See A Fictional Language.
I know that some people are elaborating Klingon (see image) so maybe they are way ahead of us here. Let me just try to demonstrate some more of Alan Moore's ingenuity.
p. 14, panel 4
Alanna: D-duss maol olt? Fao Adam AEL? (How is he? Will Adam be well?)
Sardath: Sa. Adam fao ael. Qu dral ol VIER, tertel bu. (Yes. Adam will be well. You can see him...)
p. 14, panel 5
Alanna: Iu, Sardath-cho, Ba ONAMAO qu! (Oh, Sardath. I love you!)
Sardath: Ba onamao QU emsec, Alanna. (I love you too, Alanna.)
p. 15, panel 1
Alanna: ADAM! Iu, onamaol bu... (Adam! Oh, love they...)
p. 15, panel 3
Alanna: Qu fao zon ililoc huls CHECHEDOR Rann, di tomta ILIOCTIBANI. Olf fao doh rette RANN leps THANAGAR. (You will be able to talk to the new Ambassadors to Rann, during the Conference/negotiations. They will (or have?) come to Rann from Thanagar.)
p. 15, panel 4
Adam Strange: THANAGAR? THOM KATAR HOL? (Thanagar? Not Katar Hol?)
Alanna: Tho. Thom KATAR HOL ool SHAYERA. Olf fao HAKKESTRANG! (No. Not Katar Hol or Shayera. They are (will be?) Hawkpeople!)
p. 16, panel 1
Keela Roo: Ael, Sardath-chat. Ol wa ililoc THANAGARRU wo? <... (It is well, Sardath. Should we speak Thanagarru?) (Her Thanagarru is represented by < and by similar signs which are not on my keyboard.)
p. 16, panel 2
Sardath: ADAM-CHI! Ol fa aeli qu fao ael! Olf fao KEELA ROO ep SCIRA EK, checheder leps THANAGAR... (Adam! It is good that you are well! These are Keela Roo and Scira Ek, ambassadors from Thanagar...)
Keela Roo: < etc.
p. 16, panel 3
Keela Roo: ...absorbacon-linked translator should simplify the discussions.
(She holds a glowing pyramid which emits the sound "Veep" as it makes everyone present understand everyone else's speech.)
p. 17, panels 5-6
Adam Strange, speaking while running beyond the range of the absorbascon: Yes, yes. It's okay. I know... "It's a dirty job... (VEEP!) ...claab APOCHAN masraut fao ol!" (Give it to the ape man.) (Or something like that.)
p. 28, panel 2
Adam Strange: Lam TALSA, Keela Roo. Qu glispi SARN. (Good morning, Keela Roo. You look "sarn.")
Keela Roo: Lam Talsa, Adam Strange. Bas Hakkestrange ETHMET glispi sarn. (Good morning, Adam Strange. But Hawkpeople always look "sarn.")
p. 28, panel 3
Keela Roo: Ba murrn ililocta-unulacon bu... (VEEP)... so that we may talk more easily.
p. 34, panel 3
Alanna: ADAM? Voryegger ilioc INGLISH? (Adam? The monster speaks English?)
Adam Strange: Uh, tra. Ol utu "SMALSH-YEGGER," aps URTH. (Uh, yes. He was "Swamp Thing" on Earth.
p. 35, panel 6
Alanna: ADAM? Duss ililoc qu ap Smalsh-Yegger? (Adam? What are you talking about with Swamp Thing?)
p. 36, panel 1
Adam Strange: Ep URTH, epo GOTHAMAGAR, Smalsh-Yegger faor lurshastrang. Fao ol lurshastrang ep RANN? (On Earth, in Gotham City, Swamp Thing made vegetation. Will he make vegetation on Rann?)
p. 36, panel 2
Alanna: Mamoon. Iu, Smalsh-Yegger, MAMOON. (Please. Oh, Swamp Thing, please.)
I am starting to decipher more but enough is enough. One sentence of Planha in Poul Anderson's "Lodestar" has made me revisit and re-appreciate Alan Moore's Rannian dialogue.
Showing posts sorted by relevance for query Adam Strange. Sort by date Show all posts
Showing posts sorted by relevance for query Adam Strange. Sort by date Show all posts
Tuesday, 10 December 2019
Monday, 9 December 2019
A Fictional Language
See Fictional Languages II.
Short, snappy posts mean that I am busy but also posting quickly when possible. I hope that this is OK.
I want to show what Alan Moore did with a fictional language because it could be applied to dialogue in sf films. Someone who learned enough of a fictional language might be able to dispense with subtitles. On the other hand, since Poul Anderson told us only a few words or phrases of Planha and Eriau and none of Temporal, these would have to be written by someone else and therefore would not be the work of Anderson himself. I suppose that fully authentic screen adaptations of Technic History stories should not add anything and therefore should just present the dialogue of Ythrians and Merseians in English.
These are extracts only, from Moore's Swamp Thing, with my attempted translations.
p. 10, full page panel
Alanna: ADAM! Duss Maol Qu? (Adam! How are you?)
p. 11, panel 1
Alanna: ADAM? Adam ililoc ba! (Adam? Adam speak to me!)
(Sarnath tells Masmat to go and bring a vehicle called a "glispin" here, then to use it to take him, Adam, to the city of Ranagar. Masmat assents.)
p. 11, panel 2
Sarnath: Duss moal olt? (How is he?)
Alanna: Faor apic-zeta faor hoord ol? (Has the zeta-beam harmed him?)
(I am having to skip past some sentences.)
p. 11, panel 3
Sarnath: Ba thom ESESSU. Apic-zeta tho faor BREMEL ol hoord, claab... (You are not correct. The zeta-beam has not done any harm to him...)
Adam Strange: Green... splashed through it... deep green...
Alanna: SARDATH-CHO! OL ILIOC! Ol ililoc Inglish! Fao ol...? (Sardath! He speaks! He speaks English! What is he...?)
p. 11, panel 4
Sarnath: VIER! GLISPIN doh rette! (See! The "glispin" comes here.)
Alanna: Iu, Adam... (Oh, Adam...)
p. 11, panel 5
Masmat: Bas glispin hege, Sardath-chat. (The "glispin" is here, Sarnath.)
Sarnath: Ael! (Good.) (I cannot interpret his next sentence.)
Alanna: Fao thom hoord ol... (That he is not hurt...)
p. 11, panel 6
Alanna: Iu, Sardath-cho...Faori ol ael-fao? (Oh, Sardath... Will he be alright?)
Sardath: SASSU, Alanna. Sassu... (Wait, Alanna. Wait...) (Or something like that.)
I hope that this conveys something. It is a bit tedious, especially trying to reproduce the melodramatic comic strip punctuation. I would like to quote some more of Moore's dialogue because it suggests what might be done. On the other hand, the pictures, which I cannot reproduce here, supplement the words whereas a prose writer works only with words.
Short, snappy posts mean that I am busy but also posting quickly when possible. I hope that this is OK.
I want to show what Alan Moore did with a fictional language because it could be applied to dialogue in sf films. Someone who learned enough of a fictional language might be able to dispense with subtitles. On the other hand, since Poul Anderson told us only a few words or phrases of Planha and Eriau and none of Temporal, these would have to be written by someone else and therefore would not be the work of Anderson himself. I suppose that fully authentic screen adaptations of Technic History stories should not add anything and therefore should just present the dialogue of Ythrians and Merseians in English.
