specularium

Rebel Physics

Peter J. Carroll

Latest Blog Post

  • March

    Politics

    If Britain did not belong to the EU it most certainly would not try to join it now. Even the ‘Remain In’ advocates concede that it has deep flaws, a dysfunctional common currency, a failing migration system, a lack of democratic accountability, fraud on a vast scale, and an overweening bureaucracy and regulatory culture that stifles productivity, competitiveness and freedom.

    Only two things can keep Britain in the EU - GREED and FEAR.

    GREED plays to Big Business; the EU provides the perfect vehicle through which Big Businesses can advise on a regulatory culture to exclude their small business competitors. Madness lies this way, small businessess provide most of our employment, and all businessess start small.

    GREED plays to the Political Class; the EU provides incredibly well paid jobs for defeated or retired politicians, or for those politicos who don’t even want to risk trying to get elected.

    GREED also plays to all those who get EU subsidies like Universities and bodies representing ‘deprived’ areas. However as Britain remains a large net contributor to EU funds anyway, it seems myopic of these bodies to demand that Britain remain in the EU. They should instead demand that a Britain free from the EU gives them the subsidies they need directly rather than pay in to the EU coffers first and get only half of it back. Outsourcing the subsidy mechanisms makes no sense whatever.

    FEAR plays to those who prefer the deeply flawed to the slightly unknown. Nobody really knows what effect leaving the EU will have on British employment, trade, security, and finance, some think that all of these may deteriorate but only by a little for a short while, some think that they may all improve a bit almost immediately. However nobody can make a case that Britain cannot stand on its own two feet and that catastrophe would follow Brexit. Project FEAR lays founded upon exaggerations from the GREED lobby.

    The argument that Britain should remain in a flawed EU to try and reform it seems utterly fatuous. The attempt to negotiate a few paltry changes before the referendum has yielded nothing of substance and the Eurocrat Synarchists remain as committed as ever to their power grab of political union.

    If Britain goes for Brexit others will follow and the whole creaking EU structure will likely collapse and we will have done everyone a favour. After that we can perhaps gradually rebuild something better in Europe, a Europe of independent nations cooperating on just those matters where it makes economic, military, social, and cultural sense to do so.

    If Britain capitulates to greed and fear now and votes to remain in the EU, then the EU will take that as unconditional surrender and jackboot its way all over British Common Law and the elected British Parliament as it subsumes and assimilates us into the Euro-Synarchy.

    Expect absolute rule from Brussels from people of the calibre of Tony Blair. People who think their own deluded visions and self-aggrandisement actually means what’s best for us, and who will lie and dissemble and eventually screw up bigtime, in their quest to achieve it.     

    Science & Politics

    On the subject of Euro Fraud and Euro Screw Up, have a look at the latest from CERN

    http://phys.org/news/2016-01-physicists-theories-mysterious-collision-large.html

    The Large Hadron Collider project begins to look evermore like a metaphor for the EU itself. Built upon rather questionable assumptions at vast cost for reasons more political than scientific, the LHC has not really done what it says on the tin; or on the Nobel Prize citations either.

    However after such vast expenditure they have had to trumpet almost complete failure as almost complete triumph.

    A vast pyramid of committees designed and built this machine and its experiments on the basis of theories which had unresolved contradictions with other theories. It has so far failed to produce any sort of clear strong signal amongst the blizzard of statistical data and dashed hopes that it has generated. A tiny bump on a graph at 126GeV might correspond to a boson like particle, however that doesn’t mean that they have found a Higgs boson to confirm the Higgs Mechanism which supposedly gives matter about 1% of its mass (in contradiction to General Relativity theory).

    Well now they have just found another tiny blip on a graph at about 750GeV. If they had found this first no doubt they would have celebrated it as THE discovery of the Higgs boson. This sort of thing risks bringing science into disrepute. For the sake of having a grandiose Euro mega-project they didn’t invest in many smaller more modest and better thought out experiments and collaborations, but went for broke and created a mess instead.

    At such high beam intensities, energy and mass tend to freely interconvert and for fleeting fractions of a second, highly unstable configurations arise and then almost instantly fly apart again into fresh showers of configurations which eventually decay back into ordinary stable particles. It seems that with enough energy you can convert almost any configuration into any other and the whole notion of ‘fundamental particle’ becomes questionable, particularly when the protocols of data collection and selection and statistical manipulation allow for the abstraction of any desired result from the resulting mess. Thus we see the triumph of theory and political policy over empirical science.

    Something similar seems to have happened at that other cutting edge of science up at the cosmology end of the scale. The standard model of cosmology with its big bang beginning and subsequent expansion has achieved a massive inertia because of all the government money that has gone into it. Academics have closed ranks around this theory because their grants depend on excluding all dissenting views and all dissenting interpretations of the data generated by their increasingly expensive experiments. Instead they develop ever more tortuous arguments for preserving a theory that looks increasingly flawed.  

    Magic & Philosophy

    I always enjoy looking at the entries on Magic and related topics in the Catholic Encyclopaedia. They sometimes prove thought provoking because they usually turn reality on its head for faith based motives, so if you consider the exact opposite of what it says you can sometimes learn something. Try this for example:

    “It is not true that "religion is the despair of magic"; in reality, magic is but a disease of religion.”

