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- A protest march that climaxed at Tech Square dramatically indicated how distant the hackers were
- from their peers. Many of the hackers were sympathetic to the anti-war cause. Greenblatt, for
- instance, had gone to a march in New Haven, and had done some phone line hookups for anti-war
- radicals at the National Strike Information Center at Brandeis. And hacker Brian Harvey was very
- active in organizing demonstrations; he would come back and tell in what low esteem the AI lab
- was held by the protesters. There was even some talk at anti-war meetings that some of the
- computers at Tech Square were used to help run the war. Harvey would try to tell them it wasn't so,
- but the radicals would not only disbelieve him but get angry that he'd try to feed them bullshit.
- The hackers shook their heads when they heard of that unfortunate misunderstanding. One more
- example of how people didn't understand! But one charge leveled at the AI lab by the anti-war
- movement was entirely accurate: all the lab's activities, even the most zany or anarchistic
- manifestations of the Hacker Ethic, had been funded by the Department of Defense. Everything,
- from the Incompatible Time-sharing System to Peter Samson's subway hack, was paid for by the
- same Department of Defense that was killing Vietnamese and drafting American boys to die
- overseas.
- The general AI lab response to that charge was that the Defense Department's Advanced Research
- Projects Agency (ARPA), which funded the lab, never asked anyone to come up with specific
- military applications for the computer research engaged in by hackers and planners. ARPA had
- been run by computer scientists; its goal had been the advancement of pure research. During the late
- 1960s a planner named Robert Taylor was in charge of ARPA funding, and he later admitted to
- diverting funds from military, "mission-oriented" projects to projects that would advance pure
- computer science. It was only the rarest hacker who called the ARPA funding "dirty money."
- Almost everyone else, even people who opposed the war, recognized that ARPA money was the
- lifeblood of the hacking way of life. When someone pointed out the obvious that the Defense
- Department might not have asked for
- specific
- military applications for the Artificial Intelligence and
- systems work being done, but still expected a bonanza of military applications to come from the
- work (who was to say that all that "interesting" work in vision and robotics would not result in more
- efficient bombing raids?) the hackers would either deny the obvious (Greenblatt: "Though our
- money was coming from the Department of Defense, it was not military") or talk like Marvin
- Minsky: "There's nothing illegal about a Defense Department funding research. It's certainly better
- than a Commerce Department or Education Department funding research ... because that would lead
- to thought control. I would much rather have the military in charge of that ... the military people
- make no bones about what they want, so we're not under any subtle pressures. It's clear what's going
- on. The case of ARPA was unique, because they felt that what this country needed was people good
- in defense technology. In case we ever needed it, we'd have it."
- Planners thought they were advancing true science. Hackers were blithely formulating their tidy,
- new-age philosophy based on free flow of information, decentralization, and computer democracy.
- But the anti-military protesters thought it was a sham, since all that so-called idealism would
- ultimately benefit the War Machine that was the Defense Department. The anti-war people wanted
- to show their displeasure, and the word filtered up to the Artificial Intelligence lab one day that the
- protesters were planning a march ending with a rally right there on the ninth floor. There, protesters
- would gather to vividly demonstrate that all of them hackers, planners, and users were puppets of
- the Defense Department.
- Russ Noftsker, the nuts-and-bolts administrator of the AI lab, took the threat of protesters very
- seriously. These were the days of the Weather Underground, and he feared that wild-eyed radicals
- were planning to actually blow up the computer. He felt compelled to take certain measures to
- protect the lab.
- Some of the measures were so secretive perhaps involving government agencies like the CIA,
- which had an office in Tech Square that Noftsker would not reveal them, even a decade after the
- war had ended. But other measures were uncomfortably obvious. He removed the glass on the doors
- leading from the elevator foyer on the ninth floor to the area where the hackers played with
- computers. In place of the glass, Noftsker installed steel plates, covering the plates with wood so it
- would not look as if the area were as barricaded as it actually was. The glass panels beside the door
- were replaced with half-inch-thick bulletproof Plexiglas, so you could see who was petitioning for
- entry before you unlocked the locks and removed the bolts. Noftsker also made sure the doors had
- heavy-duty hinges bolted to the walls, so that the protesters would not try to remove the entire door,
- rush in, and storm the computers.
- During the days preceding the demonstration, only people whose names were on an approved list
- were officially allowed entry to this locked fortress. On the day of the demonstration, he even went
- so far as to distribute around forty Instamatic cameras to various people, asking them, when they
- ventured outside the protected area, to take pictures of the demonstrators. If the demonstrators chose
- to become violent, at least there would be documentation of the wrongdoers.
- The barricades worked insofar as the protesters around twenty or thirty of them, in Noftsker's
- estimate walked to Tech Square, stayed outside the lab a bit, and left without leveling the PDP-6
- with sledgehammers. But the collective sigh of relief on the part of the hackers must have been
- mixed with much regret. While they had created a lock-less, democratic system within the lab, the
- hackers were so alienated from the outside world that they had to use those same hated locks,
- barricades, and bureaucrat-compiled lists to control access to this idealistic environment. While
- some might have groused at the presence of the locks, the usual free-access guerrilla fervor did not
- seem to be applied in this case. Some of the hackers, shaken at the possibility of a rout, even rigged
- the elevator system so that the elevators could not go directly to the ninth floor. Though previously
- some of the hackers had declared, "I will not work in a place that has locks," after the
- demonstrations were over, and after the restricted lists were long gone, the locks remained.
- Generally, the hackers chose not to view the locks as symbols of how far removed they were from
- the mainstream.