These are extracts only, from Moore's Swamp Thing, with my attempted translations.
p. 10, full page panel
Alanna: ADAM! Duss Maol Qu? (Adam! How are you?)
p. 11, panel 1
Alanna: ADAM? Adam ililoc ba! (Adam? Adam speak to me!)
(Sarnath tells Masmat to go and bring a vehicle called a "glispin" here, then to use it to take him, Adam, to the city of Ranagar. Masmat assents.)
p. 11, panel 2
Sarnath: Duss moal olt? (How is he?)
Alanna: Faor apic-zeta faor hoord ol? (Has the zeta-beam harmed him?)
(I am having to skip past some sentences.)
p. 11, panel 3
Sarnath: Ba thom ESESSU. Apic-zeta tho faor BREMEL ol hoord, claab... (You are not correct. The zeta-beam has not done any harm to him...)
Adam Strange: Green... splashed through it... deep green...
Alanna: SARDATH-CHO! OL ILIOC! Ol ililoc Inglish! Fao ol...? (Sardath! He speaks! He speaks English! What is he...?)
p. 11, panel 4
Sarnath: VIER! GLISPIN doh rette! (See! The "glispin" comes here.)
Alanna: Iu, Adam... (Oh, Adam...)
p. 11, panel 5
Masmat: Bas glispin hege, Sardath-chat. (The "glispin" is here, Sarnath.)
Sarnath: Ael! (Good.) (I cannot interpret his next sentence.)
Alanna: Fao thom hoord ol... (That he is not hurt...)
p. 11, panel 6
Alanna: Iu, Sardath-cho...Faori ol ael-fao? (Oh, Sardath... Will he be alright?)
Sardath: SASSU, Alanna. Sassu... (Wait, Alanna. Wait...) (Or something like that.)
I hope that this conveys something. It is a bit tedious, especially trying to reproduce the melodramatic comic strip punctuation. I would like to quote some more of Moore's dialogue because it suggests what might be done. On the other hand, the pictures, which I cannot reproduce here, supplement the words whereas a prose writer works only with words.
Wednesday, 14 February 2018
Nat Falkayn
When Nat Falkayn learns Planha, he must understand not only spoken words but also ripples in feathers which, of course, he cannot reproduce. For example, Thuriak comments with his feathers that Nat is troubled.
The Ythrians fly by flapping their wings. Nat follows with the gravbelt that encircles his waist, its twin-cylindered powerpack on his back. This makes him look like those comic strip sf characters who fly with rockets on their backs, e.g., Adam Strange (see image) or the Rocketeer or the cinema serial character, Rocketman. (See also Jet pack.)
We have previously compared Ythrians with Hawkman (see "Comparisons With Superheroes" here) who combines an antigravity belt with artificial wings. Might human choth members be able to develop a belt-and-wings apparatus that would enhance their identification with Ythrians?
The Ythrians fly by flapping their wings. Nat follows with the gravbelt that encircles his waist, its twin-cylindered powerpack on his back. This makes him look like those comic strip sf characters who fly with rockets on their backs, e.g., Adam Strange (see image) or the Rocketeer or the cinema serial character, Rocketman. (See also Jet pack.)
We have previously compared Ythrians with Hawkman (see "Comparisons With Superheroes" here) who combines an antigravity belt with artificial wings. Might human choth members be able to develop a belt-and-wings apparatus that would enhance their identification with Ythrians?
Friday, 16 February 2018
Minorities
(The human being looks very like Adam Strange.)
In the Terran Empire:
Greater Terra includes many nonhuman populations;
many nonhuman individuals are Terran citizens;
however, more human beings are in key positions.
By contrast, in the Domain of Ythri, human beings inhabit a single planet although they are the majority there. Reflecting on his species' minority status in the Domain, Daniel Holm asks:
"'...we rate respect too. Don't we?'"
-Poul Anderson, The People Of The Wind IN Anderson, Rise Of The Terran Empire (Riverdale, NY, 2011), Chapter II, p. 460.
That sounds like the current plea that white heterosexual men also have rights. Of course we do: the same human rights as everyone else.
In the Terran Empire:
Greater Terra includes many nonhuman populations;
many nonhuman individuals are Terran citizens;
however, more human beings are in key positions.
By contrast, in the Domain of Ythri, human beings inhabit a single planet although they are the majority there. Reflecting on his species' minority status in the Domain, Daniel Holm asks:
"'...we rate respect too. Don't we?'"
-Poul Anderson, The People Of The Wind IN Anderson, Rise Of The Terran Empire (Riverdale, NY, 2011), Chapter II, p. 460.
That sounds like the current plea that white heterosexual men also have rights. Of course we do: the same human rights as everyone else.
Saturday, 23 January 2021
Powerpack Man
"Wingless."
Indeed, searching for an image of the comic book character, Adam Strange, I find him teamed with the Rocketeer.
Nat Falkayn's gravbelt encircles his waist and:
"On his back were the two cylinders of its powerpack." (p.415)
Thus, visually, he resembles the many fictional characters who used to fly with rockets strapped to their backs. I am sure that Poul Anderson intended this resemblance.
Indeed, searching for an image of the comic book character, Adam Strange, I find him teamed with the Rocketeer.
Many fictional characters fly by different means but how would you control a rocket - or is it a jet? - on your back and prevent the obvious damage that it could cause? Powerpacks for a gravbelt are a much more plausible explanation of cylinders on a flying man's back. Now all we need are a few gravbelts.
Saturday, 8 May 2021
Planetary Heroes
Some fictional characters travel to another planet and become the hero of that planet:
Kal-El, Earth;
John Carter, Mars;
Flash Gordon, Mongo;
Adam Strange, Rann.
Is there an equivalent in Poul Anderson's comprehensive canon? Almost but not quite. Dominic Flandry's liberation of Unan Besar would make him a heroic figure on that planet. However, to parallel Kal-El, Carter etc more closely, Flandry would have to be of a different species from the people liberated. Further, he would have to either stay on Unan Besar or frequently return there to perform more heroic acts. However, he would become a legend and possibly a hero of fictional narratives on Unan Besar. In his own series, Flandry is the kind of sf hero who has adventures on different planets.
He saves the Scothans from the disastrous consequences of their imperialism and plays a pivotal role on Dennitza although the historical figures popularly remembered there are Gospodar Bodin and St. Kossara.
Thursday, 8 February 2018
ANDERSONIAN CHESS, by Sean M. Brooks
In
this article I will discuss how Poul Anderson used the game of chess. I
noticed how many times, in both stories and novels, chess is mentioned
by him. This caused me to keep in the remoter recesses of my mind the
wish to someday write about this author's use of the Royal Game. Chess,
along with poker, seems to have been the games best liked by Anderson. I
realize this essay will not interest most people, appealing only to
fans of Poul Anderson who also enjoy chess. I don't claim to have
tracked down every mention or use of chess by Anderson in his
works--only to have collected a representative sampling of his use of
that game.
Fred Saberhagen, in the Introduction he wrote for PAWN TO INFINITY
(Ace Books, June 1982), made some interesting comments about how much
chess and science fiction have in common. I'll quote some of what he
said from page 1 of that book: "Chess and fantastic fiction (I use the
term here to include science fiction) began an enthusiastic encounter
with each other at least as far back as Lewis Carroll, and the mating is
still in progress. Both contain strong elements of conflict--Emmanuel
Lasker, one of the great players of all time, defined chess as a
struggle--and both are set in worlds where time and space are subject to
transformation, the ordinary rules of human existence do not apply.
