<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="3.10.0">Jekyll</generator><link href="https://rambling.malignat.us/feed.xml" rel="self" type="application/atom+xml" /><link href="https://rambling.malignat.us/" rel="alternate" type="text/html" /><updated>2026-06-29T12:28:33+00:00</updated><id>https://rambling.malignat.us/feed.xml</id><title type="html">Mordecai’s Ramblings.</title><subtitle>Mordecai&apos;s thoughts and ramblings on a great many diverse set of things.</subtitle><entry><title type="html">Moving Along The Effort Curve</title><link href="https://rambling.malignat.us/2026-06-29/moving-along-the-effort-curve" rel="alternate" type="text/html" title="Moving Along The Effort Curve" /><published>2026-06-29T00:00:00+00:00</published><updated>2026-06-29T00:00:00+00:00</updated><id>https://rambling.malignat.us/2026-06-29/moving-along-the-effort-curve</id><content type="html" xml:base="https://rambling.malignat.us/2026-06-29/moving-along-the-effort-curve"><![CDATA[<p>A weird thing I have noticed as of late: how <em>fun</em> things are is frequently and
easily shifted with how much effort I invest in it. Trying harder at something
frequently makes it more fun to do, it just now takes more energy. Similarly,
sometimes things I feel compelled to invest a lot of energy into aren’t fun for
that reason, but half-assing it (while still accomplishing the objective) makes
them more fun again.</p>

<p>It has become a sort of knob to tweak to make life better, an axis on the
activity matrix to tinker with to make life better, when it works.</p>

<p>As a concrete example, cooking: It’s the kind of thing that’s easy to resent the
presence of, since most people in broadly-western lives need to do so for almost
every meal. You gradually have a sort of repertoire of things you can make
without too much thought, things you keep the ingredients around for, so you can
just make them when you need to eat food in order to not die.<sup id="fnref:1" role="doc-noteref"><a href="#fn:1" class="footnote" rel="footnote">1</a></sup> It is also
easy to get sick of those default meals, and then you have to try to find more
stuff again, and so on.</p>

<p>Moving the effort level up then could mean any of these:</p>

<ul>
  <li>Acquiring/reviewing cook books for new ideas</li>
  <li>Making sketches and plans for dishes made from separate components</li>
  <li>Unusually time-intense preperations (i.e. dry-aging, fermenting, brining)</li>
  <li>Acquiring produce from a different vendor and seeing how it changes things.</li>
</ul>

<p>Doing that generally changes the experience in a significant way, and often in a
good way. It’s novelty in a way that lets you meaningfully improve something
routine. I also tend to be able to liberally steal techniques and tricks from
very fancy cooking for regular cooking<sup id="fnref:2" role="doc-noteref"><a href="#fn:2" class="footnote" rel="footnote">2</a></sup></p>

<p>Often the main way I want the dial to turn on effort is down, but that
tends to make everything quite beige and turns things that are fun into
functionalist affairs that do their job, but have had the enjoyment optmised
out. Deliberately throwing way more effort than strictly required often lets me
enjoy the routine version again, with some more information and a slightly
changed perspective.</p>

<p>In short, try tinkering with moving the effort-invested slider up, rather than
down. When you do that, try going way up on the effort invested, rather than
slightly up, and I think you might learn something about something you were
already treating as bland routine.</p>

<hr />

<div class="footnotes" role="doc-endnotes">
  <ol>
    <li id="fn:1" role="doc-endnote">
      <p>Or worse, become horribly cranky. <a href="#fnref:1" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:2" role="doc-endnote">
      <p>Here’s a pretty universally applicable trick: the next time you put
uncooked tomatoes into anything, salt them 30 minutes before using them,
then tip off the water before you use them. They will taste a lot better. <a href="#fnref:2" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
  </ol>
</div>]]></content><author><name>Mordecai</name></author><category term="post" /><category term="notebook" /><summary type="html"><![CDATA[A weird thing I have noticed as of late: how fun things are is frequently and easily shifted with how much effort I invest in it. Trying harder at something frequently makes it more fun to do, it just now takes more energy. Similarly, sometimes things I feel compelled to invest a lot of energy into aren’t fun for that reason, but half-assing it (while still accomplishing the objective) makes them more fun again.]]></summary></entry><entry><title type="html">The Fates</title><link href="https://rambling.malignat.us/2026-06-25/the-fates" rel="alternate" type="text/html" title="The Fates" /><published>2026-06-25T00:00:00+00:00</published><updated>2026-06-25T00:00:00+00:00</updated><id>https://rambling.malignat.us/2026-06-25/the-fates</id><content type="html" xml:base="https://rambling.malignat.us/2026-06-25/the-fates"><![CDATA[<p>A week or so ago, I watched the <a href="https://www.youtube.com/watch?v=Is8N7B9b0GQ">honestly excellent documentary</a> from <em>People Make
Games</em> about Jerry Gretzinger, an artist who works on a staggeringly large map
of a fictional place. He does this by means of a deck of cards<sup id="fnref:1" role="doc-noteref"><a href="#fn:1" class="footnote" rel="footnote">1</a></sup> that, in the end,
amount to an analogue procedural algorithm for how to modify the map. He draws a
card, and does what it says - add a town here, add a new panel there, and so on.</p>

<p>I kept thinking about that deck of cards long after I finished the documentary.
It made it very straightforward for Jerry to work on the map:
he’d draw a card, and do what it said. If he didn’t like the effect it had, he’d
alter the rules, or the deck. But the next step after was always to draw another
card and follow its instructions.</p>

<p>Now, I have struggled for my entire life to tie together the various creative
interests I have, from music composition, to visual arts, to woodworking and
carpentry, to writing fiction and non-fiction, to cooking and baking. They all
feel relatively cohesive to me, in that they’re all trying to <em>create</em>
something. The different outputs and types are just differences in
methodology.</p>

