to do, does not mean

[46:52.100 --> 46:57.300]  that Sage was not hugely influential.

[46:57.300 --> 47:00.620]  When I was showing my computer, my first computer, and the old computers, when I asked, what

[47:00.620 --> 47:04.940]  makes the computers of the 1970s different from the computers in the 1940s?

[47:04.940 --> 47:11.940]  If you were to make a list, virtually everything you would come up with was pioneered by Sage.

[47:11.940 --> 47:15.620]  Sage computers had screens, they had video displays and graphics.

[47:15.620 --> 47:20.300]  Sage computers had keyboards and handheld controls like those light guns.

[47:20.300 --> 47:22.900]  Sage computers had magnetic core memory.

[47:22.900 --> 47:26.860]  They had parallel logic and multi processing, as opposed to serial processing.

[47:26.860 --> 47:30.780]  It was a technical distinction, but it was another big innovation.

[47:30.780 --> 47:33.580]  They could convert from analog to digital.

[47:33.580 --> 47:38.540]  They networked multiple computers, sending information over telephone lines.

[47:38.540 --> 47:43.220]  They simulated the real world in what was called real time.

[47:43.220 --> 47:45.860]  All these things, Sage brought them together.

[47:45.860 --> 47:50.860]  The reason that our computers look like they do, that they do the things that they do,

[47:50.860 --> 47:54.540]  is because of their ancestry and sage.

[47:54.540 --> 48:00.580]  The reason you can play video games on computers is because of Sage.

[48:00.580 --> 48:03.860]  Sage had another cultural impact, too.

[48:03.860 --> 48:08.780]  When the parts from this giant computer system were retired, they would sometimes sell them

[48:08.780 --> 48:17.740]  off, and Hollywood producer Irwin Allen in the mid-60s, bought a whole warehouse full of

[48:17.740 --> 48:23.100]  old Sage computers and monitors, and he used them for decades as props and movies and TV

[48:23.100 --> 48:24.380]  shows.

[48:24.380 --> 48:30.420]  So Sage computers actually turn up in dozens of movies and TV shows from Lost in Space

[48:30.420 --> 48:37.980]  in the 1960s, the old Batman series, Battlestar Galactica, even as late as Lost.

[48:37.980 --> 48:46.900]  Just a few years ago, these are Sage computers in the background of all these TV shows.

[48:46.900 --> 48:49.940]  The war room in Dr. Strange Love, this isn't Sage.

[48:49.940 --> 48:55.620]  Blue brick, of course, built the set from scratch, but it was inspired by the real life Sage

[48:55.620 --> 49:01.860]  war room over here on the right.

[49:01.860 --> 49:08.100]  But deeper than these sort of its appearances on TV and movies, Sage converted the Air

[49:08.100 --> 49:16.860]  Force to kind of faith in real time digital computing, to faith in air defense, and centralized

[49:16.860 --> 49:24.780]  command and control systems.

[49:24.780 --> 49:30.620]  Sage lasted until, as I said, until the 1980s, and by finally taking a part in the 1980s,

[49:30.620 --> 49:36.660]  by which point was so old, the vacuum tubes that had these thousands of vacuum tubes,

[49:36.660 --> 49:40.460]  the only place the Air Force could get, the only place the vacuum tubes that they needed

[49:40.460 --> 49:43.500]  were manufactured was the Soviet Union.

[49:43.500 --> 49:49.780]  So the Air Force was buying vacuum tubes for Sage from the Soviets to keep their old,

[49:49.780 --> 49:55.100]  30-year-old computers running.

[49:55.100 --> 49:58.300]  Now here's where actual video games enter the story.

[49:58.300 --> 50:04.700]  In 1961, just about the time Sage was going online, the computer students at MIT got a

[50:04.700 --> 50:05.700]  new toy.

[50:05.700 --> 50:08.580]  It was a program data processor, a PDP1.

[50:08.580 --> 50:10.420]  They call it a mini computer.

[50:10.420 --> 50:15.660]  It's mini because instead of being a four-story building, it's about the size of a deep freezer

[50:15.660 --> 50:16.660]  or a closet.

[50:16.660 --> 50:19.780]  It's behind this gentleman on the left.