- A very determined solipsism reigned on the ninth floor, a solipsism that stood its ground even when
- hackerism suffered some direct, though certainly less physically threatening, attacks in publications
- and journals. It was tough to ignore, however, the most vicious of these, since it came from within
- MIT, from a professor of Computer Science (yes, MIT had come around and started a department)
- named Joseph Weizenbaum. A former programmer himself, a thin, moustachioed man who spoke
- with a rolling eastern European accent, Weizenbaum had been at MIT since 1963, but had rarely
- interacted with the hackers. His biggest programming contribution to AI had been a program called
- ELIZA, which carried on a conversation with the user; the computer would take the role of a
- therapist. Weizenbaum recognized the computer's power, and was disturbed to note how seriously
- users would interact with ELIZA. Even though people knew it was "only" a computer program, they
- would tell it their most personal secrets. To Weizenbaum, it was a demonstration of how the
- computer's power could lead to irrational, almost addictive behavior, with dehumanizing
- consequences. And Weizenbaum thought that hackers or "compulsive programmers" were the
- ultimate in computer dehumanization. In what was to become a notorious passage, he wrote, in
- Computer Power and Human Reason:
- ...bright young men of disheveled appearance, often with sunken glowing eyes, can
- be seen sitting at computer consoles, their arms tensed and waiting to fire their
- fingers, already poised to strike, at the buttons and keys on which their attention
- seems to be riveted as a gambler's on the rolling dice. When not so transfixed, they
- often sit at tables strewn with computer printouts over which they pore like possessed
- students of a cabbalistic text. They work until they nearly drop, twenty, thirty hours at
- a time. Their food, if they arrange it, is brought to them: coffee, Cokes, sandwiches. If
- possible, they sleep on cots near the printouts. Their rumpled clothes, their unwashed
- and unshaven faces, and their uncombed hair all testify that they are oblivious to their
- bodies and to the world in which they move. These are computer bums, compulsive
- programmers...
- Weizenbaum would later say that the vividness of this description came from his own experience as
- a hacker of sorts, and was not directly based on observations of the ninth-floor culture. But many
- hackers felt otherwise. Several thought that Weizenbaum had identified them personally, even
- invaded their privacy in his description. Some others guessed that Greenblatt had been unfairly
- singled out; indeed, Greenblatt did send Weizenbaum some messages objecting to the screed.
- Still, there was no general introspection resulting from this or any other attack on the hacker life-
- style. That was not the way of the lab. Hackers would not generally delve into each other's
- psychological makeups. "There was a set of shared goals" Tom Knight would later explain "a set of
- shared intellectual excitement, even to a large degree a set of shared social life, but there was also a
- boundary which people were nervous to go beyond."
- It was this unspoken boundary which came to bother hacker David Silver. He joined the lab as an
- adolescent and literally came to maturity there, and besides his productive hacking he spent time
- thinking about the relationship between hackers and computers. He came to be fascinated at how all
- of them got so attached to, so intimately connected with something as simple as the PDP-6. It was
- almost terrifying: thinking about this made David Silver wonder what it was that connected people
- together, how people found each other, why people got along ... when something relatively simple
- like the PDP-6 drew the hackers so close. The whole subject made him wonder on the one hand
- whether people were just fancy kinds of computers, or on the other hand whether they were images
- of God as a spirit.
- These introspections were not things he necessarily shared with his mentors, like Greenblatt or
- Gosper. "I don't think people had sort of warm conversations with each other," he would later say.
- "That wasn't the focus. The focus was on sheer brainpower." This was the case even with Gosper:
- Silver's apprenticeship with him was not so much a warm human relationship, he'd later reflect, as
- "a hacker relationship," very close in terms of what they shared in terms of the computer, but not
- imbued with the richness of a Real World friendship.
- "There were many many many years that went by when all I did was hack computers, and I didn't
- feel lonely, like I was missing anything," Silver would say. "But I guess as I started to grow up
- more, round out more, change more, become less eccentric in certain ways, I started needing more
- input from people. [By not going to high school] I bypassed all that social stuff and went right into
- this blue-sky think tank ... I spent my lifetime walking around talking like a robot, talking to a
- bunch of other robots."
- Sometimes the hacker failure to be deeply personal had grim consequences. The lab might have
- been the ideal location for guru-level hackers, but for some the pressure was too much. Even the
- physical layout of the place promoted a certain high-tension feeling, with the open terminals, the
- constant intimidating presence of the greatest computer programmers in the world, the cold air and
- the endless hum of the air conditioners. At one point a research firm was called in to do a study of
- the excessive, inescapable noise, and they concluded that the hum of the air conditioner was so
- bothersome because there weren't
- enough
- competing noises so they fixed the machines to make
- them give off a loud, continual hiss. In Greenblatt's words, this change "was not a win," and the
- constant hiss made the long hours on the ninth floor rather nerve-racking for some. Add that to
- other factors lack of sleep, missed meals to the point of malnutrition, and a driving passion
- to finish
- that hack and
- it was clear why some hackers went straight over the edge.
- Greenblatt was best at spotting "the classical syndrome of various kinds of losses," as he called it.
- "In a certain way, I was concerned about the fact that we couldn't have people dropping dead all
- over the place." Greenblatt would sometimes tell people to go home for a while, take it easy. Other
- things were beyond him. For instance, drugs. One night, while driving back from a Chinese meal, a
- young hacker turned to him and asked, not kidding, if he wanted to "shoot up." Greenblatt was
- flabbergasted. The Real World was penetrating again, and there was little Greenblatt could do. One
- night not long afterward, that particular hacker leapt off the Harvard Bridge into the ice-covered
- Charles River and was severely injured. It was not the only suicide attempt by an AI lab hacker.