<p>So, I followed another time-honoured journey of creative people: stealing. I
stole the idea behind Jerry’s deck of cards: that it’s a draw-one,
self-modifying, self-regulating deck for <em>creating stuff</em>, and decided I’d make
my own. I also decided to lean into whimsy and pathos, and so I came up with The
Fates.</p>

<h2 id="the-fates">The Fates</h2>

<p><img src="/assets/the-fates.jpeg" alt="A picture of The Fates" /></p>

<p>The Fates are a deck of, currently, 15 directives, or Fates. They are
cut-together pieces of heavy note-paper, with a reversed <em>Magic: The Gathering</em>
card as backing, inside cheap sleeves that I had lying around. Why? Because one
of the directives is to shuffle the deck, and <em>M:TG</em> cards shuffle nicely.</p>

<p>This silly deck of cards has been extraordinarily successful for me at making
more stuff. It is very straightforward to make more stuff with. It has three
rules:</p>

<ol>
  <li>To invoke The Fates, draw a card off the top. Follow their instructions.</li>
  <li>After you have completed said instructions, place the card at the bottom of
the pile.</li>
  <li>When you invoke The Fates, write down which Fate has been bestowed upon you.
Then write down what you did to execute it.</li>
</ol>

<p>And so, when I sit down at my desk with nothing concretely to do, rather than
launch a video game of my choice<sup id="fnref:2" role="doc-noteref"><a href="#fn:2" class="footnote" rel="footnote">2</a></sup>, I Invoke The Fates™. And it has just led
to me making a ton of stuff and having altogether better wellbeing than I did
prior to trying this out. I’d recommend giving it a shot, if choice-paralysis in
the creating of stuff is a thing that affects you.</p>

<p>In closing, here’s a list of my cards, currently:</p>

<ol>
  <li>Shuffle.</li>
  <li>Read a chapter of fiction.</li>
  <li>Read a chapter of non-fiction.</li>
  <li>Invoke The Fates(™) and embellish their command (read: Draw on the card.)</li>
  <li>Meditate about The Fates (what’s working? What isn’t? Am I happy with how
this experiment is going?)</li>
  <li>Meditate about the forefront of your mind (basically: actually run down and
finish thinking about what’s in your head, rather than leaving it open and
then getting distracted)</li>
  <li>Add A Fate</li>
  <li>Invoke The Fates and add a footnote/clarification/exception to it.</li>
  <li>The World demands maintenance: do a chore.</li>
  <li>The World demands a visitation: Take a walk. (this was the last initial card
of 10, the next 5 have been added via Fate #7)</li>
  <li>The Fates Demand Cleansing (clean/dust/maintain your workspace/desk)</li>
  <li>Write about an idea, in private (This takes the form of, usually, a
half-page in my logbook and takes surprisingly little time to actually come
up with one, they’ve all been pretty good and useful)</li>
  <li>Process Some Notes (see <a href="/2022-07-22/my-reading-writing-synthesis-process">my old post</a> about what I mean with this)</li>
  <li>Make a box (This is, roughly, woodworking meditation for me. I make many
boxes of varying size. It’s been great)</li>
  <li>Invent a Location and write about it. (this is basically just a creative
writing prompt, a small thing I like doing occasionally since I read
Calvino’s <em>Invisible Cities</em>)</li>
</ol>

<hr />

<div class="footnotes" role="doc-endnotes">
  <ol>
    <li id="fn:1" role="doc-endnote">
      <p>The more precise mechanics of this deck of cards are actually public!
<a href="https://www.jerrysmap.com/the-map">Jerry’s website outlines the process.</a> <a href="#fnref:1" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:2" role="doc-endnote">
      <p>Usually Deadlock, honestly. <a href="#fnref:2" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
  </ol>
</div>]]></content><author><name>Mordecai</name></author><category term="post" /><summary type="html"><![CDATA[A week or so ago, I watched the honestly excellent documentary from People Make Games about Jerry Gretzinger, an artist who works on a staggeringly large map of a fictional place. He does this by means of a deck of cards1 that, in the end, amount to an analogue procedural algorithm for how to modify the map. He draws a card, and does what it says - add a town here, add a new panel there, and so on. The more precise mechanics of this deck of cards are actually public! &#8617;]]></summary></entry><entry><title type="html">A sketch of PersonalDB</title><link href="https://rambling.malignat.us/2026-05-24/personaldb" rel="alternate" type="text/html" title="A sketch of PersonalDB" /><published>2026-05-24T00:00:00+00:00</published><updated>2026-05-24T00:00:00+00:00</updated><id>https://rambling.malignat.us/2026-05-24/personaldb</id><content type="html" xml:base="https://rambling.malignat.us/2026-05-24/personaldb"><![CDATA[<p>PersonalDB<sup id="fnref:1" role="doc-noteref"><a href="#fn:1" class="footnote" rel="footnote">1</a></sup> is a little concept I’ve been throwing around in my head for
supporting some things around the endless text files people (or at least, me)
have lying around for notes, cheat sheets, references, plans, etc. It’s a thing
I have kinda started building, but I need to come to grips with what exactly it
should be, hence this article.</p>

<p>In essence, the origin of the problem is that “a file” does not really lend
itself to a useful taxonomy for personal writing. You can make it so, by using
it as a vague categorization system, but you will inevitably run into the ruin
of all rigid categorizations, the edge cases that are two kinds of something.
For an illustrative example, I have two files, <code class="language-plaintext highlighter-rouge">cooking.org</code>, which houses my
cooking recipes, and <code class="language-plaintext highlighter-rouge">baking.org</code>, which houses my baking recipes. Smashed
cucumber salad? Clearly cooking. Cake? Clearly baking. Soda bread? Savory, but
baked, so clearly baking. Now, naan? It’s bread, and all of the other bread is
with the baking, but it isn’t baked but instead griddled, does that make it
cooking? It’s a question I’ve answered by just adding the recipes to both files
to avoid the frustration of opening a file and then having to backtrack after
searching, but that now means drift if it were to change.<sup id="fnref:2" role="doc-noteref"><a href="#fn:2" class="footnote" rel="footnote">2</a></sup></p>

