The Paradox of Civilization
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Jazz and the Cultural Transformation of America in the 1920S
Louisiana State University LSU Digital Commons LSU Doctoral Dissertations Graduate School 2003 Jazz and the cultural transformation of America in the 1920s Courtney Patterson Carney Louisiana State University and Agricultural and Mechanical College, [email protected] Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_dissertations Part of the History Commons Recommended Citation Carney, Courtney Patterson, "Jazz and the cultural transformation of America in the 1920s" (2003). LSU Doctoral Dissertations. 176. https://digitalcommons.lsu.edu/gradschool_dissertations/176 This Dissertation is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Doctoral Dissertations by an authorized graduate school editor of LSU Digital Commons. For more information, please [email protected]. JAZZ AND THE CULTURAL TRANSFORMATION OF AMERICA IN THE 1920S A Dissertation Submitted to the Graduate Faculty of the Louisiana State University and Agricultural and Mechanical College in partial fulfillment of the requirements for the degree of Doctor of Philosophy in The Department of History by Courtney Patterson Carney B.A., Baylor University, 1996 M.A., Louisiana State University, 1998 December 2003 For Big ii ACKNOWLEDGEMENTS The real truth about it is no one gets it right The real truth about it is we’re all supposed to try1 Over the course of the last few years I have been in contact with a long list of people, many of whom have had some impact on this dissertation. At the University of Chicago, Deborah Gillaspie and Ray Gadke helped immensely by guiding me through the Chicago Jazz Archive. -
Beyond Science and Civilization: a Post-Needham Critique1
EASTM 16 (1999): 88-114 Beyond Science and Civilization: A Post-Needham Critique1 Roger Hart [Roger Hart is a Mellow Postdoctoral Fellow in the Program in the History of Science at Stanford University. He has a B.S. (MIT) and M.S. (Stanford) in mathematics, and received his Ph.D. in history from UCLA in 1997. He is com pleting revisions of his dissertation "Proof, Propaganda, and Patronage: A Cultural History of the Dissemination of Western Studies in Seventeenth-Century China" for publication; he is also working on an edited volume Cultural Studies of Chinese Science, Technology, and Medicine. He has spent a total of six years teaching, studying, and researching in China.] * * * The contention that science is uniquely Western has never been presented as a thesis to be demonstrated historically-that is, stated explicitly, formulated rigor ously, evaluated critically, and documented comprehensively. Instead, throughout much of the twentieth century, variants on this theme frequently appeared in panegyrics for Western civilization ("Science ... is the glory of Western culture" [Kyburg 1990: 3]), in the forgings of exalted origins for the West in Greek antiq uity ("science originated only once in history, in Greece" [Wolpert 1992: 35]), and in accounts that confidently offered purported explanations for the absence of science in other civilizations-accounts thus unencumbered by any require- I This article developed from the concluding chapter of my dissertation which pres ents a study of Chinese mathematics during the Ming dynasty and a microhistorical analy sis of the introduction of Euclid's Elements into China. This article presents a critique of the science and civilizations approach within which much of the received historiography on this episode has been framed. -
Beyond the Big Bang • the Amazon's Lost Civilizations • the Truth
SFI Bulletin winter 2006, vol. 21 #1 Beyond the Big Bang • The Amazon’s Lost Civilizations • The Truth Behind Lying The Bulletin of the Santa Fe Institute is published by SFI to keep its friends and supporters informed about its work. The Santa Fe Institute is a private, independent, multidiscipli- nary research and education center founded in 1984. Since its founding, SFI has devoted itself to creating a new kind of sci- entific research community, pursuing emerging synthesis in science. Operating as a visiting institution, SFI seeks to cat- alyze new collaborative, multidisciplinary research; to break down the barriers between the traditional disciplines; to spread its ideas and methodologies to other institutions; and to encourage the practical application of its results. Published by the Santa Fe Institute 1399 Hyde Park Road Santa Fe, New Mexico 87501, USA phone (505) 984-8800 fax (505) 982-0565 home page: http://www.santafe.edu Note: The SFI Bulletin may be read at the website: www.santafe.edu/sfi/publications/Bulletin/. If you would prefer to read the Bulletin on your computer rather than receive a printed version, contact Patrisia Brunello at 505/984-8800, Ext. 2700 or [email protected]. EDITORIAL STAFF: Ginger Richardson Lesley S. King Andi Sutherland CONTRIBUTORS: Brooke Harrington Janet Yagoda Shagam Julian Smith Janet Stites James Trefil DESIGN & PRODUCTION: Paula Eastwood PHOTO: ROBERT BUELTEMAN ©2004 BUELTEMAN PHOTO: ROBERT SFI Bulletin Winter 2006 TOCtable of contents 3 A Deceptively Simple Formula 2 How Life Began 3 From -
