Documente Academic
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making the past and the strange one body with the near and the
present, of healing wounds, replacing what is lost, repairing
broken molds.
Friedrich Nietzsche
Stefan Arteni
II
[Notes for a lecture-demonstration; March 9, 2006,
QCC Art Gallery CUNY, New York]
SolInvictusPress 2007
Game Theory
Game theory is a branch of applied mathematics. It has recently drawn attention from
computer scientists because of its use in artificial intelligence and cybernetics.
Some game theorists have turned to evolutionary game theory which includes both
biological as well as cultural evolution and also models of individual learning (for
example, fictitious play dynamics.) These models presume either no rationality or
bounded rationality on the part of players. Evolutionary game theory does not
necessarily presume natural selection in the biological sense.
Game theory has been put to several uses in philosophy. David Lewis used game
theory to develop a philosophical account of convention. In so doing, he provided the
first analysis of common knowledge. In addition, he first suggested that one can
understand meaning in terms of signaling games [signaling games as games of
imperfect information.] This later suggestion has been pursued by several
philosophers since Lewis.
The emergence of cultural behavior in multiple games
One appeal of evolutionary game theory is that it allows for relaxation of the
traditional game theoretical fully-informed rational actor assumption . The
evolutionary models presume that people, or agents, are myopic, and that
individuals may make errors in the sense that strategy selection is driven by natural
selection, imitation, or genetics, and not inductive reasoning. Within the
framework of evolutionary game theory, players may not know all the rules, games
are repeated, agents play multiple games simultaneously and evolve or choose
separate strategies in each. Agents can also apply similar strategies to distinct
games [Jenna Bednar and Scott Page.] Complexity emerges: the whole differs from
the sum of the parts.
The hallmarks of “cultural behavior” are consistency within and across individuals,
variance between populations, contextual effects, behavioral stickiness, low
rationality, and suboptimal performance. The framework rests on two primary
assumptions: (i) agents play ensembles of games, (ii) agents have finite cognitive
capacity. Evolutionary game theory provides a dynamic framework for analyzing
repeated interaction. These replicator dynamics may cause local conventions to
emerge [Jenna Bednar and Scott Page.]
In The Ambiguity of Play, Brian Sutton-Smith defines play’s function as
"the reinforcement of the organism’s variability," so that its evolved
behaviors don’t become too rigid and predictable. This variable
behavior goes from "the actual to the possible" – that is, from physical
play to the play of the mind. Psychologically, Sutton-Smith defines
play as "a virtual simulation characterized by staged contingencies of
variation, with opportunities for control engendered by either mastery
or further chaos."
Jesper Juul, specialist in video game theory and design, describes the conceptual
framework for two types of games:
Emergence Games. Game type where variation appears by the interaction between
elements in the game. Emergence games often surprise players and even the
designers of the game. The opposite of progression games [Jesper Juul.]
"Finite players play within boundaries; infinite players play with boundaries“
[James P.Carse.]
Knowing what the rules delimit, the player can then build upon them, constrained
only by the bounds of his/her creativity. Additionally, the infinite player can then
create new rules based on the paradigmatic and syntagmatic orders of the
existing ones. These new rules have the advantage of sharing a common system
between them, thereby making them intelligible to other players despite their
originality. Therefore, the infinite player always uses rules as means for play
continuation, as opposed to allowing them to constrict his/her play. Since finite
games can be played within an infinite game, infinite players do not eschew the
performed roles of finite play. On the contrary, they enter into finite games, but
they do so without the seriousness of finite players. They embrace the
abstractness of finite games as abstractness, and therefore take them up not
seriously, but playfully.
As has become clear by now, culture is an infinite game, an intricate
kaleidoscope of games being played. Culture is poiesis-autopoiesis, and all
its participants are poietai - makers. Autopoiesis generates boundaries -
infinite play plays with boundaries and rules. There is a nexus of supportive
relations between formalization and play as well as within their chiastic
reversal, the play of formalizations [David Lidov.]