<p>The solution would clearly be some sort of tagging system rather than a
taxonomy. Naan gets both tags, both searches find it, grand. This would be
solvable with <code class="language-plaintext highlighter-rouge">org-mode</code>, which supports tagging. But then I’m forced into
re-doing all the files and the structure, and eh… Tagging systems outside of
things like <code class="language-plaintext highlighter-rouge">org-mode</code> are just kind of… bad. They’re usually just kind of
barely functioning, really old, or bring way more machinery to the table than I
want to for purposes of organizing some text files.</p>

<p>As I was thinking about this, I remembered columnar databases, and how they made
additional columns almost free, as well as entity component systems (ECS) that
kinda do similar things. Then I was thinking about how this is personal,
one-human scale infrastructure, and how that lets me do some things that would
never fly in many-humans infrastructure.</p>

<h2 id="the-idea-behind-personaldb">The Idea Behind PersonalDB</h2>

<p>The core idea is abstracting over “a text file”. There is an entity, or a row,
with an ID. An entity can have any number of columns, which are key/value pairs,
but the default value is <code class="language-plaintext highlighter-rouge">null</code>. This makes any entity, if we squint a bit, a
sparse JSON object, when trimmed for <code class="language-plaintext highlighter-rouge">null</code> values.</p>

<p>Suppose now that we take all of our recipes of some variety, and turn them into
entities that looks like this:</p>

<div class="language-json highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="p">{</span><span class="w">
    </span><span class="nl">"text"</span><span class="p">:</span><span class="w"> </span><span class="s2">"Delicious, Buttery Naan</span><span class="se">\n</span><span class="s2"> // the text key contains the entirety of the original text file."</span><span class="p">,</span><span class="w">
    </span><span class="nl">"cooking_recipe"</span><span class="p">:</span><span class="w"> </span><span class="kc">true</span><span class="p">,</span><span class="w">
    </span><span class="nl">"baking recipe"</span><span class="p">:</span><span class="w"> </span><span class="kc">true</span><span class="w">
</span><span class="p">}</span><span class="w">
</span></code></pre></div></div>

<p>Given a big list of all entities, finding recipes is now very easy. Attaching
metadata is now very easy. I could include a column of <code class="language-plaintext highlighter-rouge">contains_gluten</code> at no
cost and filter against it when reviewing recipes for what to make if I have a
guest with celiac disease.</p>

<p>So far, so “why not just include these in the file and use <code class="language-plaintext highlighter-rouge">grep</code>?”. To me, the
‘big trick’ of this is this: <strong>This same DB could house all my documents, all my
text files, all ad-hoc structured entities I come up with for various reasons,
with no loss of functionality, and the same underlying model, and the same
tools.</strong> Blog posts in this blog could be entities in the same DB, with the
recipe column values set to <code class="language-plaintext highlighter-rouge">null</code> and a <code class="language-plaintext highlighter-rouge">blog_post</code> column being set to <code class="language-plaintext highlighter-rouge">true</code>,
and it would not impact anything at all, but now I no longer really have to deal
with the file system taxonomy for something that to me is fundamentally the same
type of thing, a piece of personal or internal writing<sup id="fnref:3" role="doc-noteref"><a href="#fn:3" class="footnote" rel="footnote">3</a></sup>.</p>

<p>Because this is also a very simple data structure, it would also allow me to use
it for ad-hoc storage of personal tooling, having access to the same
abstractions and the same data. Magic: The Gathering deck lists could be a
column tag, bibliography citations could be a column tag. It also enables notes
on just about everything that is stored here, just by adding a column. Accessing
this DB programmatically from a script or other application is trivial, and I
probably will write a few libraries just for that.</p>

<p>Inconsistency (what if something is tagged as a M:TG decklist but also as a
cooking recipe and it now has two ‘types’?) does not really matter, because
there are no by default no not-me consumers of the DB. There’s just me, and I’ll
see it unexpectedly, and fix it. This gets a bit more dicey with automated
processing via scripts, but honestly, that doesn’t really matter all that much
to me.</p>

<h2 id="the-sketch-of-a-user-interface">The Sketch Of A User Interface</h2>

<p>The idea is that this is personal-scale software, so I can cut some corners I
would never get away with in other places. I’ll use a CLI as illustration,
although the exact same interface can be implemented in many ways, since it is
quite simple at its core.</p>

<p>There are fundamentally four actions: <code class="language-plaintext highlighter-rouge">list</code>, <code class="language-plaintext highlighter-rouge">get</code>, <code class="language-plaintext highlighter-rouge">write</code>, and <code class="language-plaintext highlighter-rouge">delete</code>.</p>

<p><code class="language-plaintext highlighter-rouge">list</code> is the search functionality. It accepts any number of predicates that run
against the collection of entities, for example: <code class="language-plaintext highlighter-rouge">list baking_recipe=true
text=~naan</code>. These predicates are fundamentally <code class="language-plaintext highlighter-rouge">AND</code> conjunctions, but <code class="language-plaintext highlighter-rouge">OR</code> is
possible as well: <code class="language-plaintext highlighter-rouge">list either(baking_recipe=true, cooking_recipe=true)</code>. The
predicate DSL will have some leeway for being pleasant to use, like <code class="language-plaintext highlighter-rouge">any</code> or
testing for non-null if no value is specified. <code class="language-plaintext highlighter-rouge">list</code> also returns the entity
ID.</p>