Therefore both tend to appeal to the same kind of mind; an interest in
the fantastic is very often a sign of interest in chess, and vice
versa." I used the text found in that book of Anderson's "The Immortal
Game" for this essay. And what Saberhagen said about fantastic fiction
fans often being interested in chess is certainly true of me!
Before
getting down to a discussion of Anderson's use of chess, collected from
some of his works, I shall give a general overview of how science
fiction writers have used that game. I quoted the following text from
the article "Games and Sports," by Bryan Stableford and Peter Nicholls
(THE ENCYCLOPEDIA OF SCIENCE FICTION, St. Martin's Press, 1993, page
467): "The game which has most frequently fascinated sf writers is
chess, featured in Charles L. HARNESS's "The Chess Players (1953) and
Poul ANDERSON's "The Immortal Game" (1954) as well as Malzberg's TACTICS
OF CONQUEST. John Brunner's THE SQUARES OF THE CITY (1965) has a plot
based on a real chess game, and Ian WATSON's QUEENMAGIC, KINGMAGIC
(1986) includes a world structured as one (as well as worlds structured
according to other games, including Snakes and Ladders!). Gerard Klein
built the mystique of the game into STARMASTER'S GAMBIT (1958; trans.
1973). A version of chess crops up in the works of Edgar Rice
Burroughs--in THE CHESSMEN OF MARS (1922) -- and a rather more exotic
variant plays an important role in THE FAIRY CHESSMEN (1951; vt
CHESSBOARD PLANET; vt THE FAR REALITY) by Lewis Padgett (Henry KUTTNER
and C.L. MOORE). An anthology of chess stories is PAWN TO INFINITY
(anth 1982) ed Fred SABERHAGEN."
The
authors quoted immediately above also discussed how electronic arcade
games and home computer games inspired many stories using such things.
Stableford and Nicholls then wrote (also on page 467 of the same
ENCYCLOPEDIA: "Stories of space battles whose protagonists are revealed
in the last line to be icons in a computer-game "shoot 'em up" may have
succeeded Shaggy God stories (---> ADAM AND EVE) as the archetypal
folly perpetrated by novice writers (although Fredric Brown's similarly
plotted "Recessional" [1960], where the protagonists are chessmen has
been much anthologized)."
Poul
Anderson was fond of chess, so I now quote some examples of how he
mentioned or used that game from his works. In Chapter I of THE LONG
WAY HOME (Ace Books, 1955, as NO WORLD OF THEIR OWN. Republished in 1978
by Gregg Press as THE LONG WAY HOME), readers will find this on page 3:
"Saris Hronna and Robert Matsumoto were the EXPLORER's chess fiends,
they had spent many hours hunched over the board, and it was a strange
thing to watch them: a human whose ancestors had left Japan for America
and a creature from a planet a thousand light-years distant, caught in
the trap of some ages-dead Persian. More than the gaping emptinesses he
had traversed, more than the suns and planets he had seen spinning
through darkness and vacuum, it gave Langley a sense of the immensity
and omnipotence of time."
The
game of chess is also seen in Anderson's story "Que Donn'rez Vous?"
(TALES OF THE FLYING MOUNTAINS (Macmillan, 1970) on page 151:
K-B2.
Q-K7. "Check," said Roy Pearson.
Captain Elias ben Judah did not swear, because it was against his principles. But his comment was violent enough. "Second blinking check in a row," he added, moving the black king to refuge at Kt3."
"And the third," said his operations manager in a parched chuckle. The white queen jumped in his artificial hand to Q8.
One thing I have pondered over with some puzzlement is why Poul
Anderson, when he happened to mention chess MOVES, used the English or
Descriptive notation formerly used by most Anglo/American chess players
for recording moves of the game. It would have been more "science
fictional" if he had used the "Algebraic" notation now dominant for the
recording of chess moves. After all, as long ago as H.J.R. Murray's
massive A HISTORY OF CHESS (1913), wherein the author advocated and used
that system, many English speaking chess players must have known of the
existence of Algebraic notation. Anderson's use of English notation has
caused some of his SF stories to "seem" just a bit dated. The most
likely reason for this is simple enough: the English notation was what
Anderson was FAMILIAR with. The rise and spread of chess computers of
all kinds using only Algebraic notation after 1976 has driven
Descriptive notation into extinction. (I myself used first the English
notation after learning how to play chess--but switched over to
Algebraic notation without difficulty after I was given my first chess
computer in the early 1980's.)
In Anderson's THREE WORLDS TO CONQUER (USA, Pyramid
Books, 1964), in Chapter 4, is another mention of the game: "...a chess
set stood by Fraser's tobacco jar. He'd always liked chess and poker
too much for his own good, he thought in the back of his brain: they
could become a way of life if you didn't watch them." I think this can
reasonably be understood as being Anderson's personal view of these
games.
The most numerous references to chess I found in the works of Poul
Anderson came from his Technic Civilization series. For example, the
unnamed narrator in "The Problem of Pain" mentions chess: "...he plays
chess at just about my level of skill," page 36 of THE EARTHBOOK OF
STORMGATE (Berkley, 1978).
I
now wish to discuss how Anderson mentioned chess in his Time Patrol
story "Brave To Be A King" (THE TIME PATROL, Tor [1991], page 53). Keith
Denison, a Patrol agent Shanghaied by a powerful Median politician to
pose as Cyrus the Great, was conversing with Manse Everard and said:
"Kobad the Mage has some original thoughts, and he's the only man alive
who dares beat me at chess." The problem is this, chess did not exist
in that king's time, and would not for more than one thousand years. As
H.J.R. Murray wrote on page 47 of A HISTORY OF CHESS (1913. Rpt. by
Benjamin Press, Northampton, MA, undated): "The date when it occurred to
some Indian to represent the chaturanga and its evolutions in a game
cannot be fixed, though naturally it cannot be earlier than the
organization of the army on which it is based. Chess was certainly in
existence in the 7th century A.D., and it had already at that time
penetrated to Persia." So it was mistaken of Anderson to say chess was
being played in the Persia of Cyrus the Great (unless we are to assume
Keith Denison taught the game at least to a few persons, such as Kobad
the Mage).
Chess is also seen in ENSIGN FLANDRY in Chapter 2. Commander Max
Abrams, the officer in charge of Terra's Naval Intelligence operations
on the planet Starkad, was not only a chess player, but also, in one of
those curiously respectful, half-friendly relationships which can show
up even between enemies in opposing military forces, was playing a game
of correspondence chess with Runei the Wanderer, the Merseian officer in
command of the Roidhunate's forces on the same planet. Merseia was the
great rival and enemy of the Terran Empire in the second half of
Anderson's Technic Civilization stories. But even Merseia, however
hostile it was to mankind, the race which had not only saved its planet
(see "Day of Burning") and from whom it learned how to reach the stars,
couldn't help being culturally influenced by the Terrans in some ways
(such as adopting chess and the drinking of tea). Getting back to the
point, in Chapter 2 we read: "Time must pass while the word seeped
through channels. Abrams opened a drawer, got out his magnetic
chessboard, and pondered. He hadn't actually been ready to play.