    The Occult entry then goes on at some length to variously opine that Magic cannot happen because of its physically impossibility, but that Magic does happen but only with the ultimate permission of god, either under his direct aegis or that of evil spirits (?!).

    In reality humanity has always enjoyed the three perspectives of Materialism, Transcendentalism, and Magic, or if you like, a belief in the powers of Common Sense, Faith, and ‘Intent plus Imagination’.

    In practise all three of these perspectives have to varying degrees always influenced our beliefs and actions and they probably always will.

    All religions seem to begin with magical events and myths and then as they develop, the priesthoods tend to try and reserve magical activities to themselves. If the religion fails to live up to expectations the laity often begin to dabble with magical practices themselves also.

    Materialism, the belief in the cause and effect relationships between phenomena, does not represent some radical new world view that arose with modern science. Even the fashioning of the simplest stone tools requires some pretty acute appreciation of how stuff works. Materialism never strays all that far from Transcendentalism or Magic either. Materialists regard the laws of the universe as effectively transcendental and they regard intent and imagination as essential in their exploitation of them.

    I just read Mind Tricks, Ancient and Modern, by Steven Saunders, Wooden Books

    http://www.amazon.co.uk/Mind-Tricks-Ancient-Modern-Wooden/dp/0802716806

    I picked it up whilst lecturing on Chaos Magic to the Bristol Quest Conference.

    This quirky little gem opens with Getting Out of Your Box, the idea that we all inhabit mostly a box of faith, or of science, or of philosophy, and the suggestion that we try looking at the other two from the inside as well as from the outside.

    I feel most at home in the box of Natural Philosophy which contains the sub-boxes of Science and Magic, so from that perspective I shall ask of Faith:-

    What Do Spirits Do?

    I asked a wise man, how come fairies wear clothes?

    He said, fairies are there to represent humanity back to itself, hence the clothing.

    That seems about right; they personify our feelings about nature and our desires and fears about interacting with it.

    Something similar seems to apply to all the gods and goddesses; they reflect humanity back to itself in aspirational form, so that we can believe in ourselves.

    They help us to justify what we do, they can en-courage us to excel.

    Believing himself the son of Zeus, Alexander conquered an empire.

    Do spirits really exISt? Well I don’t know what anything ‘IS’, I can only know what phenomena do, and how that doing resembles or differs from other forms of doing.

    To that extent I prefer to choose my inspirations from the gods and goddesses that we can imagine, rather than from the celebrities that the media manufacture for us.

    So I suppose I have Faith of a sort, if only faith in my imagination, but I now have a goddess for that as well – Apophenia, and for some reason I seem to prefer to see my Muse naked.    

    Written on Wednesday, 16 March 2016 15:45 in Blog Read 118 times

Latest Games Post

  • Favorite Games

    Herewith a list of games that have particularly intrigued me over the years, some remain in print, some you can find easily on the net, others remain personal creations or in development. Games have made a considerable contribution to my thinking since an early age, not perhaps as much as books, yet interesting games function a bit like a books, and not only do they have a stories to tell in their structures but you can evolve stories as you play them or adapt them.

    Careers. https://en.wikipedia.org/wiki/Careers_(board_game) I came across this at about age 12. I knew little about the world in those unsophisticated times and attended a grammar school where the English Master (a wily and provocative old cove) would occasionally announce ‘You are here to be educated as clerks, like your fathers’. Fortunately the school also had a science department, although nobody had a clue what you could do with a science education except become a science teacher. The school gave no career advice, it assumed you would either take one of the plentiful clerical jobs available at the time, or go to university and think of something whilst there. The game of Careers thus seemed an astonishing eye opener. Choose Wealth, Happiness, or Fame, join a whole series of professions, buy a yacht, in short; choose an Identity! All this seemed to sit in my subconscious till the mid-1970s, an era of plenty when career-anxiety seemed to give way to the search for personal identity in my peer group. I guess that I have always looked at life as a sort of board game. A lot of the assumptions built into the Careers game now seem simplistic but eventually it would perhaps have some influence over what I wrote in EPOCH, but more of that in a following article.

    The Game of Nations. This came out in the 1970’s to model the then current oil crisis. Players control abstract Middle –Eastern oil producing territories and vie to get wealth that they can spend on oil extraction, tankers, and pipelines, or on taking over adjoining territories. The game system does not involve dice but it does have uncertainties built in with event cards. Players can buy Politicians, Secret Agents, Monarchs, Dictators, and Guerrillas in an attempt to subvert or conquer additional territories. Today we should perhaps consider adding Theocrats as well, and making the map less abstract and updating the events cards.

    The Russians currently seem to play a strong hand in Syria. The West has perhaps made a mistake in supporting the ‘moderate’ rebels. Both sides need Iranian cooperation and support but if the Iranians come out of this on top then all hell may break loose if they go head to head with the Saudis.