<p><code class="language-plaintext highlighter-rouge">get</code> takes an entity ID, and assembles the full entity JSON object from there.
It returns a JSON object, with all non-null columns. Column order is disregarded
entirely. There is also an option to pretty-print the keys, and to transform the
raw JSON blob into readable text that doesn’t have escaped whitespacing and newlines.</p>

<p><code class="language-plaintext highlighter-rouge">write</code> takes a entity ID and a JSON object, and replaces what the entity with
the given entity ID with the object.<sup id="fnref:4" role="doc-noteref"><a href="#fn:4" class="footnote" rel="footnote">4</a></sup> If it contains a new column, a new
column is created on write.</p>

<p><code class="language-plaintext highlighter-rouge">delete</code> deletes (or alternatively, tombstones) an entity. Columns are checked
for whether or not this was the last entity with such a column, and then deleted
if so.</p>

<h2 id="the-storage-engine-underneath">The Storage Engine Underneath</h2>

<p>With this being a small columnar DB, the easy answer is to throw this to
Parquet, and move on with life, and chances aren’t bad that I might just do
that.</p>

<p>An alternative I’ve been thinking about that preserves the plain-text origins of
this, is rooted in entity component systems, and that is to just turn each
column into a separate file, with the entity ID as the key in a big object:</p>

<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>/T/t/personaldb tree .
├── baking_recipe.json
├── cooking_recipe.json
└── text.json
</code></pre></div></div>

<p>Where then each file contains a sparse ‘list’ of column values:</p>

<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>/T/t/personaldb jq &lt; text.json
{
  "21": "Delicious Buttery Naan\n...",
  "121": "Smashed Cucumber Salad\n..."
}
</code></pre></div></div>

<p>This makes the management and search of this outside of specialized tooling
possible, whereas Parquet would just be a pile of binary blobs that I can’t do
anything with outside of the tooling.</p>

<h2 id="a-note-on-maintenance">A Note On Maintenance</h2>

<p>File systems for notes get messy quick, nobody wants to do the house keeping
when it’s about doing something, or makings something. Part of the reason why I
like this idea so much is that it makes housekeeping very easy, because there
are now no longer any folders that are just forgotten in some dusty corner. The
same structure houses everything, and reading any note forces you to see all of
its set columns. If a column seems old or antiquated, it can be very easily
overhauled programmatically, or the column file outright deleted, and that is
that.</p>

<p>I think I’ll spend some time in the next few days and weeks building something
like this, it seems fun and rewarding for just me.</p>

<hr />

<div class="footnotes" role="doc-endnotes">
  <ol>
    <li id="fn:1" role="doc-endnote">
      <p>Or OmniDB, as I’ve been kicking it around in my head, but it sounds too
grandiose for what it is, honestly. <a href="#fnref:1" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:2" role="doc-endnote">
      <p>Obviously, this is barely a real issue. It’s however the little paper cut
that made me think about this topic, and then I clearly thought a little too
much about it, and here we are. <a href="#fnref:2" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:3" role="doc-endnote">
      <p>See <a href="https://rambling.malignat.us/2022-07-22/on-internal-writing">this
post</a> for what
I call ‘internal writing’. <a href="#fnref:3" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:4" role="doc-endnote">
      <p>Chances are I will instead create a new entity and shift the entity ID,
for “undo” support, given that writes are destructive. <a href="#fnref:4" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
  </ol>
</div>]]></content><author><name>Mordecai</name></author><category term="post" /><summary type="html"><![CDATA[PersonalDB1 is a little concept I’ve been throwing around in my head for supporting some things around the endless text files people (or at least, me) have lying around for notes, cheat sheets, references, plans, etc. It’s a thing I have kinda started building, but I need to come to grips with what exactly it should be, hence this article. Or OmniDB, as I’ve been kicking it around in my head, but it sounds too &#8617;]]></summary></entry><entry><title type="html">The LLM Flood, As Seen From The Trenches</title><link href="https://rambling.malignat.us/2026-05-08/the-llm-flood-as-seen-from-the-trenches" rel="alternate" type="text/html" title="The LLM Flood, As Seen From The Trenches" /><published>2026-05-08T00:00:00+00:00</published><updated>2026-05-08T00:00:00+00:00</updated><id>https://rambling.malignat.us/2026-05-08/the-llm-flood-as-seen-from-the-trenches</id><content type="html" xml:base="https://rambling.malignat.us/2026-05-08/the-llm-flood-as-seen-from-the-trenches"><![CDATA[<p>The influence and omnipresence of LLMs and LLM-based technology has accounted
for, on the lower end, 40% of what I see on what I’d call “the papers” for
people working in software in some capacity, sites like Lobste.rs, The Accursed
Orange Website, various Bluesky/Mastodon ecosystems. It feels impossible to
discern which parts of it are genuine excitement and discussion, and which are
puff-pieces, what part of it is skepticism at extra-ordinary claims and what is
unwillingness to engage with a subject and finding reasons to dismiss it.</p>

<p>Well, I try to be a reasonable person, so as <del>mandates</del> strong encouragements
from corporate rolled in, issued from on-high, my work life began to be changed
by LLMs and related technology, whether I wanted that to happen or not. So,
let’s talk about my personal, very specific point of view on LLMs and their
effects on software, engineering, and corporate culture.</p>

<p>First, it would be helpful to outline where I am standing, from where I am
casting this view. I work as a nebulously labeled “DevOps Engineer” in central
Europe, at a medium-sized company I would describe in this case as “solidly an
internet-based company, but boring”, a solid C in terms of ‘coolness’ and
technological maturity. I say “nebulously labeled”, because in practice it means
“tending to infrastructure”, whatever that may be, and it’s better defined as
“everything that does not belong to some product team”. This generally involves
AWS and AWS-based infrastructure, mostly EC2 machines and EKS clusters.</p>