[50:19.780 --> 50:23.780]  And as you can see, it had the same kind of round display monitor that Sage did or that

[50:23.780 --> 50:28.140]  an old World War II radar screen did.

[50:28.140 --> 50:31.260]  And the students at MIT were brainstorming applications.

[50:31.260 --> 50:36.780]  Again, the technology comes before the application, the search for the application, the killer app.

[50:36.780 --> 50:40.300]  They were looking for ideas for programs they could write that would show off the cool

[50:40.300 --> 50:42.820]  visual display in a kind of compelling way.

[50:42.820 --> 50:45.260]  They made a drawing program, sort of like an etch-a-scatch.

[50:45.260 --> 50:48.900]  They made a kaleidoscope generator.

[50:48.900 --> 50:54.020]  But MIT student named Steve Russell looked at the little lights on the screen and thought

[50:54.020 --> 50:55.020]  about spaceships.

[50:55.020 --> 50:58.540]  And he came up with a game with battling spaceships.

[50:58.540 --> 51:04.340]  And he typed out a few thousand lines of code and produced space war, the first computer

[51:04.340 --> 51:06.620]  video game.

[51:06.620 --> 51:11.980]  These were two person game, these two little rocket ships would float around and try to

[51:11.980 --> 51:12.980]  shoot each other.

[51:12.980 --> 51:17.180]  And you had switches that you could turn, you could thrust, and you could fire.

[51:17.180 --> 51:18.500]  You could play it online now.

[51:18.500 --> 51:21.220]  And it's actually extremely hard, or at least I find it extremely hard.

[51:21.220 --> 51:26.340]  But anyway, Sage borrowed all of its technology from, I mean, space war, borrowed its technology

[51:26.340 --> 51:27.340]  from Sage.

[51:27.340 --> 51:32.780]  It also borrowed the deeper logic of what the computer is for, this idea of simulation,

[51:32.780 --> 51:33.780]  real time.

[51:33.780 --> 51:38.260]  It's an extremely simple game, but I would say that there's not, it's not a coincidence

[51:38.260 --> 51:44.580]  that what it was about was war and space, sort of simulation of high-tech war.

[51:44.580 --> 51:51.300]  It's kind of the raison d'etre of these machines, whether serious or for fun.

[51:51.300 --> 51:58.340]  And space war spread rapidly through the computing centers, universities of the 1960s.

[51:58.340 --> 52:03.100]  There are also variations, there's California space war and Michigan space war.

[52:03.100 --> 52:07.420]  If you're involved in computers in the early 1960s or in the 1960s, you may well remember

[52:07.420 --> 52:09.500]  playing space war.

[52:09.500 --> 52:14.940]  As early as 1963, it had become so popular that Stanford's computer science department

[52:14.940 --> 52:18.860]  had to have a strict policy of no space war during business hours.

[52:18.860 --> 52:25.300]  So this is the start of video games as we know them.

[52:25.300 --> 52:30.940]  There's this great article on space war was published in Rolling Stone magazine in 1972.

[52:30.940 --> 52:37.460]  It's called space war, fanatic life and symbolic death among the computer bombs.

[52:37.460 --> 52:41.420]  And the article is written by Stuart Brand, who's a kind of hippie entrepreneur.

[52:41.420 --> 52:46.020]  He also produced the whole Earth catalog, which was a sort of counterculture, how to manual,

[52:46.020 --> 52:48.460]  those popular at the time.

[52:48.460 --> 52:51.860]  Brand said, ready or not, computers are coming to the people.

[52:51.860 --> 52:55.500]  That's the best news since psychedelics.

[52:55.500 --> 52:59.820]  What excited Brand and the reason that something like this was in Rolling Stone magazine was

[52:59.820 --> 53:04.580]  this idea that this computer, the product of the military industrial complex, was being

[53:04.580 --> 53:06.500]  appropriated by the counterculture.

[53:06.500 --> 53:14.540]  That these games were being played by guys with long hair, by people who smoked pot.

[53:14.540 --> 53:16.300]  And this seemed like a real clash to them.

[53:16.300 --> 53:21.500]  The computers, which are the most sort of like, you know, IBM, crew cut, Horn Rim glasses

[53:21.500 --> 53:29.500]  kind of a phenomenon at the time, were being adopted by the counterculture.