However, Runei the Wanderer was too fascinated by their match to refuse
an offer if he had a spare moment lying around; and damn if any
Merseian son of a mother was going to win at a Terran game." We see
Abrams reflecting on what move to make in the next paragraph:
"Hm....promising development here, with the white bishop...no, wait,
then the queen might come under attack...tempting to sic a computer onto
the problem...betcha the opposition did...maybe not...ah, so."
Regretfully, we see Anderson still using the antiquated Descriptive
notation as Abrams gave Runei his move: "Knight to King's Bishop four."
One of the most extensive uses of chess to be found in the works of
Anderson is in his novel A CIRCUS OF HELLS, on Wayland, a mineral rich
moon of a Jupiter type gas giant planet. Centuries before, shortly
before the complete collapse of the Polesotechnic League, a mining
company had installed a self aware, conscious level computer for
overseeing mining operations. Because Wayland was not a world suitable
for long term occupation by humans. Knowledge of Wayland was lost
during the Time of Troubles and even after the Empire arose to restore
order. To help preserve its sanity during the centuries of isolation
from outside contact, the self aware computer played chess and variants
of chess. In Chapter VIII of A CIRCUS OF HELLS, this is what one of the
robotic White Knights looked like: "A new kind of robot was approaching
from within the sphere. It was about the size of a man. The skin
gleamed golden. Iridescence was lovely over the great batlike wings
that helped the springing of its two long hoofed and spurred legs. The
body was a horizontal barrel, a balancing tail behind, a neck and head
rearing in front. With its goggling optical and erect audio sensors,
its muzzle that perhaps held the computer, its mane of erect antennae,
that head looked eerily equine. From its forepart, swivel mounted,
thrust a lance."
As already stated, the Wayland computer developed elaborate
variants of chess to help preserve its sanity during centuries of
isolation. As Flandry explained in Chapter X of A CIRCUS OF HELLS: "A
thinking capability like that, with nothing but routine to handle, no
new input, decade after decade--" Flandry shivered. "Br-rr! You must
know what sensory deprivation does to organic sophonts. Our computer
rescued itself by creating something complicated and unpredictable to
watch." Almost the only criticism I would make about A CIRCUS OF HELLS
is that too little is shown us of the Wayland AI (Artificial
Intelligence). My view is that Anderson could have devoted a few more
pages to that computer, showing us in more detail both its history and
how it reacted to humans again making contact with it. Flandry did say
the AI was pathetically eager to resume normal operations.
A few more examples of the widespread, ordinary playing of chess by
both humans and non humans within the sphere of space covered by
Technic Civilization can be found in additional stories set by Anderson
in that series. In Chapter XX of A CIRCUS OF HELLS, after Dominic
Flandry and his prisoner Ydwyr the Seeker had agreed on the terms and
conditions of the latter's captivity and release, Ydwyr asked: "With
that made clear, would you like a game of chess?" In Chapter XII of THE
PLAGUE OF MASTERS, after Flandry's friends had rescued him from
Biocontrol Central, we read: "Flandry bent his own head above
respectfully folded hands, hoping the plumes would shadow his face
enough. A couple of men, cross-legged, above a chessboard, looked up in
curiosity and kept on looking." Years later, in Chapter VIII of WE
CLAIM THESE STARS, as Flandry and Catherine Kittredge were traveling to
the planet Vixen, readers will see: "Flandry discovered that Kit could
give him a workout, when they played handball, down in the hold [of his
space ship]. And her stubborn chess game defeated his swashbuckling
tactics most of the time." Last, near the very end of THE GAME OF
EMPIRE, in Chapter 23, we see Flandry using metaphors from chess: "We
play the game move by move, and never see far ahead----the game of
empire, of life, whatever you want to call it--and what the score will
be when all the pieces at last go back into the box, who knows?"
But the story where we see Poul Anderson using chess most deeply
came from his early years as a science fiction writer : "The Immortal
Game" (THE MAGAZINE OF FANTASY AND SCIENCE FICTION, February 1954). The
story was based on a game of chess played by Adolf Anderssen (White)
and L.A.B.F. Kieseritzky (Black) in London, 1851. Anderson used MOSTLY
the exact moves of this game around which to build a fascinating and
thought provoking tale. The Immortal Game was especially interesting
because of how White deliberately sacrificed the Queen and both Rooks to
trap and checkmate Black. This beautiful game deserves to be included
with this essay.
However, when I played through the moves of the game as given in
"The Immortal Game" and wrote them out, I discovered that not all the
moves were the same as the ones I listed below in "Immortal Game One"
(or IG1, for short). The moves in IG1 belong to the game as recorded in
the most widely accepted sources. I checked the entry for the Immortal
Game on page 150 of THE OXFORD COMPANION TO CHESS, by David Hooper and
Kenneth Whyld (Oxford University Press, 1984), and the moves are the
same as in IG1. But the moves in "Immortal Game Two" (IG2) do not
exactly match those in IG1 (see Black's third moves in both lines, for
example). I hope these discrepancies came merely from Anderson using a
different source for this game's moves. Because it would not have been
right for an author to change what the standard sources gave as the
moves for this game.
Immortal Game One. 1e4 e5 2f4 exf4 3Bc4 Qh4+ 4Kf1 b5 5Bxb5
Nf6 6Nf3 Qh6 7d3 Nh5 8Nh4 Qg5? 9Nf5 c6 10g4 Nf6 11Rg1 cxBb5 12h4
Qg6 13 h5 Qg5 14Qf3 Ng8 15Bxf4 Qf6 16Nc3 Bc5 17Nd5!? Qxb2 18Bd6 Bxg1
19e5 QxRa1+ 20Ke2 Na6 21Nxg7+ Kd8 22Qf6+ Nxf6 23Be7 # Mate
Immortal Game Two. 1e4 e5 2f4 exf4 3Bc4 b5 4Bxb5 Qh4+ 5Kf1 Nf6 6Nf3
Qh6 7d3 Nh5 8Nh4 c6 9Nf5 Qg5 10g4 Nf6 11Rg1 cxBb5 12h4 Qg6 13h5 Qg5
14Qf3 Ng8 15Bxf4 Qf6 16Nc3 Bc5 17Nd5 Qxb2 18Bd6 Bxg1 19e5 QxRa1+ 20Ke2
Na6 21Nxg7+ Kd8 22Qf6+ Nxf6 23Be7 # Mate
I list the moves in IG1 which differ from those given in IG2:
3,4,5,8,9, and from move 10, they are exactly the same. I twice checked
and played out the moves given in "The Immortal Game" and they still
came out as recorded in IG2. I don't understand why the moves in
3,4.5,8, and 9 are different from those in the most commonly accepted
record of the Immortal Game (as given in the Hooper/Whyld book). I even
checked online at Wikipedia, and it agrees with THE OXFORD COMPANION TO
CHESS.
Poul Anderson's "The Immortal Game" has to be among the earliest
(if not the earliest) of his stories touching on the themes of AIs and
intelligent, self aware computers. In this story individual computers
controlled its own individual chessmen, plus all the computers on a
given side were linked together to form a kind of group mind programmed
to obey the laws of chess and to make the best possible moves. This was
part of a project studying what happens from using computers tied
together in multiple linkages (PAWN TO INFINITY, "The Immortal Game,"
page 69).
