RACTOR wrote a book, "The policeman's beard is half constructed."
https://en.wikipedia.org/wiki/Timothy_Leary%27s_Mind_Mirror
https://store.steampowered.com/app/1603300/Timothy_Learys_Mi...
https://news.ycombinator.com/item?id=32578683
https://scalar.usc.edu/works/timothy-leary-software/index
I extracted all the text from the Apple ][ Mind Mirror floppy disk image:
https://donhopkins.com/home/mind-mirror.txt
Mind Mirror Anthropic Skill and Documentation for MOOLLM:
https://github.com/SimHacker/moollm/tree/main/skills/mind-mi...
The Prison Escape: Ultimate Validation
In 1970, Nixon called Timothy Leary "the most dangerous man in America." Leary was sentenced to 10-20 years for marijuana possession — a draconian sentence designed to silence him.
Upon arrival at the California Men's Colony, Leary was administered psychological tests to determine his security classification. Among them: the Leary Interpersonal Behavior Inventory — a test he himself had designed twenty years earlier.
This was the ultimate field test of his own theory. If personality assessment truly revealed the inner self, Leary would be classified as what he was: a charismatic rebel, a leader, a flight risk.
But Leary understood the instrument. He knew which quadrant of the Interpersonal Circumplex mapped to "cooperative worker" vs. "dangerous agitator."
He answered strategically:
Dominance axis: Low scores ("I prefer to follow")
Hostility axis: Low scores ("I respect authority")
Interests: Forestry, gardening, nature work
Affect: Calm, conventional, agreeable
The prison psychologists, applying the Leary Interpersonal Behavior Inventory to Leary himself, concluded:
"Normal, well-adjusted, non-aggressive, conforming individual."
Result: Minimum security. Outdoor work detail. Access to the grounds with minimal supervision.
On September 12, 1970, Leary climbed a tree, shimmied across a telephone cable over the razor wire, and dropped to freedom. The Weather Underground had a car waiting. By October, he was in Algeria as a guest of the Black Panther Party's international chapter. By 1971, Switzerland.
He evaded capture for over two years.
[...]
Bob Dietz, co-creator, on working with Leary:
"His vision was way out there in the future so a lot of what we had to do was kind of pull it back a little bit and say well, this machine can't do all that. He always had these kind of big vision things of wanting to do three-dimensionally and you know have the computer react to everything you said and with artificial intelligence."
On Leary's goals:
"He was all about self-empowerment, giving the users the keys to the kingdom."
On the internet vision:
"I cannot begin to tell you how much Timothy Leary would have embraced and loved the notion of seeing Mind Mirror applied on the internet."
----
Apple Software Bank Vol. 1: Bone Tumor Differential Diagnosis [Model 00114] © 1978 Apple Computer, Inc.
An expert system written in APPLESOFT BASIC by Jeffrey Dach, M.D.
https://news.ycombinator.com/item?id=21582027
DonHopkins on Nov 20, 2019 | prev | next [–]
The classic Bone Tumor Differential Diagnosis program that Apple published for the Apple ][ in the original Apple Software Bank Volume 1 from 1978 sounds legit. But beware: it requires 32K of RAM, bigger than any other program in that volume! (Available on both cassette and 5-1/4" floppy disk for free from your local Apple dealer.)
https://archive.org/stream/Apple_Software_Bank_Vol_1-2/Apple...
https://archive.org/details/a2_Biology_19xx_
https://mirrors.apple2.org.za/ftp.apple.asimov.net/documenta...
Program Name: BONE TUMOR DIFFERENTIAL DIAGNOSIS
Software Bank Number: 001 1 4
Submitted By: Jeffrey Dach, M.D.
Program Language: APPLESOFT II BASIC
Minimum Memory Size: 32K Bytes
This program is intended for use by qualified medical practitioners. While the specific data are of interest only to those familiar with bone pathologies, the programming techniques may well interest a wide range of computer users.