[53:29.500 --> 53:32.380]  Brand said, space war serves Earth peace.

[53:32.380 --> 53:35.460]  And he waxed wraps out about hackers.

[53:35.460 --> 53:42.980]  And the revolutionary potential of playing around hacking these things.

[53:42.980 --> 53:47.220]  He said, space war was a crystal ball of things to come in computer science.

[53:47.220 --> 53:48.980]  That it was interactive in real time.

[53:48.980 --> 53:51.060]  That it bonded human and machine.

[53:51.060 --> 53:53.260]  That it was a game.

[53:53.260 --> 53:55.500]  Brand was right about all these things.

[53:55.500 --> 53:59.820]  But I would say, you know, if you changed the word game to simulation, you could say all

[53:59.820 --> 54:03.540]  those things that were true about sage as well.

[54:03.540 --> 54:09.340]  So my point would be that sage and space war were not opposites.

[54:09.340 --> 54:13.940]  That sage, which was the very epitome of the military industrial complex and space war,

[54:13.940 --> 54:20.980]  which was this countercultural fun hacker phenomenon, are really two sides of the same coin.

[54:20.980 --> 54:24.460]  All right.

[54:24.460 --> 54:26.100]  And we're just about at a time.

[54:26.100 --> 54:27.100]  I do want to say something.

[54:27.100 --> 54:31.060]  I've sort of told you this story, but I want to say something about what I think is the

[54:31.060 --> 54:35.540]  moral weight of the story, the implication of it for us today.

[54:35.540 --> 54:41.980]  And for that, I want to take a short side trip to the war in Vietnam.

[54:41.980 --> 54:48.180]  This whole faith in simulation and computers, modeling the real world, probably was at its

[54:48.180 --> 54:51.740]  zenith when Robert McNamara was the Secretary of Defense.

[54:51.740 --> 54:55.940]  McNamara was a statistician and economist.

[54:55.940 --> 55:01.580]  He was one of the Wiz kids in the Army Air Corps in World War II planned and improved

[55:01.580 --> 55:04.900]  the cost efficiency of bombing raids in Japan.

[55:04.900 --> 55:09.820]  After the war, he went to work for Ford Motor Company, was the president of Ford Motor Company.

[55:09.820 --> 55:13.340]  And in 1961, Kennedy brought him in to be Secretary of Defense.

[55:13.340 --> 55:18.340]  And McNamara brought in all these Wiz kids, the civilian computer experts, and staffed

[55:18.340 --> 55:20.380]  the Pentagon with them.

[55:20.380 --> 55:25.380]  His faith in computers and quantitative data was legendary, his famous quote he said to

[55:25.380 --> 55:26.380]  it.

[55:26.380 --> 55:28.180]  It might have been Ellsberg that he said this to actually someone was saying that we're

[55:28.180 --> 55:31.140]  losing the war in Vietnam and he said, where is your data?

[55:31.140 --> 55:35.860]  Don't get me poetry, give me something I can put in the computer.

[55:35.860 --> 55:41.060]  The Vietnam War became a test case for this kind of war fighting, for computerized planning,

[55:41.060 --> 55:45.300]  computerized warfare, for all these dreams about automation and simulation.

[55:45.300 --> 55:48.380]  Certainly it was the most computerized war fought to date.

[55:48.380 --> 55:53.220]  So the third of the material, the US brought to Vietnam, physical material, was electronic

[55:53.220 --> 55:57.220]  communications equipment.

[55:57.220 --> 56:01.900]  The building up there, it's called, it was the largest building in Southeast Asia in

[56:01.900 --> 56:03.740]  1968.

[56:03.740 --> 56:05.820]  It housed US Air Force igloo white.

[56:05.820 --> 56:07.140]  It was in Thailand.

[56:07.140 --> 56:10.300]  It's called the Infiltration Surveillance Center.

[56:10.300 --> 56:14.180]  It contained banks of video displays that were connected to sensors and these little

[56:14.180 --> 56:19.420]  sensors were strewn all over Vietnam along the Ho Chi Minh Trail, the roots by which the

[56:19.420 --> 56:24.900]  North Vietnamese were smuggling manpower and material into the South to the Vietnam War

[56:24.900 --> 56:29.580]  guerrillas to fight the Americans in South Vietnam.