Voices from Early China
Voices from Early China The Odes Demystified Voices from Early China The Odes Demystified Geoffrey Sampson Voices from Early China: The Odes Demystified By Geoffrey Sampson This book first published 2020 Cambridge Scholars Publishing Lady Stephenson Library, Newcastle upon Tyne, NE6 2PA, UK British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Copyright © 2020 by Geoffrey Sampson All rights for this book reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner. ISBN (10): 1-5275-5212-8 ISBN (13): 978-1-5275-5212-8 The symbol on the title page is the Chinese title of this book—Shi, “Poetry”—in the hand of the Tang dynasty monk Huai Su, who called his greatly admired calligraphy “the handwriting of a drunken immortal”. VOICES FROM EARLY CHINA v VOICES FROM EARLY CHINA Contents Map of the Tiw Kingdom xvi Introduction 1 List of Works Consulted 43 A Timeline of Early Chinese History and Myth 46 THE POEMS Airs of the States State of Tiw and Southwards 1 The Fish-Hawk 關雎 47 2 The Spreading Lablab Vine 葛覃 48 3 The Mouse-Ears 卷耳 49 4 Sagging Branches 樛木 50 5 Locusts 螽斯 50 6 The Delicate Peach-Tree 桃夭 51 7 The Rabbit Net 兔罝 52 8 Gathering Plantains 芣苢 52 9 The Wide River Han 漢廣 53 10 On the Embankment of the Nac 汝墳 54 11 A Unicorn’s Hooves 麟之趾 54 State of Daws and Southwards 12 Magpie and Dove 鵲巢 56 13 -
D3D11 Software Tessellation
D3D11 Software Tessellation John Kloetzli, Jr Graphics Programmer, Firaxis Games About Firaxis ● Founded in 1996 ● Strategy games! ● Sid Meier lead designer ● 20+ shipped games ● Civilization V ● XCOM: Enemy Unknown “Games that stand the test of time” About Me ● I work on the Civilization team ● Graphics programmer ● Over 7 years at Firaxis ● Procedural modeling ● Terrain rendering Civilization V ● Shipped Sept. 2010 ● One of the first DX11 games ● Variable-bitrate GPU texture decompression ● Hardware tessellation ● Two large expansions ● Gods & Kings ● Brave New World OLANO et al. Variable Bit Rate GPU Texture Decompression. In EGSR 2011 Civilization V ● Low-res Heightmap ● 64x64 per hex ● Procedurally generated ● Unique – no repeat ● High-res Materials ● 512x512 per hex ● Artist-created ● Repeats across the world Better Terrain ● Problem: Sharp features ● Low-res heightmap cannot display unique, high-res detail ● Solution: High-res heightmap ● More data (Compression? Streaming?) ● Efficient Tessellation GPU Displacement Tessellation Demo Simple procedural terrain... ● Ridges to test difficult case ● Assume strategy game camera (lots of pan/zoom) ● High res: 256x256 Heightmap per tile ● Large: 128x128 tiles (32,768x32,768 heightmap) ...all done on the GPU ● Heightmap/Normalmap created on demand ● Use texture arrays to implement megatexture ● Tessellation created on demand using GPU CPU GPU Resources Compute Visible Tiles Create Heightmap Height Build New Tiles Create Normalmap Normal Render Visible Cells Tessellation ? Shade Overview -
Freecol Documentation, User Guide for Version V0.11.6
FreeCol Documentation User Guide for Version v0.11.6 The FreeCol Team December 30, 2019 2 Contents 1 Introduction7 1.1 About FreeCol..........................7 1.2 The Original Colonization....................7 1.3 About this manual........................9 1.3.1 Differences between the rule sets.............9 1.4 Liberty and Immigration..................... 11 2 Installation 13 2.1 System Requirements....................... 13 2.1.1 FreeCol on Windows................... 14 2.2 Compiling FreeCol........................ 14 3 Interface 15 3.1 Starting the game......................... 15 3.1.1 Command line options.................. 15 3.1.2 Game setup........................ 19 3.1.3 Map Generator Options................. 21 3.1.4 Game Options....................... 22 3.2 Client Options........................... 25 3.2.1 Display Options...................... 25 3.2.2 Translations........................ 26 3.2.3 Message Options..................... 27 3.2.4 Audio Options...................... 28 3.2.5 Savegame Options.................... 29 3.2.6 Warehouse Options.................... 29 3.2.7 Keyboard Accelerators.................. 29 3.2.8 Other Options....................... 29 3.3 The main screen.......................... 30 3 4 CONTENTS 3.3.1 The Menubar....................... 31 3.3.2 The Info Panel...................... 36 3.3.3 The Minimap....................... 36 3.3.4 The Unit Buttons..................... 36 3.3.5 The Compass Rose.................... 37 3.3.6 The Main Map...................... 37 3.4 The Europe Panel......................... 42 3.5 The Colony panel......................... 43 3.5.1 The Warehouse Dialog.................. 46 3.5.2 The Build Queue Panel.................. 46 3.6 Customization........................... 47 4 The New World 49 4.1 Terrain Types........................... 49 4.2 Goods............................... 50 4.2.1 Trade Routes....................... 52 4.3 Special Resources........................ -
HUBERT, Our Freeciv AI