- From that evidence alone, it would seem that Weizenbaum's point was well taken. But there was
- much more to it than that. Weizenbaum did not acknowledge the beauty of the hacker devotion
- itself ... or the very idealism of the Hacker Ethic. He had not seen, as Ed Fredkin had. Stew Nelson
- composing code on the TECO editor while Greenblatt and Gosper watched: without any of the three
- saying a word. Nelson was entertaining the others, encoding assembly language tricks which to
- them, with their absolute mastery of that PDP-6 "language," had the same effect as hilariously
- incisive jokes. And after every few instructions there would be another punch line in this sublime
- form of communication... The scene was a demonstration of sharing which Fredkin never forgot.
- While conceding that hacker relationships were unusual, especially in that most hackers lived
- asexual lives, Fredkin would later say that "they were living the future of computers ... They just
- had fun. They knew they were an elite, something special. And I think they appreciated each other.
- They were all different, but each knew something great about the other. They all respected each
- other. I don't know if anything like [that hacker culture] has happened in the world. I would say they
- kind of loved each other."
- The hackers focused on the magic of computers instead of human emotions, but they also could be
- touched by other people. A prime example would be the case of Louis Merton.
- *
- Merton was an
- MIT student, somewhat reserved, and an exceptional chess player. Save for the last trait, Greenblatt
- at first thought him well within the spectrum of random people who might wander into the lab.
- The fact that Merton was such a good chess player pleased Greenblatt, who was then working to
- build an actual computer which would run a souped-up version of his chess program. Merton
- learned some programming, and joined Greenblatt on the project. He later did his own chess
- program on a little-used PDP-7 on the ninth floor. Merton was enthusiastic about chess and
- computers, and there was little to foreshadow what happened during the Thanksgiving break in late
- 1966, when, in the little theater-like AI "playroom" on Tech Square's eighth floor (where Professor
- Seymour Papert and a group were working on the educational LOGO computer language), Merton
- temporarily turned into a vegetable. He assumed a classic position of catatonia, rigidly sitting
- upright, hands clenched into fists at his side. He would not respond to questions, would not even
- acknowledge the existence of anything outside himself. People didn't know what to do. They called
- up the MIT infirmary and were told to call the Cambridge police, who carted poor Merton away.
- The incident severely shook the hackers, including Greenblatt, who found out about the incident
- when he returned from a holiday visit home.
- Merton was not one of the premier hackers. Greenblatt was not an intimate friend. Nonetheless,
- Greenblatt immediately drove out to Westboro State Hospital to recover Merton. It was a long
- drive, and the destination reminded Greenblatt of something out of the Middle Ages. Less a hospital
- than a prison. Greenblatt became determined not to leave until he got Merton out. The last step in
- this tortuous process was getting the signature of an elderly, apparently senile doctor. "Exactly [like
- something] out of a horror film," Greenblatt later recalled. "He was unable to read. This random
- attendant type would say, 'Sign here. Sign here.'"
- It turned out that Merton had a history of these problems. Unlike most catatonics, Merton would
- improve after a few days, especially when he was given medicine. Often, when he went catatonic
- somewhere, whoever found him would call someone to take him away, and the doctors would give
- a diagnosis of permanent catatonia even as Merton was coming to life again. He would call up the
- AI lab and say, "Help," and someone, often Greenblatt, would come and get him.
- Later, someone discovered in MIT records a letter from Merton's late mother. The letter explained
- that Louis was a strange boy, and he sometimes would go stiff. In that case, all you needed to do
- was to ask, "Louis, would you like to play a game of chess?" Fredkin, who had also taken an
- interest in Merton, tried this. Merton one day stiffened on the edge of his chair, totally in sculpture
- mode. Fredkin asked him if he'd like to play chess, and Merton stiffly marched over to the chess
- board. The game got under way, with Fredkin chatting away in a rather one-sided conversation, but
- suddenly Merton just stopped. Fredkin asked, "Louis, why don't you move?" After a very long
- pause, Merton responded in a guttural, slow voice, "Your ... king's ... in ... check." Fredkin had
- inadvertently uncovered the check from his last move.
- Merton's condition could be mitigated by a certain medicine, but for reasons of his own he almost
- never took it. Greenblatt would plead with him, but he'd refuse. Once Greenblatt went to Fredkin to
- ask him to help out; Fredkin went back with Greenblatt to find Merton stiff and unresponsive.
- "Louis, how come you're not taking your medicine?" he asked. Merton just sat there, a weak smile
- frozen on his face. "Why won't you take it?" Fredkin repeated.
- Suddenly, Merton reared back and walloped Fredkin on the chin. That kind of behavior was one of
- Merton's unfortunate features. But the hackers showed remarkable tolerance. They did not dismiss
- him as a loser. Fredkin considered Merton's case a good example of the essential humanity of the
- group which Weizenbaum had, in effect, dismissed as emotionless androids. "He's just crazy,"
- Minsky would later say of Weizenbaum. "These [hackers] are the most sensitive, honorable people
- that have ever lived." Hyperbole, perhaps, but it was true that behind their single-mindedness there
- was
- warmth, in the collective realization of the Hacker Ethic. As much as any devout religious
- order, the hackers had sacrificed what outsiders would consider basic emotional behavior for the
- love of hacking.
- David Silver, who would eventually leave the order, was still in awe of that beautiful sacrifice years
- later: "It was sort of necessary for these people to be extremely brilliant and, in some sense,
- handicapped socially so that they would just kind of concentrate on this one thing." Hacking. The
- most important thing in the world to them.
- The computer world outside Cambridge did not stand still while the Hacker Ethic nourished on the
- ninth floor of Tech Square. By the late 1960s, hackerism was spreading, partly because of the
- proliferation of interactive machines like the PDP-10 or the XDS-940, partly because of friendly
- programming environments (such as the one hackers had created at MIT), and partly because MIT
- veterans would leave the lab and carry their culture to new places. But the heart of the movement
- was this: people who wanted to hack were finding computers to hack on.