<p>So, now, from this perspective, what’s the impact the <del>coerced</del> strongly
encouraged<sup id="fnref:1" role="doc-noteref"><a href="#fn:1" class="footnote" rel="footnote">1</a></sup> adoption of LLMs for software engineering as I have seen it?</p>

<h2 id="impacts-on-myself-for-the-work-i-do">Impacts On Myself For The Work I Do</h2>

<p>Adopting some form of LLM tooling has made some things easier, particularly the
writing of better-than-bash scripts for operations purposes and the writing of
CRUD APIs to glue together various tools that do not naturally come glued
together. This means that I can offload the reading of various API documentation
sites that may or may not be accurate, and focus on what I want to accomplish,
which I’ll call an improvement.</p>

<p>I do not use LLMs for purposes of writing human-oriented documents, because it
takes longer to finagle the beige prose of LLMs into something good than it does
to write it myself, and it is much less fun. This is coupled with a lot of
people I respect growing increasingly allergic and disparaging (myself included
in this) to LLM-generated prose.</p>

<p>I have also derived great benefits from the research mode on various LLMs that
allow me to obtain answers to questions of knowledge that is available easily,
but usually not indexed in the way I want to ask the question. What I mean by
that is that I will ask a question ‘backwards’ from the way it’s usually
categorized and presented in the literature, and previously I would have to
manually invert my question to obtain these answers. These days, I do not. This
is also an improvement.</p>

<p>On the downsides, the amount of text on the internet generated via LLMs these
days makes it hard to find worthwhile sources of information, all while tacitly
encouraging the use of LLMs to read that information. Needlessly verbose prose
can be summed up by an LLM just fine, even if I prefer to simply not read it at
all. Discerning which text is worth reading is now an important skill, and I
can’t help but wish it was not so.</p>

<h2 id="impacts-on-my-team">Impacts On My Team</h2>

<p>Most prominent is the effect of code being submitted and merged that is only
roughly understood. This <em>usually</em> the case without LLMs, but at least there,
somebody wrote it, with some intentions and towards some restrictions to solve a
problem. This is not the case with LLMs. It means that if I ask the submitter of
the code “Why did you write it this way?”, I will not get an answer that may
hint towards a specific opinion or understanding, I will get “this was the
output and it seems alright”, at best. This is annoying, because this was the
hook of some of the better discussions about implicit understandings in my
coworkers I had. This non-understanding of nuance on the side of the LLM is also
the cause of many subtle bugs I’ve seen, things that would not happen this way
if written without an LLM. This is considerations like “there’s an ETL-based
load spike at 3am so it there should be some sort of minimum duration for the
alert so it doesn’t trigger every night at precisely 3am for 5 minutes”. This is
something that LLMs can’t and don’t account for in any consistent manner. They do
<em>sometimes</em>, when they look at the data, but this again then means that there is
no real intention or understanding of the patterns in the change.</p>

<p>The “this was the output and it seemed alright” answer has also made the quality
of submitted code drop, at least in my context. People do not want to fight the
LLM to output code in a different style or that is more appropriate to local
idioms and style, and so they accept what the machine spits out, so long as it
works. In general, the thinner-spread the team in question is, the more it will
drop relative quality, at least in my experience, as people prioritize getting
things done over doing them well, because they need to not drown <em>now</em>.</p>

<p>This also has a profound impact on new entrants to the industry, the people who
are currently doing the most learning of things they haven’t internalized yet.
In my experience, junior engineers take to LLMs very frequently and very
intensely, because most of the time, being able to get an explanation <em>now</em>
rather than needing to wait for a coworker is immensely valuable for their
independence and ability to actually resolve problems, rather than being a net
drain on the throughput of the team. I don’t think this is inherently a bad
thing, not at all. The issue comes with the self-discipline it takes to only get
an explanation, and not a solution. It is simple to go from “what does this
error mean?” to the imperative “fix the cause of this error”, and that shortcuts
the learning process. Doubly so, if people start dropping the actual explanation
step, and go to the resolution directly.</p>

<p>The other impact I want to talk about is impact mitigation and resolution. When
things are <em>down</em>, people want to get things up and running again ASAP. More
than once have I seen people plug an error or a general description into an LLM
interface and give it more and more credentials until the LLM spit out something
that may or may not be related to the incident, and may or may not be a relevant
factor to the incident.<sup id="fnref:5" role="doc-noteref"><a href="#fn:5" class="footnote" rel="footnote">2</a></sup></p>

<h2 id="impacts-on-the-work-itself">Impacts On The Work Itself.</h2>

<p>The “subtle bugs introduced by non-understanding of context” is an issue by
itself, but the increased speed means that the brains that do have the context
become saturated very quickly, unable to meaningfully pick apart the many
changes in a way that would allow for the catching of these subtle bugs.</p>

<p>A lot of noise is made in writings about review being the new bottleneck, but I
would argue that it always was. Reviews are, to me, not primarily a means of
catching bugs, but of spreading context. People who aim to automate the review
of changes with LLMs, to me, miss this point entirely. I read 80% of PRs posted
by my team, not because I’m required to do so for review purposes, but because I
want to understand what people are doing, how they are doing it, and what that
leads to. Working on a corpus of code collaboratively means sharing
understanding and context, and this is a dynamic disrupted by this.</p>

<p>The bigger problem is that writing code faster does not at all mean that you
accomplish your desired outcome faster, but now you have to justify additional
cost incurred. Or, somehow worse, you have to justify not adding additional
cost, even if it’s the right thing to do if it would not at all help you
accomplish additional objectives.</p>

<h2 id="social-impacts-of-the-impacts-on-the-work-itself">Social Impacts Of The Impacts On The Work Itself.</h2>

