Sunday, March 1, 2009

Meme

In his book The Selfish Gene (1976), the evolutionary biologist Richard Dawkins used the term meme to describe a unit of human cultural transmission analogous to the gene, arguing that replication also happens in culture, albeit in a different sense. In his book, Dawkins contended that the meme is a unit of information residing in the brain and is the mutating replicator in human cultural evolution. It is a pattern that can influence its surroundings – that is, it has causal agency – and can propagate. This created great debate among sociologists, biologists, and scientists of other disciplines, because Dawkins himself did not provide a sufficient explanation of how the replication of units of information in the brain controls human behaviour and ultimately culture, since the principal topic of the book was genetics. Dawkins apparently did not intend to present a comprehensive theory of memetics in The Selfish Gene, but rather coined the term meme in a speculative spirit. Accordingly, the term "unit of information" came to be defined in different ways by many scientists.

The modern memetics movement dates from the mid 1980s. A January 1983 Metamagical Themas column [1] by Douglas Hofstadter in Scientific American was influential as was his 1985 book of the same name. "Memeticist" was coined as analogous to "geneticist" originally in The Selfish Gene and later "Arel Lucas suggested that the discipline that studies memes and their connections to human and other carriers of them be known as memetics by analogy with 'genetics.'" [2] (This might not be the earliest use of "memetics.") Dawkins' The Selfish Gene has been a factor in drawing in people of disparate intellectual backgrounds. Another stimulus was the publication in 1992 of Consciousness Explained by Tufts University philosopher Daniel Dennett, which incorporated the meme concept into a theory of the mind. In his 1993 essay Viruses of the Mind, Richard Dawkins used memetics to explain the phenomenon of religious belief and the various characteristics of organised religions. By then, memetics were picked up by art as well and thus a popular concept (e.g. Neal Stephenson's Snow Crash).

However, the foundation of memetics in full modern incarnation originates in the publication in 1996, of two books by authors outside the academic mainstream: Virus of the Mind: The New Science of the Meme by former Microsoft executive turned motivational speaker and professional poker player, Richard Brodie, and Thought Contagion: How Belief Spreads Through Society by Aaron Lynch, a mathematician and philosopher who worked for many years as an engineer at Fermilab. Lynch claimed to have conceived his theory totally independently of any contact with academics in the cultural evolutionary sphere, and apparently was not even aware of Dawkins' The Selfish Gene until his book was very close to publication.

Around the same time as the publication of the books by Lynch and Brodie, a new e-journal appeared on the web, hosted by the Centre for Policy Modelling at Manchester Metropolitan University Journal of Memetics – Evolutionary Models of Information Transmission. The journal has since then been taken over by Francis Heylighen of the CLEA research institute at the Vrije Universiteit Brussel. The e-journal soon became the central point for publication and debate within the nascent memetics community. (There had been a short-lived paper memetics publication starting in 1990, the Journal of Ideas edited by Elan Moritz. [3])[4]) In 1999, Susan Blackmore, a psychologist at the University of the West of England, published The Meme Machine, which more fully worked out the ideas of Dennett, Lynch and Brodie and attempted to compare and contrast them with various approaches from the cultural evolutionary mainstream, as well as providing novel, and controversial, memetic-based theories for the evolution of language and the human sense of individual selfhood.

The term is a transliteration[citation needed] of the Ancient Greek μιμητής (mimētḗs), meaning "imitator, pretender", and was used in 1904 by the German evolutionary biologist Richard Semon, best known for his development of the engram theory of memory, in his work Die mnemischen Empfindungen in ihren Beziehungen zu den Originalempfindungen, translated into English in 1921 as The Mneme. Until Daniel Schacter published Forgotten Ideas, Neglected Pioneers: Richard Semon and the Story of Memory in 2000, Semon's work had little influence.

