The Selfish Gene

The Selfish Gene by Richard Dawkins Page B

Book: The Selfish Gene by Richard Dawkins Read Free Book Online
Authors: Richard Dawkins
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programmer? First, he is definitely not manipulating the computer from moment to moment, like a puppeteer pulling strings. That would be just cheating. He writes the program, puts it in the computer, and then the computer is on its own: there is no further human intervention, except for the opponent typing in his moves. Does the programmer perhaps anticipate all possible chess positions, and provide the computer with a long list of good moves, one for each possible contingency? Most certainly not, because the number of possible positions in chess is so great that the world would come to an end before the list had been completed. For the same reason, the computer cannot possibly be programmed to try out 'in its head' all possible moves, and all possible follow-ups, until it finds a winning strategy. There are more possible games of chess than there are atoms in the galaxy. So much for the trivial non-solutions to the problem of programming a computer to play chess. It is in fact an exceedingly difficult problem, and it is hardly surprising that the best programs have still not achieved grand master status.
     
    The programmer's actual role is rather more like that of a father teaching his son to play chess. He tells the computer the basic moves of the game, not separately for every possible starting position, but in terms of more economically expressed rules. He does not literally say-in plain English 'bishops move in a diagonal', but he does say-something mathematically equivalent, such as, though more briefly: 'New coordinates of bishop are obtained from old coordinates, by adding the same constant, though not necessarily with the same sign, to both old x coordinate and old y coordinate.' Then he might program in some 'advice', written in the same sort of mathematical or logical language, but amounting in human terms to hints such as 'don't leave your king unguarded', or useful tricks such as 'forking' with the knight. The details are intriguing, but they would take us too far afield. The important point is this. When it is actually playing, the computer is on its own, and can expect no help from its master. All the programmer can do is to set the computer up beforehand in the best way possible, with a proper balance between lists of specific knowledge, and hints about strategies and techniques.
     
    The genes too control the behaviour of their survival machines, not directly with their fingers on puppet strings, but indirectly like the computer programmer. All they can do is to set it up beforehand; then the survival machine is on its own, and the genes can only sit passively inside. Why are they so passive? Why don't they grab the reins and take charge from moment to moment? The answer is that they cannot because of time-lag problems. This is best shown by another analogy, taken from science fiction. A for Andromeda by Fred Hoyle and John Elliot is an exciting story, and, like all good science fiction, it has some interesting scientific points lying behind it. Strangely, the book seems to lack explicit mention of the most important of these underlying points. It is left to the reader's imagination. I hope the authors will not mind if I spell it out here.
     
    There is a civilization 200 light-years away, in the constellation of Andromeda. They want to spread their culture to distant worlds. How best to do it? Direct travel is out of the question. The speed of light imposes a theoretical upper limit to the rate at which you can get from one place to another in the universe, and mechanical considerations impose a much lower limit in practice. Besides, there may not be all that many worlds worth going to, and how do you know which direction to go in? Radio is a better way of communicating with the rest of the universe, since, if you have enough power to broadcast your signals in all directions rather than beam them in one direction, you can reach a very large number of worlds (the number increasing as the square of the

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