<p>I have a hypothesis that LLMs have a much bigger benefit to you if you work
solo or with one other person on a team. The less understanding and context you
need to teach, the faster you can go with the LLM.</p>

<p>Because going fast is the thing that is rewarded most directly as an engineer,
it discourages collaboration. Collaboration means going slower, means spreading
context. That is not rewarded, see the age-old fight about Glue Work<sup id="fnref:3" role="doc-noteref"><a href="#fn:3" class="footnote" rel="footnote">3</a></sup>. The
introduction of LLMs has resulted in more PRs being submitted, but fewer than
ever being collaborated on, just an engineer and his LLM setup. Unless I
actively go out of my way to read PRs others submit, going against my own
incentives, it is easy to lose track of what people are doing around me, and to
understand it.</p>

<p>Many downsides of using LLMs for code generation can be mitigated by using
planning documents, sketching out architectures, discussing structure and
intentions. I had hoped that this would encourage people to do this, but it has
not. Instead people have simply tried to move past these things, generating them
with an LLM, rather than having any specific intention about it. To very little
of my surprise, this has not worked very well.</p>

<p>This also has interesting implications specifically on engineering managers that
came from the IC track, that long to build things again and not just wrangle
people and documents. It’s been my experience that people in EM roles and
EM-adjacent roles have the most fun with LLMs, building things and not caring
about the code itself too much, so long as it does what they want. They are
usually not embedded in a team as a contributor, and this is not their primary
role. So they are building things, sometimes to address things they’ve seen be
problems in their role as EMs, sometimes just for fun for themselves.</p>

<p>It <em>becomes</em> an issue when they proffer these projects off to the teams they
manage, because of the structural power relationship. Rarely are these
applications or tools suitable as more than a proof-of-concept, because they
have not been built to any sort of standard that may be prevalent in the team,
but instead as a fun project at first, that then slowly morphed into a concrete
tool.</p>

<p>These things are unceremoniously bumped into production, because hey, it helps
with the problems, right? Having this is better than not having it? The
structural power relationship here does not help. Telling your boss that his fun
side project should be thrown out as a successful proof of concept is the right
thing to do, but it’s also the frictionful thing to do. Particularly when you’re
already not on the greatest of terms with your manager, accepting this as a
small concession is the smoothest path. But now you have a badly engineered
project in production, that will invariably have the long tail of bugs any
newly-in-production application has, coupled with the usually partially-unknown
and subpar code that comes from joyful experimentation with LLM-based
programming, and it quickly becomes a small albatross with a lot of touchy
politics and optics concerns.<sup id="fnref:4" role="doc-noteref"><a href="#fn:4" class="footnote" rel="footnote">4</a></sup></p>

<h2 id="larger-scale-structuralsocial-concerns-with-llm-based-programming">Larger-scale Structural/Social Concerns With LLM-based Programming</h2>

<p>My concerns with this boil down to, essentially, Kernighan’s Law:</p>

<blockquote>
  <p>Everyone knows that debugging is twice as hard as writing a program in the
first place. So if you’re as clever as you can be when you write it, how will
you ever debug it?</p>
</blockquote>

<p>LLMs are much more frequently subtly wrong than they are overtly wrong. The
LLM-based falsities usually prey on something close to Gell-Mann Amnesia<sup id="fnref:2" role="doc-noteref"><a href="#fn:2" class="footnote" rel="footnote">5</a></sup>. If
you are already proficient in the thing you are using the LLM for, spotting the
subtle falsehoods will happen by means of expertise.</p>

<p>In my opinion, one of the most important skills to develop with LLMs is the
ability to discern the useful parts of the output. The output being fully
correct and useful happens so rarely that on an absolute evaluation, LLMs would
be close to useless. The part that makes them useful is that you can pick out
bits and pieces that are indeed very useful, and assemble your desired result
from those.</p>

<p>This is harder when you are not able to spot the subtle falsehoods, or know
little enough of the target domain that you have trouble picking apart the
useful parts of the output. However, this is where people are drawn to LLMs the
most - for things they do not feel like learning, where they want a throwaway
script or placeholder. Here, the subtle offness matters less, because all you
really care about is the output. This is fine and good, and would not pose a
problem if things that are intended to be throw-away would not have a habit of
not staying that way, fairly regularly, and then things start off built on sand,
getting worse from there.</p>

<p>In this, LLMs encourage not only the writing of code by means of an LLM, but
also the reading of it. Especially when you do not have the developed skills to
read the output code correctly or completely, as is the case for junior
engineers sometimes, mediating understanding with an LLM is tempting. This
undercuts the learning process significantly, if no active learning process is
taking place. This is a process that can be beneficial, in that it allows people
to understand code and documents they would previously have bounced off of
entirely. It can be made to work as a learning tool that is gradually discarded,
but that is actively inviting friction and difficulty into the process, that
people in new jobs in the current state of the tech industry will likely feel
hesitant about.</p>

<p>The main reason I am not concerned about this on an existential level is that
LLMs are quickly becoming a commodity that will be priced on a narrow margin
over hardware costs. Open-weights models like DeepSeek V4 having enough
usefulness while being able to be run by anyone with a bunch of GPUs and access
to cheap electricity, so LLMs as a <em>thing</em> in programming will not magically
vanish.</p>

<h2 id="a-note-to-things-not-mentioned-so-far">A Note To Things Not Mentioned So Far</h2>

<p>An issue I’ve sidestepped here is all of the ethical quandries LLMs have
inherently. They’re built on, essentially, colonialising the internet commons at
large, and that is hard to ignore, even if I am on some level required to.
Thanks to ubiquitous LLM access and promotion, things that used to be abstractly
trustworthy (someone put in sufficient effort to write something) has now broken
down entirely, and the open internet that is accessible via search engines is
now essentially a landfill you have to look carefully at to extract valuable
information from.</p>