[edit] Internalists and externalists

The memetics movement split almost immediately into two. The first group were those who wanted to stick to Dawkins' definition of a meme as "a unit of cultural transmission". Gibran Burchett, another memeticist responsible for helping to researching and co-coining the term memetic engineering, along with Leveious Rolando and Larry Lottman, has stated that a meme can be defined, more precisely, as "a unit of cultural information that can be copied, located in the brain". This thinking is more inline with Dawkins and Blackmore as evident in Dr. Susan Blackmore's TED Talks Presentation {Feb 2008}. The second group wants to redefine memes as observable cultural artifacts and behaviors.

These two schools became known as the "internalists" and the "externalists." Prominent internalists included both Lynch and Brodie; the most vocal externalists included Derek Gatherer, a geneticist from Liverpool John Moores University and William Benzon, a writer on cultural evolution and music. The main rationale for externalism was that internal brain entities are not observable, and memetics cannot advance as a science, especially a quantitative science, unless it moves its emphasis onto the directly quantifiable aspects of culture. Internalists countered with various arguments: that brain states will eventually be directly observable with advanced technology, that most cultural anthropologists agree that culture is about beliefs and not artefacts, or that artefacts cannot be replicators in the same sense as mental entities (or DNA) are replicators. The debate became so heated that a 1998 Symposium on Memetics, organised as part of the 15th International Conference on Cybernetics, passed a motion calling for an end to definitional debates.

The most advanced statement of the internalist school came in 2002 with the publication of The Electric Meme, by Robert Aunger, an anthropologist from the University of Cambridge. Aunger also organised a conference in Cambridge in 1999, at which prominent sociologists and anthropologists were able to give their assessment of the progress made in memetics to that date. This resulted in the publication of Darwinizing Culture: The Status of Memetics as a Science, edited by Aunger and with a foreword by Dennett, in 2000.

[edit] Maturity

In 2005, the Journal of Memetics – Evolutionary Models of Information Transmission ceased publication and published a set of "obituaries" for memetics. This was not intended to suggest that there can be no further work on memetics. A relaunch of this journal is in the works and the journal is again accepting new submissions [1]. Susan Blackmore has left the University of the West of England to become a freelance science writer and now concentrates more on the field of consciousness and cognitive science. Derek Gatherer moved to work as a computer programmer in the pharmaceutical industry, although he still occasionally publishes on memetics-related matters. Richard Brodie is now climbing the world professional poker rankings. Aaron Lynch disowned the memetics community and the words "meme" and "memetics" (without disowning the ideas in his book), adopting the self-description "thought contagionist". Lynch lost his previous funding from a private sponsor and after his book royalties declined, he was unable to support himself as a private memetics/thought-contagion consultant.[citation needed] He died in 2005.

Susan Blackmore (2002) re-stated the meme definition as whatever is copied from one person to another person, whether habits, skills, songs, stories, or any other kind of information. Further she said that memes, like genes, are replicators. That is, they are information that is copied with variation and selection. Because only some of the variants survive, memes (and hence human cultures) evolve. Memes are copied by imitation, teaching and other methods, and they compete for space in our memories and for the chance to be copied again. Large groups of memes that are copied and passed on together are called co-adapted meme complexes, or memeplexes. In her definition, thus, the way that a meme replicates is through imitation. This requires brain capacity to generally imitate a model or selectively imitate the model. Since the process of social learning varies from one person to another, the imitation process cannot be said to be completely imitated. The sameness of an idea may be expressed with different memes supporting it. This is to say that the mutation rate in memetic evolution is extremely high, and mutations are even possible within each and every interaction of the imitation process. It becomes very interesting when we see that a social system composed of a complex network of microinteractions exists, but at the macro level an order emerges to create culture.

[edit] Critique

Benitez-Bribiesca, a critic to memetics, calls it "a pseudoscientific dogma" and "a dangerous idea that poses a threat to the serious study of conciousness and cultural evolution" among other things. As factual criticism, he refers to the lack of a code script for memes, as the DNA is for genes, and to the fact that the meme mutation mechanism (i.e., an idea going from one brain to another) is too unstable (low replication accuracy and high mutation rate), which would render the evolutionary process chaotic.[2]

Another critique comes from semiotics, (e.g., Deacon[3], Kull[4]) stating that the concept of meme is a primitivized concept of Sign. Meme is thus described in memetics as a sign without its triadic nature. In other words, meme is a degenerate sign, which includes only its ability of being copied. Accordingly, the objects of copying are memes, whereas the objects of translation (sensu lato) and interpretation are signs.