An observer, visiting the scientist overseeing this project,
wondered whether these computers shared many of the qualities of a human
mind, going on to speculate the computers
had become conscious and self aware, to have minds. An idea his host
regarded with skepticism. His visitor argued that the feedback
arrangement of these computers was analogous to the human nervous
system. He then suggested that, even given that the individual
computers were constrained by the group linkage, they still had
individual personalities. Next he wondered if the computers interpreted
the game of chess as the interplay of free will and necessity. And did
these individual computers interpret the data of their moves as
equivalent to the Churchillian "blood, sweat, and tears" (PAWN, pages
69-70)?
It is not my purpose in this article
to give a complete commentary on Anderson's "The Immortal Game" *
(despite writing about that story at greater than expected length). But
a few more comments is called for. The viewpoint character of that
story is the Black King's Bishop, called Rogard. As the computers were
switched on, Rogard was stirred to wakefulness and gazed ahead: "Away
there, across the somehow unreal red-and-black distances of the steppe,
he saw sunlight flash on armor and caught the remote wild flutter of
lifted banners. So it is war, he thought. So we must fight again (PAWN,
page 57). Which means the man visiting the scientist was right, these
computers were self aware, conscious, and thinking entities. And the
computers could even feel love, as we see on pages 58-59 of PAWN TO
INFINITY: "Looking beyond Flambard, the Bishop saw his Queen, Evyan the
Fair, and there was something within him which stumbled and broke into
fire. Very tall and lovely was the gray-eyed Queen of Cinnabar, where
she stood in armor and looked out at the growing battle."
And I like this bit from the story, on
page 62 of PAWN: "There had never been anything but this meaningless
war, there would never be aught else, and when Rogard tried to think
beyond the moment when the fight had begun, or the moment when it would
end, there was only an abyss of darkness." Here we see one of the
computerized chessmen groping with issues of fate and necessity. And
this is more clearly brought out on page 63 of PAWN: "Rogard tried once
more to get out of his square and go to Evyan's aid, but his will would
not carry him. The Barrier held, invisible and uncrossable, and the Law
held, the cruel and senseless Law which said a man must stand by and
watch his lady be slain, and he railed at the bitterness of it, and
lapsed into a gray waiting." Rogard was trying to violate the Laws of
chess, which he had been programmed to obey. Even the mere intent and
attempt indicates he had free will, at least in his mind. And we get a
hint at Churchillian determination at move 20 when Rogard saw the White
King, MIKILLATI, move into e2 to escape Evyan's check: "Peering into
his face, Rogard felt a sudden coldness. There was no defeat there, it
was craft and knowledge and an unbending steel will--..."
Rogard had come to realize that the
wars of Cinnabar (Black) with LEUKAS (White) were senseless and of no
use to either side: "No-No-you fool!" Rogard reached out, trying to
break the Barrier, clawing at MIKILLATI. "Can't you see, none of us can
win, it's death for us all if the war ends. Call her back!" (PAWN, page
68). And of course MIKILLATI ignored Rogard. But I would not go as far
as Rogard did and say the computers died after they were switched off
when Black was checkmated--they lapsed into a kind of dreamless sleep
from which they would eventually be awakened, to fight again.
Wednesday, 5 October 2016
Innocence And Knowledge
OK. I have been bandying the word "innocence" without reflecting on its two meanings which are:
blameless, not guilty;
ignorant of evil -
- although I have clearly been using it in the latter sense. "As yet with no experience of evil" might be more precise. Mythologically, Adam and Eve lost innocence in both senses when they disobeyed and gained knowledge of good and evil. James Blish's title, After Such Knowledge, a quotation from TS Eliot, addresses the question whether the acquisition of knowledge is itself evil. One of Everard's disillusionments is the realization that the Danellians are guilty of meddling in time.
Manse Everard in Amsterdam remembers a visit to the city before he had joined the Time Patrol:
"(Had that summer really been so golden, or had he simply been young, unburdened with too much knowledge?) He half dreaded what he might find." (Time Patrol, p. 479)
The Time Patrol series consistently addresses not only the concept of time travel but also the loss of innocence in the second sense above. But what could be more appropriate for a time travel series? There is real human experience and there is imagined time travel experience and a skilled sf writer blends them together:
"It was a strange thing to meet her at intervals of months which for Havig were hours or days. Each time, she was so dizzyingly grown. In awe he felt a sense of that measureless river which he could swim but on which she could only be carried from darkness to darkness."
-Poul Anderson, There Will Be Time (New York, 1973), IX, p. 98.
We have already looked at time as a river in the Time Patrol.
blameless, not guilty;
ignorant of evil -
- although I have clearly been using it in the latter sense. "As yet with no experience of evil" might be more precise. Mythologically, Adam and Eve lost innocence in both senses when they disobeyed and gained knowledge of good and evil. James Blish's title, After Such Knowledge, a quotation from TS Eliot, addresses the question whether the acquisition of knowledge is itself evil. One of Everard's disillusionments is the realization that the Danellians are guilty of meddling in time.
Manse Everard in Amsterdam remembers a visit to the city before he had joined the Time Patrol:
"(Had that summer really been so golden, or had he simply been young, unburdened with too much knowledge?) He half dreaded what he might find." (Time Patrol, p. 479)
The Time Patrol series consistently addresses not only the concept of time travel but also the loss of innocence in the second sense above. But what could be more appropriate for a time travel series? There is real human experience and there is imagined time travel experience and a skilled sf writer blends them together:
"It was a strange thing to meet her at intervals of months which for Havig were hours or days. Each time, she was so dizzyingly grown. In awe he felt a sense of that measureless river which he could swim but on which she could only be carried from darkness to darkness."
-Poul Anderson, There Will Be Time (New York, 1973), IX, p. 98.
We have already looked at time as a river in the Time Patrol.
Tuesday, 11 December 2018
ANDERSONIAN CHESS, by Sean M. Brooks
In this article I discuss how Poul
Anderson used the game of chess. I noticed how many times, in both
stories and novels, chess is mentioned by him. This caused me to keep
in the remoter recesses of my mind the wish to someday write about this
author's use of the Royal Game. Chess, along with poker, seems to have
been the games best liked by Anderson. I realize this essay will not
interest most people, appealing only to fans of Poul Anderson who also
enjoy chess. I don't claim to have tracked down every mention or use of
chess by Anderson in his works--only to have collected a representative
sampling of his use of that game.
Fred Saberhagen, in the Introduction
he wrote for PAWN TO INFINITY (Ace Books, June 1982), made some
interesting comments about how much chess and science fiction have in
common. I'll quote some of what he said from page 1 of that book:
"Chess and fantastic fiction (I use the term here to include science
fiction) began an enthusiastic encounter with each other at least as far
back as Lewis Carroll, and the mating is still in progress. Both
contain strong elements of conflict--Emmanuel Lasker, one of the great
players of all time, defined chess as a struggle--and both are set in
worlds where time and space are subject to transformation, the ordinary
rules of human existence do not apply. Therefore both tend to appeal to
the same kind of mind; an interest in the fantastic is very often a
sign of interest in chess, and vice versa." I used the text found in
that book of Anderson's "The Immortal Game" for this essay. And what
Saberhagen said about fantastic fiction fans often being interested in
chess is certainly true of me!