<p>Worse, it’s a breakdown in the contract of the internet commons that is visible
to the people involved with the technology, but not the public at large,
although it is becoming more widely understood. I’m about as worried about the
larger social impacts of this as I am powerless to do much about it. “You can
now trust random writings on the internet even less than you did before” is not
an actionable statement. In this particular way, the dystopia is already here,
unevenly distributed.</p>

<hr />

<div class="footnotes" role="doc-endnotes">
  <ol>
    <li id="fn:1" role="doc-endnote">
      <p>I should point out here that I am not inherently hostile to encouragements
for tools, just that this particular push for LLM adoption comes 1. from
on-high, and 2. therefore carries the flavour of structural power imbalance,
the implied “or otherwise we find someone else” is impossible to ignore. <a href="#fnref:1" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:5" role="doc-endnote">
      <p>This has led to this quote that to this day is the clearest depiction of
panicked action from external pressures coupled with LLM-reliance I’ve seen:</p>

      <blockquote>
        <p>Uh, guys, I think I fixed it, but I don’t know if I can describe what I did.</p>
      </blockquote>

      <p>They did, in fact, not fix it. The incident was a misconfiguration of our VPN
(Tailscale) that led to networking breakdowns, the “fix” they did was to add
their laptop as a host to tailscale. They saw the connectivity restored, but
they did not resolve anything close to the problem. <a href="#fnref:5" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:3" role="doc-endnote">
      <p>See the transcript of the (I think) original talk introducing the term:
<a href="https://noidea.dog/glue">noidea.dog/glue</a> <a href="#fnref:3" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:4" role="doc-endnote">
      <p>At least in my context, this fun side project was latched onto by
engineering executives, and then brandished about as “the first agentic
teammate”, meaning that we could not throw it out, no matter how badly we
wanted to, and this included the EM that originally wrote the prototype. So
we’ve now started to do the long journey of turning a hacked-together,
mostly vibe-coded application into a thing suitable for production, and it’s
not particularly great. <a href="#fnref:4" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:2" role="doc-endnote">
      <p>“Briefly stated, the Gell-Mann Amnesia effect is as follows. You open the
newspaper to an article on some subject you know well. In Murray’s case,
physics. In mine, show business. You read the article and see the journalist
has absolutely no understanding of either the facts or the issues. Often,
the article is so wrong it actually presents the story backward—reversing
cause and effect. I call these the “wet streets cause rain” stories. Paper’s
full of them. In any case, you read with exasperation or amusement the
multiple errors in a story, and then turn the page to national or
international affairs, and read as if the rest of the newspaper was somehow
more accurate about Palestine than the baloney you just read. You turn the
page, and forget what you know.” ― Michael Crichton <a href="#fnref:2" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
  </ol>
</div>]]></content><author><name>Mordecai</name></author><category term="post" /><summary type="html"><![CDATA[The influence and omnipresence of LLMs and LLM-based technology has accounted for, on the lower end, 40% of what I see on what I’d call “the papers” for people working in software in some capacity, sites like Lobste.rs, The Accursed Orange Website, various Bluesky/Mastodon ecosystems. It feels impossible to discern which parts of it are genuine excitement and discussion, and which are puff-pieces, what part of it is skepticism at extra-ordinary claims and what is unwillingness to engage with a subject and finding reasons to dismiss it.]]></summary></entry><entry><title type="html">DredgeDredge, A Custom Magic: The Gathering Format</title><link href="https://rambling.malignat.us/2025-11-01/dredgedredge-a-custom-magic-the-gathering-format" rel="alternate" type="text/html" title="DredgeDredge, A Custom Magic: The Gathering Format" /><published>2025-11-01T00:00:00+00:00</published><updated>2025-11-01T00:00:00+00:00</updated><id>https://rambling.malignat.us/2025-11-01/dredgedredge-a-custom-magic-the-gathering-format</id><content type="html" xml:base="https://rambling.malignat.us/2025-11-01/dredgedredge-a-custom-magic-the-gathering-format"><![CDATA[<p>Magic: The Gathering is a pretty fun game. It also has the downside of relying
on the participants to bring preconstructed decks, or to sit down and draft. The
first one makes spontaneously playing Magic very difficult, the second one is a
long process best categorised as “an afternoon” rather than “a game”.
DredgeDredge is designed to make “let’s play a game of Magic” possible as a
spontaneous action, like one might play a boardgame both people know, and making
it more to be about 10-45 minutes, rather than multiple hours.</p>

<p>The name is a riff on Dandân, the name of the eponymous card in the (relatively)
famous deck/mini-game originally called The Forgetful Fish. You can find an
overview of Dandân <a href="https://draftsim.com/mtg-dandan-format/">here</a>. Long story
short, it’s a single deck that is used by both people, along with a shared
graveyard.</p>

<p>Initially I built this as a one-off idea, and it gradually has morphed into one
of my favorite ways to play Magic with a friend. A big difference from Dandân is
that there is no one singular DredgeDredge deck, and it’s instead something you
can build different versions of. The other use of it is as a little game you can
bring to a draft or similar and play it in the downtime between rounds.</p>

<h2 id="the-rules-of-dredgedredge">The Rules Of DredgeDredge</h2>

<p>DredgeDredge is <em>mostly</em> regular boring Magic, with a small list of conceits
that make it different:</p>

<ul>
  <li>A 100 card deck shared between both players, in singleton format (as in, there
are no duplicates of any cards except for basic lands)</li>
  <li>A shared graveyard.</li>
  <li>An emblem on the table that says “Discard a card: Target card in graveyard
gains ‘Dredge X, where X is the mana value of the card’ until end of turn.”
This is the main conceit of the format.</li>
  <li>I’ve been experimenting with a rule that says to have an additional draw
phase. This means that if it’s the first turn of the game, you draw one card,
otherwise you draw two. This makes the game a lot smoother, and makes games
longer. Drawing one card leads to shorter, swingier games. I’ve also found
that some decklists really rely on either mode, and have a hard time switching
between them. You should experiment with this, if you build a list.</li>
</ul>