[edit] New developments

Dawkins responds in A Devil's Chaplain that there are actually two different types of memetic processes. The first is a type of cultural idea, action, or expression, which does have high variance; for instance, a student of his who had inherited some of the mannerisms of Wittgenstein. However, he also describes a self-correcting meme, highly resistant to mutation. As an example of this, he gives origami patterns in elementary schools – except in rare cases, the meme is either passed on in the exact sequence of instructions, or (in the case of a forgetful child) terminates. This type of meme tends not to evolve, and to experience profound mutations in the rare event that it does. Some memeticists, however, see this as more of a continuum of meme strength, rather than two types of memes.

Another definition, given by Hokky Situngkir, tried to offer a more rigorous formalism for the meme, memeplexes, and the deme, seeing the meme as a cultural unit in a cultural complex system. It is based on the Darwinian genetic algorithm with some modifications to account for the different patterns of evolution seen in genes and memes. In the method of memetics as the way to see culture as a complex adaptive system, he describes a way to see memetics as an alternative methodology of cultural evolution. However, there are as many possible definitions that are credited to the word "meme". For example, in the sense of computer simulation the term memetic algorithm is used to define a particular computational viewpoint.

Memetics can be simply understood as a method for scientific analysis of cultural evolution. However, proponents of memetics as described in the Journal of Memetics – Evolutionary Models of Information Transmission believe that 'memetics' has the potential to be an important and promising analysis of culture using the framework of evolutionary concepts. Keith Henson who wrote Memetics and the Modular-Mind (Analog Aug. 1987) [5] makes the case that memetics needs to incorporate Evolutionary psychology to understand the psychological traits of a meme's host.[5] This is especially true of time-varying, meme-amplification host-traits, such as those leading to wars.[6][7]

Recently, Christopher diCarlo has developed the idea of 'memetic equilibrium' to describe a cultural compatible state with biological equilibrium. In "Problem Solving and Neurotransmission in the Upper Paleolithic" (in press), diCarlo argues that as human consciousness evolved and developed, so too did our ancestors' capacity to consider and attempt to solve environmental problems in more conceptually sophisticated ways. Understood in this way, problem solving amongst a particular group, when considered satisfactory, often produces a feeling of environmental control, stability, in short--memetic equilibrium. But the pay-off is not merely practical, providing purely functional utility--it is biochemical and it comes in the form of neurotransmitters. The relationship between a gradually emerging conscious awareness and sophisticated languages in which to formulate representations combined with the desire to maintain biological equilibrium, generated the necessity for memetic equilibrium to fill in conceptual gaps in terms of understanding three very important aspects in the Upper Paleolithic: causality, morality, and mortality. The desire to explain phenomena in relation to maintaining survival and reproductive stasis, generated a normative stance in the minds of our ancestors—Survival/Reproductive Value (or S-R Value).

The application of memetics to a difficult complex social system problem, environmental sustainability, has recently been attempted at thwink.org. Using meme types and memetic infection in several stock and flow simulation models, Jack Harich has demonstrated several interesting phenomena that are best, and perhaps only, explained by memes. One model, The Dueling Loops of the Political Powerplace, argues that the fundamental reason corruption is the norm in politics is due to an inherent structural advantage of one feedback loop pitted against another. Another model, The Memetic Evolution of Solutions to Difficult Problems, uses memes, the evolutionary algorithm, and the scientific method to show how complex solutions evolve over time and how that process can be improved. The insights gained from these models are being used to engineer memetic solution elements to the sustainability problem.

Francis Heylighen of the Center Leo Apostel for Interdisciplinary Studies has postulated what he calls "memetic selection criteria". These criteria opened the way to a specialized field of applied memetics to find out if these selection criteria could stand the test of quantitative analyses. In 2003 Klaas Chielens carried out these tests in a Masters thesis project on the testability of the selection criteria.