HUBERT, Our FreeCiv AI Michael Arcidiacono, Joel Joseph Dominic, Richard Akira Heru Friday 7th December, 2018 Abstract FreeCiv is an open-source alternative to Civilization, which is a turn-based strategy game that allows the player to control an empire by building cities, constructing and moving units, and engaging in diplomacy and war with other nations. We build an artificial intelligence (AI) nicknamed HUBERT to play this game. We use a modified SARSA algorithm with linear approximation of the Q function. We have also tried training HUBERT using a memetic algorithm. 1 Introduction The Civilization video game series is a collection of turn-based strategy games that allow the player to control an empire by building cities, constructing and moving units, and engaging in diplomacy and war with other nations. There are several different ways of winning the game such as through military dominion (i.e. by taking over all the cities of other empires). We use an open-source alternative to Civilization, FreeCiv and focus on getting the highest score for this agent. A screenshot of the game in progress can be seen in Figure1. We model this game as a Markov Decision Process (MDP) with states, actions and re- wards. In our model, the states are quantified as a β vector per city containing the total number of cities, total amount of gold, tax, science, luxury, gold per turn, turn number, the number of technologies, city population, city surplus, city unhappiness level, and city food. At any given turn, the player can choose to build cities, build units, move units, declare war, trade resources, research technology, and engage in many other possible actions. -
Playing a Strategy Game with Knowledge-Based Reinforcement Learning
Noname manuscript No. (will be inserted by the editor) Playing a Strategy Game with Knowledge-Based Reinforcement Learning Viktor Voss · Liudmyla Nechepurenko · Dr. Rudi Schaefer · Steffen Bauer Received: date / Accepted: date Abstract This paper presents Knowledge-Based Reinforcement Learning (KB- RL) as a method that combines a knowledge-based approach and a reinforcement learning (RL) technique into one method for intelligent problem solving. The pro- posed approach focuses on multi-expert knowledge acquisition, with the reinforce- ment learning being applied as a conflict resolution strategy aimed at integrating the knowledge of multiple exerts into one knowledge base. The article describes the KB-RL approach in detail and applies the reported method to one of the most challenging problems of current Artificial Intelligence (AI) research, namely playing a strategy game. The results show that the KB-RL system is able to play and complete the full FreeCiv game, and to win against the computer players in various game settings. Moreover, with more games played, the system improves the gameplay by shortening the number of rounds that it takes to win the game. Overall, the reported experiment supports the idea that, based on human knowledge and empowered by reinforcement learning, the KB-RL system can de- liver a strong solution to the complex, multi-strategic problems, and, mainly, to improve the solution with increased experience. Keywords Knowledge-Based Systems · Reinforcement Learning · Multi-Expert Knowledge Base · Conflict Resolution V. Voss arago GmbH, E-mail: [email protected] L. Nechepurenko arago GmbH, E-mail: [email protected] Dr. R. Schaefer arXiv:1908.05472v1 [cs.AI] 15 Aug 2019 arago GmbH, E-mail: [email protected] S. -
Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles
Salvation: Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles A Senior Project Presented To: the Faculty of the Liberal Arts and Engineering Studies Department California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Bachelor of Arts in Liberal Arts and Engineering Studies by Zachary Griffith June 2017 © Zachary Griffith 2017 Griffith 1 Table of Contents Introduction .................................................................................................................................................. 2 How to Play................................................................................................................................................... 3 Blending Eurogames and 4X ........................................................................................................................ 3 Eurogames ....................................................................................................................................... 3 4X Strategy ....................................................................................................................................... 4 Putting it All Together ...................................................................................................................... 4 Influences ..................................................................................................................................................... 4 The Game Design Process ........................................................................................................................... -
Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5
Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5 Masterarbeit im Fach English and American Literatures, Cultures, and Media der Philosophischen Fakultät der Christian-Albrechts-Universität zu Kiel vorgelegt von Malte Wendt Erstgutachter: Prof. Dr. Christian Huck Zweitgutachter: Tristan Emmanuel Kugland Kiel im März 2018 Table of contents 1 Introduction 1 2 Hypothesis 4 3 Methodology 5 3.1 Inclusions and exclusions 5 3.2 Structure 7 4 Relevant postcolonial concepts 10 5 Overview and categorization of Civilization 5 18 5.1 Premise and paths to victory 19 5.2 Basics on rules, mechanics, and interface 20 5.3 Categorization 23 6 Narratology: surface design 24 6.1 Paratexts and priming 25 6.1.1 Announcement trailer 25 6.1.2 Developer interview 26 6.1.3 Review and marketing 29 6.2 Civilizations and leaders 30 6.3 Universal terminology and visualizations 33 6.4 Natural, National, and World Wonders 36 6.5 Universal history and progress 39 6.6 User interface 40 7 Ludology: procedural rhetoric 43 7.1 Defining ludological terminology 43 7.2 Progress and the player element: the emperor's new toys 44 7.3 Unity and territory: the worth of a nation 48 7.4 Religion, Policies, and Ideology: one nation under God 51 7.5 Exploration and barbarians: into the heart of darkness 56 7.6 Resources, expansion, and exploitation: for gold, God, and glory 58 7.7 Collective memory and culture: look on my works 62 7.8 Cultural Victory and non-violent relations: the ballot 66 7.9 Domination Victory and war: the bullet 71 7.10 The Ex Nihilo Paradox: build like an Egyptian 73 7.11 The Designed Evolution Dilemma: me, the people 77 8 Conclusion and evaluation 79 Deutsche Zusammenfassung 83 Bibliography 87 1 Introduction “[V]ideo games – an important part of popular culture – mediate ideology, whether by default or design.” (Hayse, 2016:442) This thesis aims to uncover the imperialist and colonialist ideologies relayed in the video game Sid Meier's Civilization V (2K Games, 2010) (abbrev. -
HENRY GEORGE by Clarence Darrow Address at the Henry George Anniversary Dinner of the Single Tax Club, Chicago, September 19Th, 1913
.--4__ a & EVERYMAN-Sept.-Oct., 1913. 17 HENRY GEORGE By Clarence Darrow Address at the Henry George Anniversary Dinner of the Single Tax Club, Chicago, September 19th, 1913 ENRY GEORGE was born in Phila but a short time. Before that, even, he had delphia 75 years ago. His father lived learned to be a printer. He made his way to near Independence Hall. That was the west but, unlike most of the workers of the Ii world, while he was printing he was dreaming. not the reason he was a great man or that he believed in liberty. A great many little men He was thinking of something beyond work, have been born around Independence Hall, and higher than work and, more to the point, and a great many big men have been easier than work. He was a printer, a news born in almshouses and slums. Nature paper writer, an editor-not much of a suc somehow, does not seem to know much cess in a financial way. In all his life he about eugenics, or, if she does, then the latest never could make a success of finances, altho faddists don't understand the subject, and as he started early with a strong determination between the two, I would prefer to take my and a brave heart to get rich, encouraged by stand with Nature. For some mysterious rea his father, who lived in Philadelphia and had son, contrary to the doctors and the faddists, read Poor Richard's Almanack. They all Nature never seems to give you much indica thought it was a great thing to make money, tion of what the child will be from what its but this Henry George soon abandoned. -
Non-Linear Monte-Carlo Search in Civilization II S.R.K
Proceedings of the Twenty-Second International Joint Conference on Artificial Intelligence Non-Linear Monte-Carlo Search in Civilization II S.R.K. Branavan David Silver * Regina Barzilay Computer Science and Artificial Intelligence Laboratory * Department of Computer Science Massachusetts Institute of Technology University College London {branavan, regina}@csail.mit.edu [email protected] Abstract This paper presents a new Monte-Carlo search al- gorithm for very large sequential decision-making problems. We apply non-linear regression within ! Monte-Carlo search, online, to estimate a state- action value function from the outcomes of ran- dom roll-outs. This value function generalizes be- tween related states and actions, and can therefore Figure 1: An extract from the game manual of Civilization II. provide more accurate evaluations after fewer roll- outs. A further significant advantage of this ap- A common approach to value generalization is value func- proach is its ability to automatically extract and tion approximation (VFA), in which the values of all states leverage domain knowledge from external sources and actions are approximated using a smaller number of pa- such as game manuals. We apply our algorithm rameters. Monte-Carlo search can use VFA to estimate state to the game of Civilization II, a challenging multi- and action values from the roll-out scores. For instance, lin- agent strategy game with an enormous state space ear Monte-Carlo search [Silver et al., 2008] uses linear VFA: and around 1021 joint actions. We approximate the it approximates the value function by a linear combination of value function by a neural network, augmented by state features and weights.