INSTRUCTIONS
LOAD the program into APPLESOFT II BASIC, and type RUN. Follow the instructions displayed on the screen. The program asks a series of questions concerning radiographic and clinical details of the bone tumor in question. For each question, type the number of the appropriate answer and press the RETURN key. Finally, the program uses Baye's rule and a predetermined probability matrix from Lodwick (1963) to calculate the relative probabilities of 9 different diagnoses.
Some knowledge of descriptive terms for bone tumors is needed to answer the questions. Only a qualified physician should attempt to use this program as a diagnostic tool.
>Tik-Tok finds that he can do as he pleases, and he secretly commits various hideous crimes for his amusement. After manipulating both robots and humans to cause chaos and bloodshed, Tik-Tok becomes wealthy (partly through health care privatization) and is finally elected Vice President of the United States.
A quibble: the creator of Eliza was Joseph Weizenbaum, not "Wizenbaum".
I did try feeding the book into a small LLM to generate more text but it either doesn't follow its unusually stilted prose, which is clearly templated, or it just vomits back the entire corpus which is not very large.
Long before I ever encountered Richard Wallace's AIML (which was quite unintentionally silly, but not actually a joke, unfortunately), around 1996 I wrote some joke web pages to parody VRML, announcing "AIML: Artificial Intelligence Marketing Language", by taking a couple of gushing articles about VRML, strategically replacing "VR" with "AI", and tweaking just a few words.
The point being that the VRML hype back then was as bad as the AI hype right now (well maybe not QUITE as bad). I don't have a very high opinion of VRML obviously! They didn't bother integrating it with an extension language at the time, so it was useless.
AIML: Artificial Intelligence Marketing Language
https://donhopkins.com/home/catalog/text/aiml.html
Support for AIML
https://donhopkins.com/home/catalog/text/SupportForAIML.html
To go along with the AIML parody, and give it a whiff of authentic scientific research, I formatted as html and published an actual AI research paper with the funniest title ever, by a company called Roanoke AI Laboratories, Inc., from The Journal of Theriogenology. (NSFW, unless you work in the Artificial Insemination industry!)
https://donhopkins.com/home/catalog/text/AILabratories.html
The author Jim Crump, Jr. actually found it by googling his name, and sent me a sincere email thanking me for formatting and publishing his AI paper on my web site, because his own publisher wouldn't allow him to publish his own paper on his own web site, due to draconian copyright restrictions. So I left it up because he was linking to it. Apparently it's well known in the AI Industry as the "Crump Technique". Attention is all horses need, too.
I miss the early days of the web...
So I fed his 1993 Kabuki-West Natalism Flame to it (the inappropriately announced baby in question is 33 years old now!):
http://www.art.net/studios/hackers/hopkins/Don/text/rms-vs-d...
>Are you annoyed that Stallman is emotionally stimulating?
https://raw.githubusercontent.com/jwiegley/emacs-release/ref...
(set (make-local-variable 'doctor--stallmanlst)
'(((doc$ doctor--describe) your (doc$ doctor--feelings-about) him \.)
((doc$ doctor--areyou) a friend of Stallman \?)
((doc$ doctor--bother) Stallman is (doc$ doctor--random-adjective) \?)
[...] (set (make-local-variable 'doctor--rms-flag) nil)
[...] (doctor-put-meaning rms 'rms)
(doctor-put-meaning stallman 'rms)
[...] ;; I did not add this -- rms.
;; But he might have removed it. I put it back. --roland
(defun doctor-rms ()
(cond (doctor--rms-flag (doctor-type (doc$ doctor--stallmanlst)))
(t (setq doctor--rms-flag t) (doctor-type '(do you know Stallman \?)))))I had this ancient program called Virtual Homespace Builder https://archive.org/details/hmebuilder that was like an early Sketchup sorta thing and it would render VRML output, but I can't say as I ever managed to publish anything with it, being a young whelp at the time.
If VRML had been fast and efficient, something like Second Life / Metaverse might have emerged there...