In Selfish Sounds and Linguistic Evolution (2004, Cambridge University Press), Austrian linguist Nikolaus Ritt has attempted to operationalise memetic concepts and use them for the explanation of long term sound changes and change conspiracies in early English. It is argued that a generalised Darwinian framework for handling cultural change can provide explanations where established, speaker centred approaches fail to do so. The book makes comparatively concrete suggestions about the possible material structure of memes, and provides two empirically rich case studies.

Australian academic S.J. Whitty has argued that project management is a memeplex with the language and stories of its practitioners at its core.[8] This radical, some say heretical[citation needed] approach requires project managers to consider that most of what they call a project and what it is to manage one is an illusion; a human construct about a collection of feelings, expectations, and sensations, cleverly conjured up, fashioned, and conveniently labelled by the human brain. It also requires project managers to consider that the reasons for using project management are not consciously driven to maximize profit. Project managers are required to consider project management as naturally occurring, self-serving, evolving and designing organizations for its own purpose.

Swedish political scientist Mikael Sandberg argues against "Lamarckian" interpretations of institutional and technological evolution and studies creative innovation of information technologies in governmental and private organizations in Sweden in the 1990s from a memetic perspective.[9] Comparing the effects of active ("Lamarckian) IT strategy versus user–producer interactivity (Darwinian co-evolution), evidence from Swedish organizations shows that co-evolutionary interactivity is almost four times as strong a factor behind IT creativity as the ‘Lamarckian’ IT strategy.

[edit] Terminology

  • Meme-complex – (sometimes abbreviated memeplex) is a collection or grouping of memes that have evolved into a mutually supportive or symbiotic relationship.[citation needed] Simply put, a meme-complex is a set of ideas that reinforce each other. Meme-complexes are roughly analogous to the symbiotic collection of individual genes that make up the genetic codes of biological organisms. An example of a memeplex would be a religion.
  • Memeoid – is a neologism for people who have been taken over by a meme to the extent that their own survival becomes inconsequential. Examples include kamikazes, suicide bombers and cult members who commit mass suicide. The term was apparently coined by H. Keith Henson in "Memes, L5 and the Religion of the Space Colonies," L5 News, 1985 pp. 5-8, [6] and referenced in the expanded second edition of Richard Dawkins' book The Selfish Gene (p. 330).
  • Memetic Equilibrium – refers to the cultural equivalent of species biological equilibrium. It is that which humans strive for in terms of personal value with respect to cultural artefacts and ideas. The term was coined by Christopher diCarlo in "Problem Solving and Neurotransmission in the Upper Paleolithic (in press).
  • Teme – (ou technomemes) technological replicators.

Metamagical Themas

Metamagical Themas is an eclectic collection of articles written for Scientific American during the early 1980s by Douglas Hofstadter, and published together as a book in 1985 by Basic Books (ISBN 0-465-04566-9).

The subject matter of the articles is loosely woven about themes in philosophy, creativity, artificial intelligence, typography and fonts, and important social issues. The volume is substantial in size and contains extensive notes concerning responses to the articles and other information relevant to their content. (One of the notes--page 65--suggested memetics for the study of memes.)

Major themes include: self-reference in memes, language, art and logic; discussions of philosophical issues important in cognitive science/AI; analogies and what makes something similar to something else (specifically what makes, for example, an uppercase letter 'A' recognisable as such); and lengthy discussions of the work of Robert Axelrod on the prisoner's dilemma and the idea of superrationality.

The concept of superrationality and its relevance to the Cold War, environmental issues and such is accompanied by some amusing and rather stimulating notes on experiments conducted by the author at the time. Another notable feature is the inclusion of two dialogues in the style of those appearing in Gödel, Escher, Bach. Ambigrams are mentioned.