- These computers were not necessarily at MIT. Centers of hacker culture were growing at various
- institutions around the country, from Stanford to Carnegie-Mellon. And as these other centers
- reached critical mass enough dedicated people to hack a large system and go on nightly pilgrimages
- to local Chinese restaurants they became tempting enough to lure some of the AI lab hackers away
- from Tech Square. The intense MIT style of hackerism would be exported through these emissaries.
- Sometimes it would not be an institution that hackers moved to, but a business. A programmer
- named Mike Levitt began a leading-edge technology firm called Systems Concepts in San
- Francisco. He was smart enough to recruit phone-and-PDP-1 hacker Stew Nelson as a partner; TX-0
- music master Peter Samson also joined this high-tech hardware design-and-manufacture business.
- All in all, the small company managed to get a lot of the concentrated talent around Tech Square out
- to San Francisco. This was no small feat, since hackers were generally opposed to the requirements
- of California life, particularly driving and recreational exposure to the sun. But Nelson had learned
- his lesson earlier despite Fredkin's repeated urgings in the mid-sixties, he'd refused to go to Triple-
- I's new Los Angeles headquarters until, one day, after emphatically reiterating his vow, he stormed
- out of Tech Square without a coat. It happened to be the coldest day of the Cambridge winter that
- year, and as soon as he walked outside his glasses cracked from the sudden change of temperature.
- He walked straight back to Fredkin's office, his eyebrows covered with icicles, and said, "I'm going
- 10 Los Angeles."
- In some cases, a hacker's departure would be hastened by what Minsky and Ed Fredkin called
- "social engineering." Sometimes the planners would find a hacker getting into a rut, perhaps stuck
- on some systems problem, or maybe becoming so fixated on extracurricular activities, like lock
- hacking or phone hacking, that planners deemed his work no longer "interesting." Fredkin would
- later recall that hackers could get into a certain state where they were "like anchors dragging the
- thing down. Time had gone by them, in some sense. They needed to get out of the lab and the lab
- needed them out. So some surprising offer would come to those persons, or some visit arranged,
- usually someplace far, far away. These people started filtering out in the world to companies or
- other labs. It wasn't fate 1 would arrange it."
- Minsky would say, "Brave Fredkin," acknowledging the clandestine nature of Fredkin's activity,
- which would have to be done without the knowledge of the hacker community; they would not
- tolerate an organizational structure which actually dictated where people should go.
- While the destination could be industry besides Systems Concepts, Fredkin's Information
- International company hired many of the MIT hackers it was often another computer center. The
- most desirable of these was the Stanford AI Lab (SAIL), which Uncle John McCarthy had founded
- when he left MIT in 1962.
- In many respects SAIL was a mirror image of MIT's operation, distorted only by the California haze
- that would sometimes drift from the Pacific Ocean to the peninsula. But the California distortion
- was a significant one demonstrating how even the closest thing to the MIT hacker community was
- only an approximation of the ideal; the hothouse MIT style of hackerism was destined to travel, but
- when exposed to things like California sunlight it faded a bit in intensity.
- The difference began with the setting, a semicircular concrete-glass-and-redwood former
- conference center in the hills overlooking the Stanford campus. Inside the building, hackers would
- work at any of sixty-four terminals scattered around the various offices. None of the claustrophobia
- of Tech Square. No elevators, no deafening air-conditioning hiss. The laid-back style meant that
- much of MIT's sometimes constructive acrimony the shouting sessions at the TMRC classroom, the
- religious wars between grad students and hackers did not carry over. Instead of the battle-strewn
- imagery of shoot-'em-up space science fiction that pervaded Tech Square, the Stanford imagery was
- the gentle lore of elves, hobbits, and wizards described in J. R. R. Tolkien's Middle Earth trilogy.
- Rooms in the AI lab were named after Middle Earth locations, and the SAIL printer was rigged so it
- could handle three different Elven type fonts.
- The California difference was reflected in the famous genre of computer games that the Stanford lab
- eventually developed after the heyday of MIT Spacewar. A Stanford hacker named Donald Woods
- discovered a kind of game on a Xerox research computer one day that involved a spelunker-
- explorer seeking treasure in a dungeon. Woods contacted the programmer, Will Crowther, talked to
- him about it, and decided to expand Crowther's game into a full-scale "Adventure," where a person
- could use the computer to assume the role of a traveler in a Tolkienesque setting, fight off enemies,
- overcome obstacles through clever tricks, and eventually recover treasure. The player would give
- two-word, verb-noun commands to the program, which would respond depending on how the
- command changed the universe that had been created inside the computer by Don Woods'
- imagination. For instance, the game began with the computer describing your opening location:
- YOU ARE STANDING AT THE END OF A ROAD BEFORE A SMALL BRICK
- BUILDING.
- AROUND YOU IS A FOREST. A SMALL STREAM PLOWS OUT OF THE BUILDING
- AND DOWN A GULLY.
- If you wrote
- GO SOUTH
- , the computer would say:
- YOU ARE IN A VALLEY IN THE FOREST BESIDE A STREAM TUMBLING ALONG
- A
- ROCKY BED.
- Later on, you would have to figure all sorts of tricks to survive. The snake you encountered, for
- instance, could only be dealt with by releasing a bird you'd picked up along the way. The bird
- would attack the snake, and you'd be free to pass. Each "room" of the adventure was like a
- computer subroutine, presenting a logical problem you'd have to solve.