Long before the current kerfuffle about LLMs, Generative AI Artwork, and asking your tax preparation chatbot for a cookie recipe, the concept of artificial intelligence and synthetic life was a pervasive theme in creative and engineering works. We have the ground-breaking appearance of Rossum’s Universal Robots (or Tik-Tok, the Royal Army of Oz), through countless science-fiction properties and incredibly positive futurist home-making advertisements, and into the inevitable portrayal of dark and dystopian empires providing humans with nothing but a clear and present ending to their story arc. Artificial Intelligence has been riding along with humanity’s storytelling and expressiveness for many generations – and, one might argue, it is this ever-present influence and inspiration that has driven a lot of the modern phrasing and design in our most contemporary toys and tools wearing the vestements of consciousness.
The motivations are clear: our endless curiosity of the nature of our minds and humanity, the twists and turns that come when the synthetic mirror-images of people betray unintended consequences, and the fact that human beings look amazing when rendered in chrome.
But before we get swept up too much into the echoes of the past and see patterns of AI-like entities into the distant generations (golems, anyone?) let us instead zoom into a very specific family of projects and products that are presented at the Internet Archive for the research, education, and enjoyment of all:
The newly-minted Vintage Artificial Intelligence collection.
Dating roughly from the 1970s through the 1990s, these emulated software packages have come from many sources, and with many motivations, but have been curated together for a very subtle and occasionally imperceptible theme: the adventure of experiencing a machine that thinks.
To be clear, and without taking too much time for a press conference announcing so or claiming such for a future IPO, none of the programs in this collection come within a solar system of thinking in any actual sense. They are, instead, portrayals on microcomputers and game consoles of the idea of thinking machines, the experience of creating autonomous or semi-autonomous virtual entities, and playing games with the illusion of a contemplative and improvisational opponent.
“Delve” is a very popular word with machines, Jason said ironically, as well as em-dash. Let’s delve into some of the odd ways artificial intellgence begin appearing with these programs in the early days of home computers. Em-dash.
The most obvious and pervasive example for Artificial Intelligence is Joseph
Wizenbaum’s ELIZA, named after Eliza Doolittle in Pygmalion, and which began its artificial life as a program that would run various conversational scripts, of which its main first one, DOCTOR, was so popular in putting on the appearance of an interested psychologist that users famously opened up to the question and answer process it provided as if talking to a real person. While Wizenbaum wrote throughout his life of the over-abundant assumptions of the program, it was still enough of a successful gimmick that the program was ported and re-written dozens of times, many examples of which are at the archive: Eliza, Eliza, Eliza, Eliza, Eliza, Eliza, Eliza, Eliza, Eliza, Eliza, Eliza, Eliza, Ms. Eliza, Eliza, Eliza, German Eliza, German Eliza, Eliza, Eliza, and, finally, Psycho Eliza.
Eliza is the gold standard of the promise of artificial intelligence and the program was simple enough to encourage easy porting to various platforms, which is why you can click on many of the links to find yourself inside Apple II, Radio Shack Color Computer, Palmpilot, Atari 800, and many more home computer machines of the 1980s.
Naturally, the idea of “talk to something that sort of responds to you like a person, preferably like Eliza did” had innovation, parody and experimentation, leading to some of these other programs in the collection: Dr. Z (Eliza, but it ignores what you are saying) Talking Sam (which is more or less a demo for a speech synthesizer) Hyper Psych (A Therapist in Hypercard Format) DR. SPOC (another therapist) Abuse (which answers in a hostile way to your conversation) Pisko (which is a parody, and also requires you to talk to it in Serbian).
A program in this vein deserves special attention. Racter (short for Raconteur) (MS-DOS version here) is a very early commercial version of a chatbot – it was written to literally write sentences and stories that sounded authentically created, and even wrote some published short works. They sound exactly like you might think they would sound: “Bill sings to Sarah. Sarah sings to Bill. Perhaps they will do other dangerous things together. They may eat lamb or stroke each other. They may chant of their difficulties and their happiness. They have love but they also have typewriters. That is interesting.” This work eventually led to this commercial program, Racter, which you could hold conversations with and which could do a relatively eerie experience of conversations. At the time this program was released (1985), a small trickle of reviews and articles speculated on the ramifications of such a program existing, which look and sound, frankly, like someone bringing a bucket to catch what ultimately is a 100 foot tidal wave coming in from the 21st Century’s shore.