There are three articles centered on the Lisp programming language, where Hofstadter first details the language itself, and then shows how it relates to Gödel's incompleteness theorem. Two articles are devoted to Rubik's Cube and other such puzzles. Many other topics are also mentioned, all in Hofstadter's usual easy, approachable style. Many chapters open with an illustration of an extremely abstract alphabet, yet one which is still recognizable as such.

The game of Nomic was first introduced to the public in this column, in June 1982, when excerpts from a book (still unpublished at the time) by the game's creator Peter Suber were printed and discussed.

The title is an example of wordplay: it is an anagram of Mathematical Games, the title of Martin Gardner's column that Hofstadter's column succeeded in Scientific American.

Game Theory

Game tree from A. Rubinstein, 1991, Econometrica

Game Theory has emerged recently as a powerful challenger to the conventional method of examining economics. Although many illustrious predecessors worked on problems in what can be called "game theory", the fundamental, formal conception of game theory as part and parcel of economic theory were first organized in John von Neumann and Oskar Morgenstern's 1944 classic, Theory of Games and Economic Behavior (1944).

The main purpose of game theory is to consider situations where instead of agents making decisions as reactions to exogenous prices ("dead variables"), their decisions are strategic reactions to other agents actions ("live variables"). An agent is faced with a set of moves he can play and will form a strategy, a best response to his environment, which he will play by. Strategies can be either "pure" (i.e. play a particular move) or "mixed" (random play). A " Nash Equilibrium" will be reached when each agent's actions begets a reaction by all the other agents which, in turn, begets the same initial action. In other words, the best responses of all players are in accordance with each other.

Game Theory can be roughly divided into two broad areas: non-cooperative (or strategic) games and co-operative (or coalitional) games. The meaning of these terms are self evident, although John Nash claimed that one should be able to reduce all co-operative games into some non-cooperative form. This position is what is known as the "Nash Programme". Within the non-cooperative literature, a distinction can also be made between "normal" form games (static) and "extensive" form games (dynamic).

John von Neumann and Oskar Morgenstern (1944) introduced the strategic normal game, strategic extensive game, the concept of pure/mixed strategies, coalitional games as well as the axiomatization of expected utility theory, which was so useful for economics under uncertainty. They employed the "maximin" solution concept derived earlier by John von Neumann (1928) to solve simple strategic, zero-sum normal games.

In 1950, John Nash introduced the concept of a "Nash Equilibrium" (NE), which became the organizing concept under Game Theory -- even though the concept actually stretched as far back as Cournot (1838). Nash followed this up in 1951 with the concept of a "Nash Bargaining Solution" (NBS) for coalitional games.

Then the floodgates opened for the refinement of Nash Equilibrium. In the field of non-cooperative games, R. Duncan Luce and Howard Raiffa (1957) provided the first popular textbook on game theory and, in it, they formalized the idea of the Iterated Elimination of Dominated Strategies (IEDS) method for Strategic Normal Games and introduced the concept of "Repeated Game" (static games which are played several times over). H.W. Kuhn (1953) introduced extensive games with "imperfect information" (i.e. where one does not know what moves have already been played by other players). William Vickrey (1961) provided the first formalization of "auctions". Reinhard Selten (1965) developed the concept of a "Subgame Perfect Equilibrium" (SPE) (i.e. elimination by backward induction) as a refined solution for extensive form games. John C. Harsanyi (1967-8) developed the concept of a "Bayesian Nash Equilibrium" (BNE) for Bayesian games (i.e. games with incomplete information - where there is some uncertainty surrounding moves, or where "nature" plays as well.)

In coalitional (co-operative) games further refinements also occurred. Lloyd Shapley (1953) introduced the concept of the "Shapley Value" and the "Core" (which had been originally conceived by F.Y. Edgeworth (1881)) as solutions to Coalitional Games. Throughout the early 1960s, Robert J. Aumann and Martin Shubik began to apply cooperative game theory extensively throughout economics (e.g. industrial organization, general equilibrium, monetary theory, etc.), and, in the process, went on to invent several solution concepts for coalitional games (e.g. Bargaining Set, Strong Equilibrium), "large games" with infinite players and early statements of the "Folk Theorems" (solution concepts for Repeated Games). David Schmeidler (1969) developed the "Nucleolus" solution for coalitional games.