- In a sense, Adventure was a metaphor for computer programming itself the deep recesses you
- explored in the Adventure world were akin to the basic, most obscure levels of the machine that
- you'd be traveling in when you hacked in assembly code. You could get dizzy trying to remember
- where you were in both activities. Indeed, Adventure proved as addicting as programming Woods
- put the program on the SAIL PDP-10 on a Friday, and some hackers (and Real World "tourists")
- spent the entire weekend trying to solve it. Like any good system or program, of course, Adventure
- was never finished Woods and his friends were always improving it, debugging it, adding more
- puzzles and features. And like every significant program. Adventure was expressive of the
- personality and environment of the authors. For instance, Woods' vision of a mist-covered Toll
- Bridge protected by a stubborn troll came during a break in hacking one night, when Woods and
- some other hackers decided to watch the sun rise at a mist-shrouded Mount Diablo, a substantial
- drive away. They didn't make it in time, and Woods remembered what that misty dawn looked like,
- and wrote it into the description of that scene in the game, which he conceived of over breakfast that
- morning.
- It was at Stanford that gurus were as likely to be faculty people as systems hackers (among Stanford
- professors was the noted computer scientist Donald Knuth, author of the multivolume classic
- The
- Art of Computer Programming).
- It was at Stanford that, before the Adventure craze, the casual
- pleasures of Spacewar were honed to a high art (Slug Russell had come out with McCarthy, but it
- was younger hackers who developed five-player versions and options for reincarnation, and ran
- extensive all-night tournaments). It was at Stanford that hackers would actually
- leave their
- terminals
- for a daily game of volleyball. It was at Stanford that a fund-raising drive was
- successfully undertaken for an addition to the lab which would have been inconceivable at MIT: a
- sauna. It was at Stanford that the computer could support video images, allowing users to switch
- from a computer program to a television program. The most famous use of this, according to some
- SAIL regulars, came when SAIL hackers placed an ad in the campus newspaper for a couple of
- willing young coeds, and the women answering the ad became stars of a sex orgy at the AI lab,
- captured by a video camera and watched over the terminals by appreciative hackers. Something else
- that never would have occurred at MIT.
- It was not as if the SAIL hackers were any less devoted to their hacking than the MIT people. In a
- paper summarizing the history of the Stanford lab, Professor Bruce Buchanan refers to the "strange
- social environment created by intense young people whose first love was hacking," and it was true
- that the lengths that hackers went to in California were no less extreme than those at Tech Square.
- For instance, it did not take long for SAIL hackers to notice that the crawl space between the low-
- hanging artificial ceiling and the roof could be a comfortable sleeping hutch, and several of them
- actually lived there for years. One systems hacker spent the early 1970s living in his dysfunctional
- car parked in the lot outside the building once a week he'd bicycle down to Palo Alto for provisions.
- The other alternative for food was the Prancing Pony; named after a tavern in Middle Earth, this
- was the SAIL food-vending machine, loaded with health-food goodies and pot-stickers from a local
- Chinese restaurant. Each hacker kept an account on the Prancing Pony, maintained by the computer.
- After you made your food purchase, you were given the option to double-or-nothing the cost of
- your food, the outcome depending on whether it was an odd- or even-numbered millisecond when
- you made the gamble. With those kinds of provisions, SAIL was even more amenable than MIT for
- round-the-clock hacking. It had its applications people and its systems people. It was open to
- outsiders, who would sit down and begin hacking; and if they showed promise, Uncle John
- McCarthy might hire them.
- SAIL hackers also lived by the Hacker Ethic. The time-sharing system on the SAIL machine, like
- ITS, did not require passwords, but, at John McCarthy's insistence, a user had the option to keep his
- files private. The SAIL hackers wrote a program to identify these people, and proceeded to unlock the files, which they would read with special interest. "Anybody that's asking for privacy must be
- doing something interesting," SAIL hacker Don Woods would later explain.
- Likewise, SAIL was in no way inferior to MIT in doing important computer work. Just like their
- counterparts at MIT's AI lab, SAIL hackers were robotics fans, as implied by the sign outside SAIL:
- CAUTION, ROBOT VEHICLE. It was John McCarthy's dream to have a robot leave the funky AI
- lab and travel the three miles to campus under its own physical and mental power. At one point,
- presumably by mistake, a robot got loose and was careening down the hill when, fortunately, a
- worker driving to the lab spotted it, and rescued it. Various hackers and academics worked at SAIL
- in important planner fields like speech understanding and natural language studies. Some of the
- hackers got heavily involved in a computer music project that would break ground in that field.
- Stanford and other labs, whether in universities like Carnegie-Mellon or research centers like
- Stanford Research Institute, became closer to each other when ARPA linked their computer systems
- through a communications network. This "ARPAnet" was very much influenced by the Hacker
- Ethic, in that among its values was the belief that systems should be decentralized, encourage
- exploration, and urge a free flow of information. From a computer at any "node" on the ARPAnet,
- you could work as if you were sitting at a terminal of a distant computer system. Hackers from all
- over the country could work on the ITS system at Tech Square, and the hacker values implicit in
- that were spreading. People sent a tremendous volume of electronic mail to each other, swapped
- technical esoterica, collaborated on projects, played Adventure, formed close hacker friendships
- with people they hadn't met in person, and kept in contact with friends at places they'd previously
- hacked. The contact helped to normalize hackerism, so you could find hackers in Utah speaking in
- the peculiar jargon developed in the Tool Room next to the Tech Model Railroad Club.
- Yet even as the Hacker Ethic grew in the actual number of its adherents, the MIT hackers noted that
- outside of Cambridge things were not the same. The hackerism of Greenblatt, Gosper, and Nelson
- had been directed too much toward creating one Utopia, and even the very similar offshoots were,
- by comparison, losing in various ways.
- "How could you go to California, away from the action?" people would ask those who went to
- Stanford Some left because they tired of the winner-loser dichotomy on the ninth floor, though they
- would admit that the MIT intensity was not in California. Tom Knight, who hacked at Stanford for a
- while, used to say that you couldn't
- really
- do good work at Stanford.