[56:29.580 --> 56:32.980]  And if this looks familiar, that's because of course it's sage.

[56:32.980 --> 56:37.060]  These are the sage computers repurposed and the thinking was, well okay, sage isn't fast

[56:37.060 --> 56:43.260]  enough to shoot down ICBMs, but maybe we can use it to shoot the Vietnam War trucks.

[56:43.260 --> 56:46.660]  And people walking through the jungle.

[56:46.660 --> 56:52.980]  So the sensors in the jungle would go off, would trigger blips of light on the screens back

[56:52.980 --> 56:54.980]  at the ISC.

[56:54.980 --> 56:56.660]  They would radio coordinates to jets.

[56:56.660 --> 57:00.660]  The jets would fly out, the fighter jets would fly out to the grid square on the map and

[57:00.660 --> 57:04.820]  they would drop bombs on the jungle in that spot.

[57:04.820 --> 57:09.220]  The Air Force bragged that the whole process could happen in as little as five minutes and

[57:09.220 --> 57:13.580]  then many cases no American would ever see the target at all.

[57:13.580 --> 57:14.580]  It was that automated.

[57:14.580 --> 57:18.860]  I mean the pilot would fly over but he wouldn't see the thing he was dropping the bomb on.

[57:18.860 --> 57:21.780]  And you might ask was that a good thing or a bad thing?

[57:21.780 --> 57:26.660]  Is that in software terms, is that a feature or a bug if you can drop the bomb without any

[57:26.660 --> 57:30.140]  human being ever laying eyes on the target?

[57:30.140 --> 57:32.940]  The Air Force said that igloo white was a massive success.

[57:32.940 --> 57:39.660]  They claim to have destroyed over 35,000 North Vietnamese trucks.

[57:39.660 --> 57:43.140]  If that's true, I mean the operation cost about a billion dollars a year.

[57:43.140 --> 57:52.260]  So even if that's true, the US was spending about $100,000 for every truck that it destroyed.

[57:52.260 --> 57:58.580]  But even those numbers are kind of suspect because the Senate pointed out in 1971 that there

[57:58.580 --> 58:05.380]  were not 35,000 trucks in all of North Vietnam.

[58:05.380 --> 58:09.660]  Also daytime recon flights, they never seemed to see the destroyed trucks afterwards.

[58:09.660 --> 58:13.860]  The Air Force said well the Vietnam must have dragged them off into the jungle.

[58:13.860 --> 58:17.220]  Which would seem like a strange thing to do.

[58:17.220 --> 58:21.380]  Of course the VC had learned to confuse or hack the sensors.

[58:21.380 --> 58:26.940]  They could set off the sensors, get out of the way, let the bombs drop, come through,

[58:26.940 --> 58:31.020]  make the Air Force busy and traverse at their leisure.

[58:31.020 --> 58:39.220]  I'll skip this one and just say there's lots of examples like this, lots of stories like

[58:39.220 --> 58:46.140]  this about how the jungles and villages of Vietnam did not fit into the flowcharts and the algorithms

[58:46.140 --> 58:47.780]  that they were supposed to.

[58:47.780 --> 58:53.940]  And efforts to make them fit again and again caused carnage and destruction.

[58:53.940 --> 59:01.060]  The US failure in Vietnam is a parable for the limits of this kind of simulation.

[59:01.060 --> 59:07.500]  For there's this allure to push button war, this dream that we can make conflict painless

[59:07.500 --> 59:09.260]  and bloodless.

[59:09.260 --> 59:12.780]  But the real world bites back in all kinds of ways.

[59:12.780 --> 59:18.700]  The world refuses to be perfectly modeled by computers, by algorithms, by equations

[59:18.700 --> 59:21.500]  and social science.

[59:21.500 --> 59:26.580]  This is where I reassure my students, I'm not anti social science and I'm not anti video

[59:26.580 --> 59:27.580]  games.

[59:27.580 --> 59:29.340]  I love games, I'm a gamer.

[59:29.340 --> 59:35.340]  I don't think simulations are evil because they were used to fight a bad war.