Further developments emerged in the 1970s. John C. Harsanyi (1973) provided a remarkably insightful new interpretation of the concept of a "mixed strategy". Robert J. Aumann (1974) defined "Correlated Equilibrium" for Bayesian Games while Reinhard Selten (1975) introduced "Trembling Hand Equilibrium" for Bayesian Games. Further definitions came: Robert J. Aumann (1976) formally defined the concept of "Common Knowledge", opening a floodgate of literature, while B.D. Bernheim and D.G. Pearce (1984) formalized the concept of "rationalizability".

Advancements continued apace: David M. Kreps and Robert Wilson (1982) introduced the concept of "Sequential Equilibrium" (SEQE) for extensive games with imperfect information. Ariel Rubinstein (1982), following an early insight by Frederik Zeuthen (1930), transformed the co-operative Nash Bargaining Solution (NBS) into a non-cooperative strategic extensive game of sequential bargaining. Elon Kohlberg and Jean-François Mertens (1986) developed the concept of "Forward Induction" for extensive games. Drew Fudenberg and E.S. Maskin (1986) developed one of the more famous "Perfect Folk Theorems" for infinitely repeated games. Finally, J.C. Harsanyi and R.Selten (1988) developed the idea of "equilibrium selection" for any type of game while D. Fudenberg and Jean Tirole (1991) developed the "Bayesian Perfect Equilibrium" (BPE) for Extensive Bayesian Games .

Evolutionary game theory started its development slightly later. Its objective is to apply the concepts of non-cooperative game theory to explain such phenomena which are often thought to be the result of cooperation or human design - i.e. "institutions" and "conventions" such as market formation, price mechanisms, social rules of conduct, money and credit, etc. One of the earliest exponents of the theory of evolutionary games was Thomas C. Schelling (1960, 1981) who argued that apparently "cooperative" social institutions (in this case, settlements to conflicts) are maintained by essentially by "threats" of punishment and retaliation This has been followed up particularly in the 1990s..

Several Nobel Prizes have been awarded to some of major figures of Game Theory: the Nobel was shared by John Nash, J.C. Harsanyi and R. Selten in 1994 and William Vickrey and James Mirrlees in 1996. Herbert Simon won the Nobel in 1979 for concepts (e.g. bounded rationality) which have since been incorporated into the corpus of (Evolutionary) Game Theory.

Predecessors

  • Ernest Zermelo, 1871-1953 - (1)
    • "Über eine Anwendung der Mengenlehre auf die theorie des Schachspiele", 1913, Proceedings of Fifth International Congress of Mathematicians
    • In game theory's first theorem, Zermelo (1913) argued that a game of chess with rational players could be solved trivially by an algorithm.
  • Emile Borel, 1871-1956. - (1)
    • "The Theory of Play and Integral Equations with Skew Symmetric Kernels", 1921, Comptes Rendus Hebdomadaires des Seances de l'Academie des Sciences (transl., 1953, Econometrica)
    • "On Games that Involve Chance and the Skill of Players", 1924, in Elements de la Théorie des Probabilités (transl., 1953, Econometrica).
    • "On Systems of Linear Forms of Skew Symmetric Determinant and the General Theory of Play", 1927, Comptes Rendus Hebdomadaires des Seances de l'Academie des Sciences (transl., 1953, Econometrica)
    • Scion of early century French mathematics. Introduced the abstract notion of a "strategic game" and formulated concept of a "mixed strategy".
  • Sir Arthur L. Bowley, 1869-1957.

Pioneers

  • George J. Dantzig
  • R. Duncan Luce, 1925-
  • Howard Raiffa
  • Julia Bowman Robinson , 1919-1985, (1), (2), (3)
    • "An Iterative Method of Solving a Game", 1951, Annals of Mathematics.
    • American mathematician. Introduced "fictitious play" or the "best response dynamic" as a device that converges to Nash equilibrium. Her concept was later taken up and profitably applied throughout evolutionary game theory.