- David Silver went out there, too, and concluded that "the people at Stanford were kind of losers in
- their thinking. They weren't as rigorous in certain ways and they sort of were more fun-loving. One
- guy was building a race car and another was building an airplane in the basement..." Silver himself
- got into hardware at Stanford when he built an audio switch to allow people working at their
- terminals to listen to any of sixteen channels, from radio stations to a SAIL public-address system.
- All the choices, of course, were stored within the SAIL PDP-6. And Silver thinks that exposure to
- the California style of hacking helped loosen him up, preparing him to make the break from the
- closed society of the ninth floor.
- The defection of Silver and the other MIT hackers did not cripple the lab. New hackers came to
- replace them. Greenblatt and Gosper remained, as did Knight and some other canonical hackers.
- But the terrifically optimistic energy that came with the opening explosion of AI research, of setting
- up new software systems, seemed to have dissipated. Some scientists were complaining that the
- boasts of early AI planners were not fulfilled. Within the hacker community itself, the fervid habits
- and weird patterns established in the past decade seemed to have solidified. Were
- they
- ossified as
- well? Could you grow old as a hacker, keep wrapping around to those thirty-hour days? "I was
- really proud," Gosper would say later, "of being able to hack around the clock and not really care
- what phase of the sun or moon it was. Wake up and find it twilight, have no idea whether it was
- dawn or sunset." He knew, though, that it could not go on forever. And when it could not, when
- there was no Gosper or Greenblatt wailing away for thirty hours, how far would the hacker dream
- go? Would the Golden Age, now drawing to its close, really have
- meant
- anything?
- It was in 1970 that Bill Gosper began hacking LIFE. It was yet another system that was a world in
- itself, a world where behavior was "exceedingly rich, but not so rich as to be incomprehensible." It
- would obsess Bill Gosper for years.
- LIFE was a game, a computer simulation developed by John Conway, a distinguished British
- mathematician. It was first described by Martin Gardner, in his "Mathematical Games" column in
- the October 1970 issue
- of Scientific American.
- The game consists of markers on a checkerboard-like
- field, each marker representing a "cell." The pattern of cells changes with each move in the game
- (called a "generation"), depending on a few simple rules cells die, are born, or survive to the next
- generation according to how many neighboring cells are in the vicinity. The principle is that
- isolated cells die of loneliness, and crowded cells die from overpopulation; favorable conditions
- will generate new cells and keep old ones alive. Gardner's column talked of the complexities made
- possible by this simple game and postulated some odd results that had not yet been achieved by
- Conway or his collaborators.
- Gosper first saw the game when he came into the lab one day and found two hackers fooling around
- with it on the PDP-6. He watched for a while. His first reaction was to dismiss the exercise as not
- interesting. Then he watched the patterns take shape a while longer. Gosper had always appreciated
- how the specific bandwidth of the human eyeball could interpret patterns; he would often use weird
- algorithms to generate a display based on mathematical computations. What would appear to be
- random numbers on paper could be brought to life on a computer screen. A certain order could be
- discerned, an order that would change in an interesting way if you took the algorithm a few
- iterations further, or alternated the
- x
- and
- y
- patterns. It was soon clear to Gosper that LIFE presented
- these possibilities and more. He began working with a few AI workers to hack LIFE in an
- extremely serious way. He was to do almost nothing else for the next eighteen months.
- The group's first effort was to try to find a configuration in the LIFE universe which was possible in
- theory but had not been discovered. Usually, no matter what pattern you began with, after a few
- generations it would peter out to nothing, or revert to one of a number of standard patterns named
- after the shape that the collection of cells formed. The patterns included the beehive, honey farm
- (four beehives), spaceship, powder keg, beacon, Latin cross, toad, pinwheel, and swastika.
- Sometimes, after a number of generations, patterns would alternate, flashing between one and the
- other: these were called oscillators, traffic lights, or pulsars. What Gosper and the hackers were
- seeking was called a glider gun. A glider was a pattern which would move across the screen,
- periodically reverting to the same pointed shape. If you ever created a LIFE pattern which actually
- spewed out gliders as it changed shape, you'd have a glider gun, and LIFE'S inventor, John Conway,
- offered fifty dollars to the first person who was able to create one.
- The hackers would spend all night sitting at the PDP-6's high-quality "340" display (a special, high-
- speed monitor made by DEC), trying different patterns to see what they'd yield. They would log
- each "discovery" they made in this artificial universe in a large black sketchbook which Gosper
- dubbed the LIFE Scrap-book. They would stare at the screen as, generation by generation, the
- pattern would shift. Sometimes it looked like a worm snapping its tail between sudden reverses, as
- if it were alternating between itself and a mirror reflection. Other times, the screen would eventually
- darken as the cells died from aggregate overpopulation, then isolation. A pattern might end with the
- screen going blank. Other times things would stop with a stable "still life" pattern of one of the
- standards. Or things would look like they were winding down, and one little cell thrown off by a
- dying "colony" could reach another pattern and this newcomer could make it explode with activity.
- "Things could run off and do something incredibly random," Gosper would later recall of those
- fantastic first few weeks, "and we couldn't stop watching it. We'd just sit there, wondering if it was
- going to go on forever."
- As they played, the world around them seemed connected in patterns of a LIFE simulation. They
- would often type in an arbitrary pattern such as the weaving in a piece of clothing, or a pattern one
- of them discerned in a picture or a book. Usually what it would do was not interesting. But
- sometimes they would detect unusual behavior in a small part of a large LIFE pattern. In that case
- they would try to isolate that part, as they did when they noticed a pattern that would be called "the
- shuttle," which would move a distance on the screen, then reverse itself. The shuttle left behind
- some cells in its path, which the hackers called "dribbles." The dribbles were "poison," because
- their presence would wreak havoc on otherwise stable LIFE populations.