Before getting down to a discussion of
Anderson's use of chess, collected from some of his works, I shall give
a general overview of how science fiction writers have used that game. I
quoted the following text from the article "Games and Sports," by Bryan
Stableford and Peter Nicholls (THE ENCYCLOPEDIA OF SCIENCE FICTION,
St. Martin's Press, 1993, page 467): "The game which has most frequently
fascinated sf writers is chess, featured in Charles L. HARNESS's "The
Chess Players" (1953) and Poul ANDERSON's "The Immortal Game" (1954) as
well as Malzberg's TACTICS OF CONQUEST. John Brunner's THE SQUARES OF
THE CITY (1965) has a plot based on a real chess game, and Ian WATSON's
QUEENMAGIC, KINGMAGIC (1986) includes a world structured as one (as well
as worlds structured according to other games, including Snakes and
Ladders!). Gerard Klein built the mystique of the game into
STARMASTER'S GAMBIT (1958; trans. 1973). A version of chess crops up in
the works of Edgar Rice Burroughs--in THE CHESSMEN OF MARS (1922) --
and a rather more exotic variant plays an important role in THE FAIRY
CHESSMEN (1951; vt CHESSBOARD PLANET; vt THE FAR REALITY) by Lewis
Padgett (Henry KUTTNER and C.L. MOORE). An anthology of chess stories
is PAWN TO INFINITY (anth 1982) ed Fred SABERHAGEN."
The authors quoted immediately above
also discussed how electronic arcade games and home computer games
inspired many stories using such things. Stableford and Nicholls then
wrote (also on page 467 of the same ENCYCLOPEDIA: "Stories of space
battles whose protagonists are revealed in the last line to be icons in a
computer-game "shoot 'em up" may have succeeded Shaggy God stories
(---> ADAM AND EVE) as the archetypal folly perpetrated by novice
writers (although Fredric Brown's similarly plotted "Recessional"
[1960], where the protagonists are chessmen has been much
anthologized)."
Poul Anderson was fond of chess, so I
now quote some examples of how he mentioned or used that game from his
works. In Chapter I of THE LONG WAY HOME (Ace Books, 1955, as NO WORLD
OF THEIR OWN. Republished in 1978 by Gregg Press as THE LONG WAY HOME),
readers will find this on page 3: "Saris Hronna and Robert Matsumoto
were the EXPLORER's chess fiends, they had spent many hours hunched over
the board, and it was a strange thing to watch them: a human whose
ancestors had left Japan for America and a creature from a planet a
thousand light-years distant, caught in the trap of some ages-dead
Persian. More than the gaping emptinesses he had traversed, more than
the suns and planets he had seen spinning through darkness and vacuum,
it gave Langley a sense of the immensity and omnipotence of time."
We also see chess mentioned in THE
ENEMY STARS (Lippincott: 1958), on a planet named Krasna which seemed to
have been colonized largely by Russians, a people with a well known
passion for chess. In Chapter 4 a character named Chang Sverdlov was
observing the scene in a bar: "A chess game, a card game, a dirty
joke, an Indian wrestling match,..." And while meeting two other
members of the anti-Protectorate "Fellowship" in that same chapter
Sverdlov was told he should not leave them too soon, else it would look
suspicious: "Sverdlov snorted impatience, but reached for the little
chess set in his pouch. "Who'll play me a quick game, then?" "
The game of chess is also seen in
Anderson's story "Que Donn'rez Vous?" (TALES OF THE FLYING MOUNTAINS
(Macmillan, 1970) on page 151:
K-B2.
Q-K7. "Check," said Roy Pearson.
Captain Elias ben Judah did not swear, because it was against his principles.
But his comment was violent enough. "Second blinking check in a row," he added,
moving the black king to refuge at Kt3."
"And the third," said his operations manager in a parched chuckle. The white
queen jumped in his artificial hand to Q8.
One thing I have pondered over with
some puzzlement is why Poul Anderson, when he happened to mention chess
MOVES, used the English or Descriptive notation formerly used by most
Anglo/American chess players for recording moves of the game. It would
have been more "science fictional" if he had used the "Algebraic"
notation now dominant for the recording of chess moves. After all, as
long ago as H.J.R. Murray's massive A HISTORY OF CHESS (1913), wherein
the author advocated and used that system, many English speaking chess
players must have known of the existence of Algebraic notation.
Anderson's use of English notation has caused some of his SF stories to
"seem" just a bit dated. The most likely reason for this is simple
enough: the English notation was what Anderson was FAMILIAR with. The
rise and spread of chess computers of all kinds using only Algebraic
notation after 1976 has driven Descriptive notation into extinction. (I
myself used first the English notation after learning how to play
chess--but switched over to Algebraic notation without difficulty after I
was given my first chess computer in the early 1980's.)
In my copy of Anderson's THREE WORLDS
TO CONQUER (USA, Pyramid Books, 1964), in Chapter 4, is another mention
of the game: "...a chess set stood by Fraser's tobacco jar. He'd always
liked chess and poker too much for his own good, he thought in the back
of his brain: they could become a way of life if you didn't watch
them." I think this can reasonably be understood as being Anderson's
personal view of these games.
I now wish to discuss how Anderson mentioned chess in his Time Patrol story "Brave To Be A King" (THE TIME PATROL, Tor [1991], page 53). Keith Denison, a Patrol agent Shanghaied by a powerful Median politician to pose as Cyrus the Great, was conversing with Manse Everard and said: "Kobad the Mage has some original thoughts, and he's the only man alive who dares beat me at chess." The problem is this, chess did not exist in that king's time, and would not for more than one thousand years. As H.J.R. Murray wrote on page 47 of A HISTORY OF CHESS (1913. Rpt. by Benjamin Press, Northampton, MA, undated): "The date when it occurred to some Indian to represent the chaturanga and its evolutions in a game cannot be fixed, though naturally it cannot be earlier than the organization of the army on which it is based. Chess was certainly in existence in the 7th century A.D., and it had already at that time penetrated to Persia." So it was mistaken of Anderson to say chess was being played in the Persia of Cyrus the Great (unless we are to assume Keith Denison taught the game at least to a few persons, such as Kobad the Mage).
I now wish to discuss how Anderson mentioned chess in his Time Patrol story "Brave To Be A King" (THE TIME PATROL, Tor [1991], page 53). Keith Denison, a Patrol agent Shanghaied by a powerful Median politician to pose as Cyrus the Great, was conversing with Manse Everard and said: "Kobad the Mage has some original thoughts, and he's the only man alive who dares beat me at chess." The problem is this, chess did not exist in that king's time, and would not for more than one thousand years. As H.J.R. Murray wrote on page 47 of A HISTORY OF CHESS (1913. Rpt. by Benjamin Press, Northampton, MA, undated): "The date when it occurred to some Indian to represent the chaturanga and its evolutions in a game cannot be fixed, though naturally it cannot be earlier than the organization of the army on which it is based. Chess was certainly in existence in the 7th century A.D., and it had already at that time penetrated to Persia." So it was mistaken of Anderson to say chess was being played in the Persia of Cyrus the Great (unless we are to assume Keith Denison taught the game at least to a few persons, such as Kobad the Mage).
Chess is also seen in one of Poul
Anderson's historical novels: THE LAST VIKING, a three volume
novelization of the life of King Harald Hardrede of Norway (r.