The Modern Generation in Game Theory

  • Martin J. Osborne

Evolutionary Games

  • Robert M. Axelrod
  • Jorgen W. Weibull
  • H. Peyton Young
  • Larry Samuelson
  • George Mailath

Resources on Game Theory

John Nash: Nash Equilibrium

A Nash equilibrium, named after John Nash, is a set of strategies, one for each player, such that no player has incentive to unilaterally change her action. Players are in equilibrium if a change in strategies by any one of them would lead that player to earn less than if she remained with her current strategy. For games in which players randomize (mixed strategies), the expected or average payoff must be at least as large as that obtainable by any other strategy.

John von Neumann - stanford bio

John Von Neumann

Born in Budapest, Hungary, in 1903, Von Neumann distinguished himself from his peers in childhood for having a photographic memory, being able to memorize and recite back a page out of a phone book in a few minutes. Science, history, and psychology were among his many interests; he succeeded in every academic subject in school.

He published his first mathematical paper in collaboration with his tutor at the age of eighteen, and resolved to study mathematics in college. He enrolled in the University of Budapest in 1921, and over the next few years attended the University of Berlin and the Swiss Federal Institute of Technology in Zurich as well. By 1926, he received his Ph.D. in mathematics with minors in physics and chemistry.

By his mid-twenties, von Neumann was known as a young mathematical genius and his fame had spread worldwide in the academic community. In 1929, he was offered a job at Princeton. Upon marrying his fiancee, Mariette, Neumann moved to the U.S. (Agnostic most of his life, Von Neumann accepted his wife's Catholic faith for the marriage, though not taking it very seriously.)

In 1935, Mariette gave birth to Von Neumann's daughter, Marina. Two years later, Mariette left Von Neumann for J. B. Kuper, a physicist. Within a year of his divorce, Von Neumann began an affair with Klara Dan, his childhood sweetheart, who was willing to leave her husband for him.

Von Neumann is commonly described as a practical joker and always the life of the party. John and Klara held a party every week or so, creating a kind of salon at their house. Von Neumann used his phenomenal memory to compile an immense library of jokes which he used to liven up a conversation. Von Neumann loved games and toys, which probably contributed in great part to his work in Game Theory.

An occasional heavy drinker, Von Neumann was an aggressive and reckless driver, supposedly totaling a car every year or so. According to William Poundstone's Prisoner's Dilemma, "an intersection in Princeton was nicknamed "Von Neumann Corner" for all the auto accidents he had there." (p.25)

His colleagues found it "disconcerting" that upon entering an office where a pretty secretary worked, von Neumann habitually would "bend way way over, more or less trying to look up her dress." (Steve J. Heims, John Von Neumann and Norbert Wiener: From Mathematics to the Technologies of Life and Death, 1980, quoted in Prisoner's Dilemma, p.26) Some secretaries were so bothered by Von Neumann that they put cardboard partitions at the front of their desks to block his view.

Despite his personality quirks, no one could dispute that Von Neumann was brilliant. Beginning in 1927, Von Neumann applied new mathematical methods to quantum theory. His work was instrumental in subsequent "philosophical" interpretations of the theory.

For Von Neumann, the inspiration for game theory was poker, a game he played occasionally and not terribly well. Von Neumann realized that poker was not guided by probability theory alone, as an unfortunate player who would use only probability theory would find out. Von Neumann wanted to formalize the idea of "bluffing," a strategy that is meant to deceive the other players and hide information from them.

In his 1928 article, "Theory of Parlor Games," Von Neumann first approached the discussion of game theory, and proved the famous Minimax theorem. From the outset, Von Neumann knew that game theory would prove invaluable to economists. He teamed up with Oskar Morgenstern, an Austrian economist at Princeton, to develop his theory.

Their book, Theory of Games and Economic Behavior, revolutionized the field of economics. Although the work itself was intended solely for economists, its applications to psychology, sociology, politics, warfare, recreational games, and many other fields soon became apparent.