- Gosper wondered what might happen if two shuttles bounced off each other, and figured that there
- were between two and three hundred possibilities. He tried out each one, and eventually came
- across a pattern that actually threw off gliders. It would move across the screen like a jitterbugging
- whip, spewing off limp boomerangs of phosphor. It was a gorgeous sight. No wonder this was
- called LIFE the program created life itself. To Gosper, Con-way's simulation was a form of genetic
- creation, without the vile secretions and emotional complications associated with the Real World's
- version of making new life. Congratulations you've given birth to a glider gun!
- Early the next morning Gosper made a point of printing out the coordinates of the pattern that
- resulted in the glider gun, and rushed down to the Western Union office to send a wire to Martin
- Gardner with the news. The hackers got the fifty dollars.
- This by no means ended the LIFE craze on the ninth floor. Each night, Gosper and his friends
- would monopolize the 340 display running various LIFE patterns, a continual entertainment,
- exploration, and journey into alternate existence. Some did not share their fascination, notably
- Greenblatt. By the early seventies, Greenblatt had taken more of a leadership role in the lab. He
- seemed to care most about the things that
- had to be done,
- and after being the de facto caretaker of
- the ITS system he was actively trying to transform his vision of the hacker dream into a
- machine
- that would embody it. He had taken the first steps in his "chess machine," which responded with a
- quickness unheard of in most computers. He was also trying to make sure that the lab itself ran
- smoothly, so that hacking would progress and be continually interesting.
- He was not charmed by LIFE. Specifically, he was unhappy that Gosper and the others were
- spending "unbelievable numbers of hours at the console staring at those soupy LIFE things" and
- monopolizing the single 340 terminal. Worst of all, he considered the program they were using as
- "clearly non-optimal." This was something the LIFE hackers readily admitted, but the LIFE case
- was the rare instance of hackers tolerating some inefficiency. They were so thrilled at the unfolding
- display of LIFE that they did not want to pause even for the few days it might take to hack up a
- better program. Greenblatt howled in protest "the heat level got to be moderately high," he later
- admitted and did not shut up until one of the LIFE hackers wrote a faster program, loaded with
- utilities that enabled you to go backward and forward for a specified number of generations, focus
- in on various parts of the screen, and do all sorts of other things to enhance exploration.
- Greenblatt never got the idea. But to Gosper, LIFE was much more than your normal hack. He saw
- it as a way to "basically do science in a new universe where all the smart guys haven't already nixed
- you out two or three hundred years ago. It's your life story if you're a mathematician: every time
- you discover something neat, you discover that Gauss or Newton knew it in his crib. With LIFE
- you're the first guy there, and there's always fun stuff going on.
- You can do everything from recursive function theory to animal husbandry. There's a community of
- people who are sharing these experiences with you. And there's the sense of connection between
- you and the environment. The idea of where's the boundary of a computer. Where does the
- computer leave off and the environment begin?"
- Obviously, Gosper was hacking LIFE with near-religious intensity. The metaphors implicit in the
- simulation of populations, generations, birth, death, survival were becoming real to him. He began
- to wonder what the consequences would be if a giant supercomputer were dedicated to LIFE ... and
- imagined that eventually some improbable objects might be created from the pattern. The most
- persistent among them would survive against odds which Gosper, as a mathematician, knew were
- almost impossible. It would not be randomness which determined survival, but some sort of
- computer Darwinism. In this game which is a struggle against decay and oblivion, the survivors
- would be the "maximally persistent states of matter." Gosper thought that these LIFE forms would
- have
- contrived
- to exist they would actually have evolved into intelligent entities.
- "Just as rocks wear down in a few billion years, but DNA hangs in there," he'd later explain. "This
- intelligent behavior would be just another one of those organizational phenomena like DNA which
- contrived to increase the probability of survival of some entity. So one tends to suspect, if one's not
- a creationist, that very very large LIFE configurations would eventually exhibit intelligent
- [characteristics]. Speculating what these things could know or could find out is very intriguing ...
- and perhaps has implications for our own existence."
- Gosper was further stimulated by Ed Fredkin's theory that it is impossible to tell if the universe isn't
- a computer simulation, perhaps being run by some hacker in another dimension. Gosper came to
- speculate that in his imaginary ultimate LIFE machine, the intelligent entities which would form
- over billions of generations might also engage in those very same speculations. According to the
- way we understand our own physics, it is impossible to make a perfectly reliable computer. So
- when an inevitable bug occurred in that super-duper LIFE machine, the intelligent entities in the
- simulation would have suddenly been presented with a window to the metaphysics which
- determined their own existence. They would have a clue to how they were really implemented. In
- that case, Fredkin conjectured, the entities might accurately conclude that they were part of a giant
- simulation and might want to pray to their implementors by arranging themselves in recognizable
- patterns, asking in readable code for the implementors to give clues as to what
- they're
- like. Gosper
- recalls "being offended by that notion, completely unable to wrap my head around it for days,
- before I accepted it."
- He accepted it.
- Maybe it is not so surprising. In one sense that far-flung conjecture was already reality. What were
- the hackers but gods of information, moving bits of knowledge around in cosmically complex
- patterns within the PDP-6? What satisfied them more than this power? If one concedes that power
- corrupts, then one might identify corruption in the hackers' failure to distribute this power and the
- hacker dream itself beyond the boundaries of the lab. That power was reserved for the winners, an
- inner circle that might live by the Hacker Ethic but made little attempt to widen the circle beyond
- those like themselves, driven by curiosity, genius, and the Hands-On Imperative.