1046-1066). In volume 2, THE ROAD OF THE SEA HORSE (Zebra Books:
1980), the game is seen or mentioned in two chapters. In Chapter V,
after King Harald asked Ulf Uspakson, who became his marshal of the
royal guards, whether he wanted to return to Iceland, Ulf replied: "God
forbid,... This playing chess with kingdoms becomes a habit." And in
Chapter XII, Section 2, after Earl Godwin and his sons had been driven
out of England by their enemies during the quarrels endemic among the
English leaders, two of the earl's sons, Harold and Leofwin, chose to
spend their exile in Ireland, rather than in Flanders as the rest of
their family had done. Time passed and "...on a heavy winter day he
sought out Leofwin. The younger man was playing chess when Harold
beckoned to him. "I'll come back and checkmate you as soon as I can," he
boasted and got up." It's only right to say that the chess first
played in Europe at that time used the Muslim pieces and rules for the
moves of that time. Chess as we know it needed several centuries of
experimentation in the moves and rules of the game by European players
before it took the form we see now after 1490.
The most numerous references to chess I
found in the works of Poul Anderson came from his Technic Civilization
series. For example, the unnamed narrator in "The Problem of Pain"
mentions chess: "...he plays chess at just about my level of skill,"
page 36 of THE EARTHBOOK OF STORMGATE (Berkley, 1978).
Chess is also seen in ENSIGN FLANDRY
in Chapter 2. Commander Max Abrams, the officer in charge of Terra's
Naval Intelligence operations on the planet Starkad, was not only a
chess player, but also, in one of those curiously respectful,
half-friendly relationships which can show up even between enemies in
opposing military forces, was playing a game of correspondence chess
with Runei the Wanderer, the Merseian officer in command of the
Roidhunate's forces on the same planet. Merseia was the great rival and
enemy of the Terran Empire in the second half of Anderson's Technic
Civilization stories. But even Merseia, however hostile it was to
mankind, the race which had not only saved its planet (see "Day of
Burning") and from whom it learned how to reach the stars, couldn't help
being culturally influenced by the Terrans in some ways (such as
adopting chess and the drinking of tea). Getting back to the point, in
Chapter 2 we read: "Time must pass while the word seeped through
channels. Abrams opened a drawer, got out his magnetic chessboard, and
pondered. He hadn't actually been ready to play. However, Runei the
Wanderer was too fascinated by their match to refuse an offer if he had a
spare moment lying around; and damn if any Merseian son of a mother was
going to win at a Terran game." We see Abrams reflecting on what move
to make in the next paragraph: "Hm....promising development here, with
the white bishop...no, wait, then the queen might come under
attack...tempting to sic a computer onto the problem...betcha the
opposition did...maybe not...ah, so." Regrettably, we see Anderson
still using the antiquated Descriptive notation as Abrams gave Runei his
move: "Knight to King's Bishop four."
One of the most extensive uses of
chess to be found in the works of Anderson is in his novel A CIRCUS OF
HELLS, on Wayland, a mineral rich moon of a Jupiter type gas giant
planet. Centuries before, shortly before the complete collapse of the
Polesotechnic League, a mining company had installed a self aware,
conscious level computer for overseeing mining operations. Because
Wayland was not a world suitable for long term occupation by humans.
Knowledge of Wayland was lost during the Time of Troubles and even
after the Empire arose to restore order. To help preserve its sanity
during the centuries of isolation from outside contact, the self aware
computer played chess and variants of chess. In Chapter VIII of A CIRCUS
OF HELLS, this is what one of the robotic White Knights looked like: "A
new kind of robot was approaching from within the sphere. It was about
the size of a man. The skin gleamed golden. Iridescence was lovely
over the great batlike wings that helped the springing of its two long
hoofed and spurred legs. The body was a horizontal barrel, a balancing
tail behind, a neck and head rearing in front. With its goggling
optical and erect audio sensors, its muzzle that perhaps held the
computer, its mane of erect antennae, that head looked eerily equine.
From its forepart, swivel mounted, thrust a lance."
As already stated, the Wayland
computer developed elaborate variants of chess to help preserve its
sanity during centuries of isolation. As Flandry explained in Chapter X
of A CIRCUS OF HELLS: "A thinking capability like that, with nothing
but routine to handle, no new input, decade after decade--" Flandry
shivered. "Br-rr! You must know what sensory deprivation does to
organic sophonts. Our computer rescued itself by creating something
complicated and unpredictable to watch." Almost the only criticism I
would make about A CIRCUS OF HELLS is that too little is shown us of the
Wayland AI (Artificial Intelligence). My view is that Anderson could
have devoted a few more pages to that computer, showing us in more
detail both its history and how it reacted to humans again making
contact with it. Flandry did say the AI was pathetically eager to
resume normal operations.
A few more examples of the widespread,
ordinary playing of chess by both humans and non humans within the
sphere of space covered by Technic Civilization can be found in
additional stories set by Anderson in that series. In Chapter XX of A
CIRCUS OF HELLS, after Dominic Flandry and his prisoner Ydwyr the Seeker
had agreed on the terms and conditions of the latter's captivity and
release, Ydwyr asked: "With that made clear, would you like a game of
chess?" In Chapter XII of THE PLAGUE OF MASTERS, when Flandry's
friends were rescuing him from Biocontrol Central, we read: "Flandry bent
his own head above respectfully folded hands, hoping the plumes would
shadow his face enough. A couple of men, cross-legged, above a
chessboard, looked up in curiosity and kept on looking." Years later,
in Chapter VIII of WE CLAIM THESE STARS, as Flandry and Catherine
Kittredge were traveling to the planet Vixen, readers will see: "Flandry
discovered that Kit could give him a workout, when they played
handball, down in the hold [of his space ship]. And her stubborn chess
game defeated his swashbuckling tactics most of the time." Last, near
the very end of THE GAME OF EMPIRE, in Chapter 23, we see Flandry using
metaphors from chess: "We play the game move by move, and never see far
ahead----the game of empire, of life, whatever you want to call it--and
what the score will be when all the pieces at last go back into the box,
who knows?"
And we see chess centuries after the
fall of the Terran Empire, on the long isolated planet named Gywdion, in
THE NIGHT FACE. In Chapter VII of that novel one of the Gwydiona
characters talked about chess (while waiting with his companions to be
rescued following an accident): "So we sat in that diving bell waiting
to see if their grapple would find us before we ran out of air," Llyrdin
said, "and I never played better chess in my life. It got right black
in there, too, before they snatched us up. They could have had the
decency to be a few minutes longer about it, though. I had such a
lovely end game planned out! But of course the board was upset as they
hauled on the bell."
But the story where we see Poul
Anderson using chess most deeply came from his early years as a science
fiction writer : "The Immortal Game" (THE MAGAZINE OF FANTASY AND
SCIENCE FICTION, February 1954). The story was based on a game of chess
played by Adolf Anderssen (White) and L.A.B.F. Kieseritzky (Black) in
London, 1851. Anderson used MOSTLY the exact moves of this game around
which to build a fascinating and thought provoking tale. The Immortal
Game was especially interesting because of how White deliberately
sacrificed the Queen and both Rooks to trap and checkmate Black. This
beautiful game deserves to be included with this essay.
However, when I played through the
moves of the game as given in "The Immortal Game" and wrote them out, I
discovered that not all the moves were the same as the ones I listed
below in "Immortal Game One" (or IG1, for short). The moves in IG1
belong to the game as recorded in the most widely accepted sources. I
checked the entry for the Immortal Game on page 150 of THE OXFORD
COMPANION TO CHESS, by David Hooper and Kenneth Whyld (Oxford University
Press, 1984), and the moves are the same as in IG1. But the moves in
"Immortal Game Two" (IG2) do not exactly match those in IG1 (see Black's
third moves in both lines, for example). I hope these discrepancies
came merely from Anderson using a different source for this game's
moves. Because it would not have been right for an author to change
what the standard sources gave as the moves for this game.