Although Von Neumann appreciated Game Theory's applications to economics, he was most interested in applying his methods to politics and warfare, perhaps stemming from his favorite childhood game, Kriegspiel, a chess-like military simulation. He used his methods to model the Cold War interaction between the U.S. and the USSR, viewing them as two players in a zero-sum game.

From the very beginning of World War II, Von Neumann was confident of the Allies' victory. He sketched out a mathematical model of the conflict from which he deduced that the Allies would win, applying some of the methods of game theory to his predictions.

In 1943, Von Neumann was invited to work on the Manhattan Project. Von Neumann did crucial calculations on the implosion design of the atomic bomb, allowing for a more efficient, and more deadly, weapon. Von Neumann's mathematical models were also used to plan out the path the bombers carrying the bombs would take to minimize their chances of being shot down. The mathematician helped select the location in Japan to bomb. Among the potential targets he examined was Kyoto, Yokohama, and Kokura.

"Of all of Von Neumann's postwar work, his development of the digital computer looms the largest today." (Poundstone 76) After examining the Army's ENIAC during the war, Von Neumann came up with ideas for a better computer, using his mathematical abilities to improve the computer's logic design. Once the war had ended, the U.S. Navy and other sources provided funds for Von Neumann's machine, which he claimed would be able to accurately predict weather patterns.

Capable of 2,000 operations a second, the computer did not predict weather very well, but became quite useful doing a set of calculations necessary for the design of the hydrogen bomb. Von Neumann is also credited with coming up with the idea of basing computer calculations on binary numbers, having programs stored in computer's memory in coded form as opposed to punchcards, and several other crucial developments. Von Neumann's wife, Klara, became one of the first computer programmers.

Von Neumann later helped design the SAGE computer system designed to detect a Soviet nuclear attack

In 1948, Von Neumann became a consultant for the RAND Corporation. RAND (Research ANd Development) was founded by defense contractors and the Air Force as a "think tank" to "think about the unthinkable." Their main focus was exploring the possibilities of nuclear war and the possible strategies for such a possibility.

Von Neumann was, at the time, a strong supporter of "preventive war." Confident even during World War II that the Russian spy network had obtained many of the details of the atom bomb design, Von Neumann knew that it was only a matter of time before the Soviet Union became a nuclear power. He predicted that were Russia allowed to build a nuclear arsenal, a war against the U.S. would be inevitable. He therefore recommended that the U.S. launch a nuclear strike at Moscow, destroying its enemy and becoming a dominant world power, so as to avoid a more destructive nuclear war later on. "With the Russians it is not a question of whether but of when," he would say. An oft-quoted remark of his is, "If you say why not bomb them tomorrow, I say why not today? If you say today at 5 o'clock, I say why not one o'clock?"

Just a few years after "preventive war" was first advocated, it became an impossibility. By 1953, the Soviets had 300-400 warheads, meaning that any nuclear strike would be effectively retaliated.

In 1954, Von Neumann was appointed to the Atomic Energy Commission. A year later, he was diagnosed with bone cancer. William Poundstone's Prisoner's Dilemma suggests that the disease resulted from the radiation Von Neumann received as a witness to the atomic tests on Bikini atoll. "A number of physicists associated with the bomb succumbed to cancer at relatively early ages." (p. 189)

Von Neumann maintained a busy schedule throughout his sickness, even when he became confined to a wheelchair. It has been claimed by some that the wheelchair-bound mathematician was the inspiration for the character of Dr. Strangelove in the 1963 film Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb.

Von Neumann's last public appearance was in February 1956, when President Eisenhower presented him with the Medal of Freedom at the White House. In April, Von Neumann checked into Walter Reed Hospital. He set up office in his room, and constantly received visitors from the Air Force and the Secretary of Defense office, still performing his duties as a consultant to many top political figures.

John von Neumann died February 8, 1957.

His wife, Klara von Neumann, committed suicide six years later.

Dr. Marina von Neumann Whitman, John's daughter from his first marriage, was invited by President Nixon to become the first woman to serve on the council of economic advisers.

You Have Lost The Game

You have lost the game.