- Not long after his immersion in LIFE, Gosper himself got a glimpse of the limits of the tight circle
- the hackers had drawn. It happened in the man-made daylight of the 1972 Apollo 17 moon shot. He
- was a passenger on a special cruise to the Caribbean, a "science cruise" timed for the launch, and
- the boat was loaded with sci-fi writers, futurists, scientists of varying stripes, cultural commentators,
- and, according to Gosper, "an unbelievable quantity of just completely empty-headed cruise-niks."
- Gosper was there as part of Marvin Minsky's party. He got to engage in discussion with the likes of
- Norman Mailer, Katherine Anne Porter, Isaac Asimov, and Carl Sagan, who impressed Gosper with
- his Ping-Pong playing. For real competition, Gosper snuck in some forbidden matches with the
- Indonesian crewmen, who were by far the best players on the boat.
- Apollo 17 was to be the first manned space shot initiated at night, and the cruise boat was sitting
- three miles off Cape Kennedy for an advantageous view of the launch. Gosper had heard all the
- arguments against going to the trouble of seeing a liftoff why not watch it on television, since you'll
- be miles away from the actual launching pad? But when he saw the damn thing actually lift off, he
- appreciated the distance. The night had been set ablaze, and the energy peak got to his very insides.
- The shirt slapped on his chest, the change in his pocket jingled, and the PA system speakers broke
- from their brackets on the viewing stand and dangled by their power cords. The rocket, which of
- course never could have held to so true a course without computers, leapt into the sky, hell-bent for
- the cosmos like some naming avenger, a Spacewar nightmare; the cruise-niks were stunned into
- trances by the power and glory of the sight. The Indonesian crewmen went berserk. Gosper later
- recalled them running around in a panic and throwing their Ping-Pong equipment overboard, "like
- some kind of sacrifice."
- The sight affected Gosper profoundly. Before that night, Gosper had disdained NASA's human-
- wave approach toward things. He had been adamant in defending the AI lab's more individualistic
- form of hacker elegance in programming, and in computing style in general. But now he saw how
- the Real World, when it got its mind made up, could have an astounding effect. NASA had not
- applied the Hacker Ethic, yet it had done something the lab, for all its pioneering, never could have
- done. Gosper realized that the ninth-floor hackers were in some sense deluding themselves, working
- on machines of relatively little power compared to the computers of the future yet still trying to do
- it all, change the world right there in the lab. And since the state of computing had not yet
- developed machines with the power to change the world at large certainly nothing to make your
- chest rumble as did the NASA operation all that the hackers wound up doing was making Tools to
- Make Tools. It was embarrassing.
- Gosper's revelation led him to believe that the hackers
- could
- change things just make the computers
- bigger, more powerful, without skimping on expense. But the problem went even deeper than that.
- While the mastery of the hackers had indeed made computer programming a spiritual pursuit, a
- magical art, and while the culture of the lab was developed to the point of a technological Walden
- Pond, something was essentially lacking.
- The world.
- As much as the hackers tried to make their own world on the ninth floor, it could not be done. The
- movement of key people was inevitable. And the harsh realities of funding hit Tech Square in the
- seventies: ARPA, adhering to the strict new Mansfield Amendment passed by Congress, had to ask
- for specific justification for many computer projects. The unlimited funds for basic research were
- drying up; ARPA was pushing some pet projects like speech recognition (which would have
- directly increased the government's ability to mass-monitor phone conversations abroad and at
- home). Minsky thought the policy was a "losing" one, and distanced the AI lab from it. But there
- was no longer enough money to hire anyone who showed exceptional talent for hacking. And
- slowly, as MIT itself became more ensconced in training students for conventional computer
- studies, the Institute's attitude to computer studies shifted focus somewhat. The AI lab began to look
- for teachers as well as researchers, and the hackers were seldom interested in the bureaucratic
- hassles, social demands, and lack of hands-on machine time that came with teaching courses.
- Greenblatt was still hacking away, as was Knight, and a few newer hackers were proving
- themselves masters at systems work ... but others were leaving, or gone. Now, Bill Gosper headed
- West. He arranged to stay on the AI lab payroll, hacking on the ninth-floor PDP-6 via the ARPAnet
- ... but he moved to California, to study the art of computer programming with Professor Donald
- Knuth at Stanford. He became a fixture at Louie's, the best Chinese restaurant in Palo Alto, but was
- missing in action at Tech Square. He was a mercurial presence on computer terminals there but no
- longer a physical center of attention, draped over a chair, whispering, "Look at
- that,"
- while the 340
- terminal pulsed insanely with new forms of LIFE. He was in California, and he had bought a car.
- With all these changes, some of the hackers sensed that an era was ending. "Before [in the sixties],
- the attitude was 'Here's these new machines, let's see what they can do,'" hacker Mike Beeler later
- recalled. "So we did robot arms, we parsed language, we did Spacewar ... now we had to justify
- according to national goals. And [people pointed out that] some things we did were curious, but not
- relevant ... we realized we'd had a Utopian situation, all this fascinating culture. There was a certain
- amount of isolation and lack of dissemination, spreading the word. I worried that it was all going to
- be lost."
- It would not be lost. Because there was a second wave of hackers, a type of hacker who not only
- lived by the Hacker Ethic but saw a need to spread that gospel as widely as possible. The natural
- way to do this was through the power of the computer, and the time to do it was now. The
- computers to do it would have to be small and cheap making the DEC minicomputers look like IBM
- Hulking Giants by comparison. But small and powerful computers in great numbers could truly
- change the world. There were people who had these visions, and they were not the likes of Gosper
- or Greenblatt: they were a different type of hacker, a second generation, more interested in the
- proliferation of computers than in hacking mystical AI applications. This second generation were
- hardware hackers, and the magic they would make in California would build on the cultural
- foundation set by the MIT hackers to spread the hacker dream throughout the land.
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