conditions. And then, by extension, something gnarly came to be anything with surprisingly intricate detail. As a late-arriving and perhaps over-assimilated Californian, I get a kick out of the word.
Do note that âgnarlyâ can also mean âdisgusting.â Soon after I moved to California in 1986, I was at an art festival where a caterer was roasting a huge whole pig on a spit above a gas-fired grill the size of a car. Two teenage boys walked by and looked silently at the pig. Finally one of them observed, âGnarly, dude.â In the same vein, my son has been heard to say, âNever ever eat anything gnarly.â And having your body become old and gnarled isnât necessarily a pleasant thing. But here I only want to talk about gnarl in a good kind of way.
Clouds, fire, and water are gnarly in the sense of being beautifully intricate, with purposeful-looking but not quite comprehensible patterns. And of course all living things are gnarly, in that they inevitably do things that are much more complex than one might have expected. As I mentioned, the shapes of tree branches are the standard example of gnarl. The life cycle of a jellyfish is way gnarly. The wild three-dimensional paths that a hummingbird sweeps out are kind of gnarly too, and, if the truth be told, your ears are gnarly as well.
Iâm a writer first and foremost, but for much of my life I had a day-job as a professor, first in mathematics and then in computer science. Although Iâm back to being a freelance writer now, I spent twenty years in the dark Satanic mills of Silicon Valley. Originally I thought I was going there as a kind of literary lark like an overbold William Blake manning a loom in Manchester. But eventually I went native on the story. It changed the way I think. I drank the Kool-Aid.
I derived my notion of gnarl from the work of the computer scientist Stephen Wolfram. I first met him in 1984, interviewing him for a science article I was writing. He made a big impression on me, and introduced me to the dynamic graphical computations known as cellular automata, or CAs for short. The so-called Game of Life is the best-known CA. You start with a few lit-up pixels on a computer screen. Each pixel âlooksâ at the eight nearest pixels, counts how many are âonâ and adjusts its state according to this total, using a fixed rule. All of the pixels do this at once, so the screen behaves like a parallel computation. The patterns of dots grow, reproduce, and/or die, sometimes generating persistent moving patterns knownas gliders. I became fascinated by CAs, and itâs thanks in part to Wolfram that I switched from teaching math to teaching computer science.
Wolfram summarized his ideas in his thick 2002 tome,
A New Kind of Science.
To me, having known Wolfram for many years by then, the ideas in the book seemed obviously true. I went on to write my own nonfiction book,
The Lifebox, the Seashell, and the Soul,
partly to popularize Wolframâs ideas, and partly to expatiate upon my own notions of the meaning of computation. A work of early geek philosophy. Most scientists found the new ideas to beâas Wolfram sarcastically put itâeither trivial or wrong. When a set of ideas provokes such resistance, itâs a sign of an impending paradigm shift.
So what does Wolfram say? Iâll break this into four points.
(1) Wolfram starts by arguing that we can think of any natural process as a computation, that is, you can see anything as a deterministic procedure that works out the consequences of some initial conditions. Instead of viewing the world as made of atoms or of curved space or of natural laws, we can try viewing it as made of computations. Keep in mind that a âcomputerâ doesnât have to be made of wires and silicon chips in a box. It can be any real-world phenomenon you like.
(2) Having studied a very large number of visually interesting computations called cellular