[59:35.340 --> 59:40.500]  But the games we play have histories and the tools we use have histories.

[59:40.500 --> 59:45.300]  If you have a hammer, every problem looks like a nail and if you have satellites and drones

[59:45.300 --> 59:51.300]  and smart bombs, that shapes the way you see the world's problems too.

[59:51.300 --> 59:57.620]  And the Cold War was a time when the simulation threatened to become more real than the reality.

[59:57.620 --> 01:00:04.580]  Computer models, war games, statistical simulations, these were abstractions that had real costs,

[01:00:04.580 --> 01:00:09.940]  real political costs, real costs in blood and lives.

[01:00:09.940 --> 01:00:17.100]  We've left the Cold War behind, of course, I hope, but not the computers or the games,

[01:00:17.100 --> 01:00:20.980]  and not the dream of push button war.

[01:00:20.980 --> 01:00:24.780]  Not the inflated faith in models and simulations.

[01:00:24.780 --> 01:00:30.100]  I was pleased when I got this, these are pilots flying remote drones, dropping shooting missiles

[01:00:30.100 --> 01:00:32.500]  over Afghanistan.

[01:00:32.500 --> 01:00:39.180]  I've used this slide in a couple of talks and then only recently I read that this image

[01:00:39.180 --> 01:00:41.780]  of a predator drone is not real.

[01:00:41.780 --> 01:00:47.620]  It's a 3D model that somebody cooked up in Photoshop or in a 3D rendering program.

[01:00:47.620 --> 01:00:51.580]  But if you search Google image search for predator drone, this is the one that comes up.

[01:00:51.580 --> 01:00:53.500]  This is the one you see in all sorts of stories.

[01:00:53.500 --> 01:00:58.860]  What I think is just another kind of metaphor for how, I don't know, that I couldn't even

[01:00:58.860 --> 01:01:00.180]  find a picture of a drone.

[01:01:00.180 --> 01:01:05.140]  Instead I found this, not knowing, I found this 3D computer simulation of a drone.

[01:01:05.140 --> 01:01:13.100]  This metaphor for the way in which our tools distance us from real engagement with what

[01:01:13.100 --> 01:01:16.100]  is actually happening out there in the world.

[01:01:16.100 --> 01:01:17.740]  That's not just the military, it's all of us.

[01:01:17.740 --> 01:01:23.380]  We see it in public policy, we see it in economics, even in our own day-to-day personal interactions.

[01:01:23.380 --> 01:01:27.900]  The way we see the world, the way we think it works is shaped by our interactions through

[01:01:27.900 --> 01:01:33.980]  computers, through simulations, models, and games.

[01:01:33.980 --> 01:01:38.140]  Video games replace a real world, not just video games, computers replace a real world

[01:01:38.140 --> 01:01:44.500]  that is big and messy and complicated with a little toy world that is knowable and controllable

[01:01:44.500 --> 01:01:46.740]  and predictable.

[01:01:46.740 --> 01:01:47.740]  That's why we love them.

[01:01:47.740 --> 01:01:52.300]  I mean, that's why your children, your grandchildren play video games for that very reason.

[01:01:52.300 --> 01:01:54.140]  We can't blame computers for that.

[01:01:54.140 --> 01:01:56.260]  That's what we built them to do.

[01:01:56.260 --> 01:02:01.300]  Computers will always pull us back from reality towards abstraction, towards simulations.

[01:02:01.300 --> 01:02:04.500]  That's their whole purpose.

[01:02:04.500 --> 01:02:09.980]  They'll tempt us to doubting or diminishing the role of chaos and contingency in human

[01:02:09.980 --> 01:02:11.780]  lives.

[01:02:11.780 --> 01:02:13.740]  So I don't blame computers for that.

[01:02:13.740 --> 01:02:19.060]  I say what they're for, but we have to recognize that tendency and guard against it.

[01:02:19.060 --> 01:02:25.180]  And I think we can only do that by seeing that the toys we play with, the tools we use,

[01:02:25.180 --> 01:02:29.540]  have a history, that they are always going to be artifacts of the history that created

[01:02:29.540 --> 01:02:36.460]  them, the political moment that created them, just as we are artifacts of that history.

[01:02:36.460 --> 01:02:37.460]  Thank you.

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