     Diplomacy. This classic game of early 20th Century European alliances represents one of the few games which model WW1 in an interesting way. Apart from the naval battle of Jutland the battles of WW1 mainly got settled by terrible attrition rather than by interesting tactics and manoeuvres. In Diplomacy we see the bigger picture as nations make secret alliances and agreements off board and then simultaneously reveal their strategies to see what results. Historians argue constantly about the causes of WW1, but in this model scenario, war seems virtually inevitable if the game represents the actual diplomatic system of the time. The game however does really need 5 or more players, but you can play it over many days with perhaps a move a day, and with secret diplomatic notes passed around at tea and lunch breaks.

    Axis & Allies. The basic Axis & Allies game models WW2 from after it has started and Japan has attacked Hawaii and the Germans have attacked Russia. It can accommodate five players but it works well with just two. Basically it works a bit like the simple strategy game of ‘Risk!’ where you get extra forces for conquering more territory, however the forces consist of various types of land, sea, and air units which makes it far more detailed and engaging. Subsequent versions have striven for yet more detail and realism. The initial game suffered from the structural quirk that Japanese commanders with any sense should disengage quickly from the pacific and attack Russia in the east, thus virtually ensuring an Axis economic victory. However for historical reasons, notably the Nomonhan Incident, the Nazi-Soviet Non-Aggression Pact and an Oil Embargo, they adopted a Pacific strategy. The critical role of oil supply in WW2 does not seem well reflected in the basic rules.

    Buck Rogers – Battle for the 25th Century. This quirky game never became very popular but you can get second-hand versions quite easily. It has an Axis and Allies type strategic structure but set in the inner solar system with spaceships and spacefaring troops disputing the control of Mercury, Venus, Earth, Mars, the Asteroids and various orbital facilities. It has the extraordinary feature of a variable geometry board. The Planets move around the Sun and you need to plan spacecraft trips accordingly. The basic game has some complications that I don’t find worthwhile; I have preferred to adapt the rules to make it more like Axis & Allies and also to use the Risk 2210 sci-fi pieces to provide more choices of troop type. 

    Discworld. Ankh-Morepork. Something extraordinary happened here and then a tragedy occurred. Perhaps by some happy chance a really good game got cobbled together in Ankh-Morepork, (two attempts to make sequels to it fell badly flat) but then after the death of Sir Terry Pratchett something went wrong with the rights and the publishers had to stop making it. Sets can now fetch several hundred pounds. The game has a bit of everything, it seems a bit like turbo-monopoly with assassination and magic, although amassing property may not necessarily win you the game because you don’t know which characters your opponents play. It works best with four players and it contains enough randomness and pageantry from the books to make it surprising and enjoyable for aficionados and beginners.

    Space Raid.  Interstellar board game design presents two major problems, firstly how to represent 3D space on a 2D board, and secondly how to allow for the vast distances and speeds involved. The designer needs to invoke or invent some reasonably credible but as yet undiscovered physics.

    In designing Space Raid, I opted for sheets of black board with numbered or named stars on them joined by pale green lines representing possible jump routes between them of lengths of up to a few parsecs, to produce a sort of spider web or network of jump routes with the stars at the nodes and with most stars connected to between 2 and 4 others by jump routes. On the board the jump routes have different apparent lengths to represent the reality of the stars not all lying in exactly the same plane, but perhaps lying in the thickness of the plane of a spiral galaxy.

    The starships move using (hypothetical) gravity focussing devices. By focussing the gravity drive exclusively on a nearby star, a ship accelerates towards it and achieve an immense velocity fairly quickly.  It then performs a slingshot manoeuvre around the star and as it hurtles away it uses the gravity focussing drive to brake against the star to eventually bring itself more or less to rest around another nearby star. Thus each time a ship makes a jump it leaves one star system, hurtles through another without stopping, and ends up in a third. Two further quirks of relativistically dubious speculative physics also occur in this scenario, initiating a jump sends out a non-local gravitational hyperwake through the system so all ships know when another has jumped, but not to where, plus all jumps take a very similar amount of time, irrespective of differing distances.

    Rather conveniently this leads to the situation where all ships on both sides can jump simultaneously but commanders don’t know the destinations of their opponent’s ships. So both sides secretly write down the next destinations of their ships and then both reveal them and move their ships and see if any have arrived at the same star systems, in which case combat begins. Plus ships passing through a star system in the middle part of their two star jump have such an enormous velocity that interception and combat remain impossible, however they can deploy kinetic energy weapons in passing, basically dropping rocks on very large targets like planets to create massive devastation. No defence exists against this except to intercept them well before they get within jump range of a star system with a base or colony on one of its planets. This does not seem unreasonable, the capacity for flight soon brought with it the capacity to wreck entire cities; the capacity of interstellar travel would probably bring with it the capacity to wreck entire planets. Players may agree to a treaty forbidding such tactics, or a severe loss of victory points if they break it.

    When opposing starships end up in the same system they can attempt to engage or evade each other using a variety of sensors, cloaking devices, and evasive tactics, force shields, particle beam weapons, and missiles. Each ship has a variety of factors for these and duelling proceeds through the use of asymmetric combat polygons. Ships can also exchange fire with orbital bases or with planetary bases.

    Written on Monday, 22 February 2016 14:34 in Games Read 226 times

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