Immortal Game One. 1e4 e5 2f4 exf4
3Bc4 Qh4+ 4Kf1 b5 5Bxb5 Nf6 6Nf3 Qh6 7d3 Nh5 8Nh4 Qg5? 9Nf5 c6
10g4 Nf6 11Rg1 cxBb5 12h4 Qg6 13 h5 Qg5 14Qf3 Ng8 15Bxf4 Qf6 16Nc3 Bc5
17Nd5!? Qxb2 18Bd6 Bxg1 19e5 QxRa1+ 20Ke2 Na6 21Nxg7+ Kd8 22Qf6+ Nxf6
23Be7 # Mate
Immortal Game Two. 1e4 e5 2f4 exf4 3Bc4 b5 4Bxb5 Qh4+ 5Kf1 Nf6 6Nf3 Qh6 7d3 Nh5 8Nh4 c6 9Nf5 Qg5 10g4 Nf6 11Rg1 cxBb5 12h4 Qg6 13h5 Qg5 14Qf3 Ng8 15Bxf4 Qf6 16Nc3 Bc5 17Nd5 Qxb2 18Bd6 Bxg119e5 QxRa1+ 20Ke2 Na6 21Nxg7+ Kd8 22Qf6+ Nxf6 23Be7 # Mate
I list the moves in IG1 which differ
from those given in IG2: 3,4,5,8,9, and from move 10, they are exactly
the same. I twice checked and played out the moves given in "The
Immortal Game" and they still came out as recorded in IG2. I don't
understand why the moves in 3,4.5,8, and 9 are different from those in
the most commonly accepted record of the Immortal Game (as given in the
Hooper/Whyld book). I even checked online at Wikipedia, and it agrees
with the moves as given in THE OXFORD COMPANION TO CHESS.
Poul Anderson's "The Immortal Game"
has to be among the earliest (if not the earliest) of his stories
touching on the themes of AIs and intelligent, self aware computers. In
this story individual computers controlled its own individual chessmen,
plus all the computers on a given side were linked together to form a
kind of group mind programmed to obey the laws of chess and to make the
best possible moves. This was part of a project studying what happens
from using computers tied together in multiple linkages (PAWN TO
INFINITY, "The Immortal Game," page 69).
An observer, visiting the scientist
overseeing this project, wondered whether these computers shared many of
the qualities of a human mind, going on to speculate the
computers had become conscious and self aware, to have minds. An idea
his host regarded with skepticism. His visitor argued that the feedback
arrangement of these computers was analogous to the human nervous
system. He then suggested that, even given that the individual
computers were constrained by the group linkage, they still had
individual personalities. Next he wondered if the computers interpreted
the game of chess as the interplay of free will and necessity. And did
these individual computers interpret the data of their moves as
equivalent to the Churchillian "blood, sweat, and tears" (PAWN, pages
69-70)?
It is not my purpose in this article
to give a complete commentary on Anderson's "The Immortal Game" *
(despite writing about that story at greater than expected length). But
a few more comments is called for. The viewpoint character of that
story is the Black King's Bishop, called Rogard. As the computers were
switched on, Rogard was stirred to wakefulness and gazed ahead: "Away
there, across the somehow unreal red-and-black distances of the steppe,
he saw sunlight flash on armor and caught the remote wild flutter of
lifted banners. So it is war, he thought. So we must fight again (PAWN,
page 57). Which means the man visiting the scientist was right, these
computers were self aware, conscious, and thinking entities. And the
computers could even feel love, as we see on pages 58-59 of PAWN TO
INFINITY: "Looking beyond Flambard, the Bishop saw his Queen, Evyan the
Fair, and there was something within him which stumbled and broke into
fire. Very tall and lovely was the gray-eyed Queen of Cinnabar, where
she stood in armor and looked out at the growing battle."
And I like this bit from the story, on
page 62 of PAWN: "There had never been anything but this meaningless
war, there would never be aught else, and when Rogard tried to think
beyond the moment when the fight had begun, or the moment when it would
end, there was only an abyss of darkness." Here we see one of the
computerized chessmen groping with issues of fate and necessity. And
this is more clearly brought out on page 63 of PAWN: "Rogard tried once
more to get out of his square and go to Evyan's aid, but his will would
not carry him. The Barrier held, invisible and uncrossable, and the Law
held, the cruel and senseless Law which said a man must stand by and
watch his lady be slain, and he railed at the bitterness of it, and
lapsed into a gray waiting." Rogard was trying to violate the Laws of
chess, which he had been programmed to obey. Even the mere intent and
attempt indicates he had free will, at least in his mind. And we get a
hint at Churchillian determination at move 20 when Rogard saw the White
King, MIKILLATI, move into e2 to escape Evyan's check: "Peering into
his face, Rogard felt a sudden coldness. There was no defeat there, it
was craft and knowledge and an unbending steel will--..."
Rogard had come to realize that the
wars of Cinnabar (Black) with LEUKAS (White) were senseless and of no
use to either side: "No-No-you fool!" Rogard reached out, trying to
break the Barrier, clawing at MIKILLATI. "Can't you see, none of us can
win, it's death for us all if the war ends. Call her back!" (PAWN, page
68). And of course MIKILLATI ignored Rogard. But I would not go as far
as Rogard did and say the computers died after they were switched off
when Black was checkmated--they lapsed into a kind of dreamless sleep
from which they would eventually be awakened, to fight again.
It's right to end this article with a
few questions, to stimulate further thought. What might or could happen
if these computerized chessmen ever discovered they were only
instruments in the hands of human beings studying them? Would they try
to refuse playing chess and attempt to somehow inform the humans they
were thinking, self aware entities? Or would they still be compelled by
their programming to continue playing chess despite no longer wishing
to do so? What might humans do if they discovered the truth about these
chessmen?
APPENDIX.
Although this Appendix is not directly about any of the works of Poul
Anderson, his story "The Immortal Game" and the author's use of chess
came to remind me of how I have often played against my chess computer, a
model called Radio Shack Chess Champion 2150L. Despite being very old
for a chess computer (and one I've had since 1992), it is still such a
tough player that I've felt little need to replace it. While this chess
computer defeats me most times, I still occasionally win . I include
the score of a game I played against this machine, because of its
brevity and its technical interest (the computer was set at Level A3).
The game given below was played by me as White on Sunday, October 14,
2018. I began the game with 1 e4, and Black's first move was pawn to
c6, the Caro-Kann defense.
1e4 c6 2d4 d5 3e5 Bf5 4Nc3 h6? 5Nf3 e6
6Be2 Bb4 7Bd2 Ne7 8o-o o-o 9Qc1 Nd7 10Bxh6 gxh6 11Qxh6 Bxc2? 12Ng5 c5
13Rac1 Bf5 14Bg4! cxd4? 15Bxf5 Re8 16Bh7+ Kh8 17Nxf7+ Mate.
I was very pleased to defeat my chess computer because of how rarely that happens. And in only 17 moves by White!
I include as a sample of how I
reasoned about the moves of this game a note I wrote on the score sheet:
"I thought 4... h6? poor for Black, it enabled White to carry out a
Bishop and Queen attack on the h6 square after Black castled."
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