Gao Jianping draws an analogy between painting and the game of go. He also
suggests that ''Art plays an unknowing game with ultimate things, and yet
achieves them" [Gao Jianping.]
Rules /emergence of conventions /constraints
By Hakuin
Shan 山 Mountain
Zhang Zhengyu
[Chang Cheng-yu]
(1903-1976)
Kamijo Shinzan
Shan
山
Mountain
Wang Chong 王宠
Jin Nong 金农
"Eternity"
The "calligraphic" use of the brush became in China and Japan an art
form, and one that exerted great influence on painting. Foregrounding
the medium and the technique, it makes a strong statement that it is
nothing but ink and the artist's hand.
Nantembo
Honami Kōetsu (calligraphy)
and Tawaraya Sōtatsu (painting),
Poem Card (Shikishi)
Yamamoto Gempo
[from the Shambhala Zen Art Gallery]
Yamagida Seizan
Xu Wei
Japan,
ceramic bowl
Ogata Kenzan, ceramic bowl
Appropriation of Far Eastern visual production techniques:
[from www.shambhala.org/teachers/vctr/calligraphies-ges.html]
Appropriation of Far Eastern visual production techniques:
[from www.shambhala.org/teachers/vctr/calligraphies-ges.html]
Teacher with writing tablet,
Greek vase painting
Fragment of an Antiphonale
after 1250
European
Gothic Style
Simone Martini
Saviour Blessing (tympanum)
and Madonna of Humility (lunette)
1341
Third sinopias
Palace of Popes, Avignon
European
Gothic Style
Simone Martini
Saviour Blessing (tympanum)
and Madonna of Humility (lunette)
1341
Fresco
Notre-Dame-des-Doms, Avignon
Renaissance
Carlo Crivelli
Mannerism
System-wide constraints:
Medial constraints
Physiological constraints:
Sight: myopia [blurred shapes]
astigmatism [image is not clearly focused either in the
horizontal or in the vertical plane and in some cases vertical lines
may appear to be leaning over]
accommodation problems/eyes are affected differently
Albrecht Dürer,
proportions diagram
An 1851 print
Hjalmar Torp
The Integrating System of Proportion
in Byzantine Art, Acta Ad
Archeaologiam
Et Artium Historiam Pertinentia,
Volume 4,
Giorgio Bretschneider 1984
Diagram by Hjalmar Torp
Manuel Panselinos, circa 1300
El Greco (Domenikos Theotokopoulos) and the possible use of the Paleologan canon
El Greco
(Domenikos
Theotokopoulos)
and the possible use
of the Paleologan
canon [on the left
a figure by
Panselinos]
⅓ face
⅓ face
Rosso Fiorentino
and the Mannerist
canon of 9 faces
according to
Giovan Paolo
Lomazzo’s
Idea del Tempio ⅓ face
Della Pittura
Francesco Primaticcio
Royal Staircase (detail)
1530s
Stucco
Apartments of the
Duchesse d'Étampes,
Fontainebleau:
the Mannerist
canon of 10 faces
according to
Giovan Paolo
Lomazzo’s
Idea del Tempio
Della Pittura
17th century
Byzantine Icon,
mixed perspective
system
Barnaba da Modena: mixed perspective system
Niccoló
di Buonaccorso:
mixed perspective
system
Juan Gris (Jose Victoriano
Gonzalez): mixed
perspective system
Pietro Perugino
(Pietro di Cristoforo Vanucci):
central (linear) perspective
Francesco di Giorgio Martini:
central (linear) perspective
Roman wall painting: reverse perspective
André Derain: reverse perspective
The intentional use of
inclined vertical lines
Milton Avery
Raoul Dufy
The intentional use
of inclined vertical
lines
Henri Catargi
Raoul Dufy and the intentional dissociation of outline and color patch
Raoul Dufy
Raoul Dufy
Raoul Dufy
Raoul Dufy
Raoul Dufy
Raoul Dufy