With the lens of the modern era to look back, and billions of dollars spent on the project and maintenance of the current systems, it’s easy to dismiss these older programs as toys or forgettable jaunts, but they carried with them the weight of a machine imbued with at least a fuzzy sense of character and thought. At a time when functioning spreadsheets were revolutionary to business and desktop publishing was looming over the audience and potential costs of printed communication, it seemed only natural these machines might become some possible type of being, and that being could be had for a price. The profits could, with some luck and opportunity, raise a fortune.
Activision of the 1980s, essentially a completely different company than the contemporary concern of today, did two major experiments in artificial intelligence-like products, seeking to find oddball variants of simple video games or productivity software.
Alter Ego (male and female versions) was developed by a psychologist as an exporation of decisions and consequences in life, allowing the player to take over a persona (an “alter ego”) and guide them through stages of childhood, teenage years, adulthood, and so on. Premature death was not off the table, nor were examples of the dark and light aspects of life, portrayed in interactive steps. Along the way, you would gain points towards various attributes of the personality (providing a game-like function) and ultimately, help to craft a more accomplished and successful life. It is, in other words, a classic RPG (Role-Playing Game) with a hint of a sense of an actual life being somewhere down there inside your home computer.
The other Activision creation, Little Computer People, is both an interesting choice and experience of the time. The conceit was simple – that people were discovered living inside computers, and this program gave the user a chance to see them living their otherwise hidden lives. Think The Sims, but Much, Much Smaller. Through clever programming (thanks to the work of programmer David Crane, of Pitfall! fame), the game had a lot of flexibilty and variance for the “inhabitants”: hundreds of names, variance in moods and willingness to listen, and other bits of illusion of life.
That illusion, that something living and functioning is buried somewhere among the code, that a program has created life from the darkness of ones and zeroes, is the most frequent aspect of all these programs, but was an actual selling point for some of the items in this collection.
The games Murder on the Zinderneuf, Suspended, Deadline, and The Hobbit all leaned heavily into scripted movements and off-screen antics of the characters inside them. At the time of its release, Deadline was reported on in general news articles about the possibility of literary characters who were quietly living their own lives, only mildly engaged with the game player, and who only interacted with narration and story when happenstance provided it. The Hobbit was legendary for the fact that the programmer of the non-player characters, Veronika Megler, held to the belief of the autonomy of the world outside the player so strongly that sometimes world-changing events (characters fighting, resulting in the loss of one) could happen entirely out of control and context, only revealing the game was unwinnable later. Suspended, in which the player is a cryogenically frozen mind restored to action to help handle an emergency, split consciousness and awareness to six different functioning robots, meaning only one could access information, another pick up items, and so on. The perception that reality is maleable, that work can happen in the background outside your awareness and return the results to you, finds itself referenced in the structure of modern AI agents and how they are sold to public and industry.
But avoiding rabbit holes of arguing humanity and mind inside code, let’s pull back to one of the other genres curated in this collection: autonomous agent programming.
There have been an entire family of games that consist of pre-programming the skills and processes of some manner of automaton (in the form of robots, worms, and so on), setting your programmed warrior into the arena, and seeing if they win. Examples of this include Robot War, Worms and Fortress. These humble-by-comparison programs make obvious what is not always expressed – that a number of simple rules, presented quickly and without intervention, can give incredibly powerful illusions of autonomy and intelligence, as long as you don’t look so closely.
And onward we go. For a solid amount of the late 20th century, the very computers we had created and made part of our lives could be used to tell stories that the computers themselves were alive.
And maybe a few of us believed it!
The collection ranges into other tangents of this arena, well worth exploring, but left as something for you, the intelligent agent at the keyboard, to browse around and play with. From programming languages based around logic rules to groundbreaking examples of what were called “expert systems” before they got renamed to “your new manager”, Vintage Artificial Intelligence has something for everyone, machine and person alike.