<p>Okay sure, but for the people that aren’t familiar with the precise rules of
Magic, what does that mean? Dredge is an old mechanic that works like this:
Whenever you would draw a card, you can instead choose to take a card with
Dredge X from the graveyard to your hand, and then take X cards from the top of
your library and move them to the graveyard. The implication here is that you
can get something out of the graveyard, but in the process of doing so, you
might put something worse than what you got from it into the graveyard via
milling.</p>

<p>It also means that card advantage is much, much bigger than it would otherwise
be, and also that instant-speed card draw can be used to steal your opponent’s
dredging target, after they already have discarded a card. You can similarly
exchange a card in your hand for a land in the graveyard during your draw step,
allowing you to work around land starvation. (since lands have a mana value of
0, you technically dredge them from the graveyard rather than drawing a card,
then milling 0 cards)</p>

<p>It plays a lot like Limited, in a way. An interesting change to regular gameplay
is that you and your opponent have similar gameplans and strategies, so you can
judge how bad a card would be to give to your opponent relatively easily. The
rest depends on your specific deck.</p>

<h2 id="how-to-build-a-dredgedredge-list">How to build a DredgeDredge list.</h2>

<p>The format I recommend is 60 singleton cards and 40 lands. Here’s some
guidelines for how to pick cards:</p>

<ul>
  <li>I generally prefer a lower power level in DredgeDredge, which makes your own
bulk collection the perfect and likely only place to search. Lower power level
also makes for games with more comeback potential, because you aren’t
immediately killed when your opponent hits some cards with synergy.</li>
  <li>I prefer to make lifegain hard to come by, because it means that gradual life
loss will prove fatal, and HP is a precious resource. The game has to end at
some point, too, and making life easy to come by risks stalling the game.</li>
  <li>Be careful with instant-speed card draw. Having <em>some</em> of it is good and fun,
having a lot of it means nobody will engage with the mechanic that’s the
ostensible center point, as everything they discard a card to dredge will get
yoinked from under them.</li>
  <li>Bounce effects, while generally fun, are worded in a way that means you can
bounce an opponents creature to your hand, making them card draw and powerful
removal at the same time. I’ve found them to be gamewarping in the bad way, in
that the bounce card will be played, then immediately dredged by the opposing
player, then dredged again, until someone manages to exile it.</li>
  <li>You should have 3-6 cards that exile things from the graveyard. A very fun
group of sets that has that as a mechanic while also being appropriate in
power level is the Theros block, with it’s Escape keyword mechanic. <a href="https://scryfall.com/card/mh2/101/tizerus-charger">Tizerus
Charger</a> is a mainstay in
the original DredgeDredge list. This ensures things don’t become stale
repetitions of the same gameplay moves.</li>
  <li>I’ve found that going heavy on the creatures makes for a very fun play
experience, as games (especially in draw-two) become long value-oriented
slugfests. Sorceries and Instants on the other hand make the game faster and
more volatile, which is also fun but I’ve found harder to make feel balanced.</li>
</ul>

<p>Part of the fun of the format is, at least to me, the building and tinkering of
the list in response to how it feels to play. With it making use of mostly bulk
cards, nearly any card you come into possession of can potentially find a home
in a DredgeDredge list, and it feels really fun to see cards you would otherwise
see not even in Draft or Sealed shine because the usual rules of “what is a good
card” don’t fully apply.</p>

<h2 id="my-two-dredgedredge-lists-and-a-small-request">My Two DredgeDredge Lists, and A Small Request.</h2>

<p>I’ve built two lists for DredgeDredge, one that is relatively interaction heavy
and about 50% blue, with relatively-large splashes of White, Black and Green,
and one that is in Green, Red and Blue focused on being a no-holds-barred melee
beatdown focused on the EOE Lander mechanic as the tension to pure aggression.</p>

<p>Here’s a <a href="https://archidekt.com/decks/17122928/dredgedredge_the_og">link to the OG
list</a> and here’s a
<a href="https://archidekt.com/decks/17123272/temur_dredgedredge">link to the Temur list</a>.</p>

<p>I hope you find this format as fun as I do, if you do build a list for it. My
one small request is that if you do build one, tell me what you think! Good,
bad, whatever, but I do want to know how other people like it, and what they
find to be good/bad rules of thumb, as well as the lists others build. Thanks :D</p>]]></content><author><name>Mordecai</name></author><category term="post" /><summary type="html"><![CDATA[Magic: The Gathering is a pretty fun game. It also has the downside of relying on the participants to bring preconstructed decks, or to sit down and draft. The first one makes spontaneously playing Magic very difficult, the second one is a long process best categorised as “an afternoon” rather than “a game”. DredgeDredge is designed to make “let’s play a game of Magic” possible as a spontaneous action, like one might play a boardgame both people know, and making it more to be about 10-45 minutes, rather than multiple hours.]]></summary></entry><entry><title type="html">The Open Sunday Dinner</title><link href="https://rambling.malignat.us/2025-04-20/the-open-sunday-dinner" rel="alternate" type="text/html" title="The Open Sunday Dinner" /><published>2025-04-20T00:00:00+00:00</published><updated>2025-04-20T00:00:00+00:00</updated><id>https://rambling.malignat.us/2025-04-20/the-open-sunday-dinner</id><content type="html" xml:base="https://rambling.malignat.us/2025-04-20/the-open-sunday-dinner"><![CDATA[<p>I’ve started a thing the last couple of weeks, and that is the <strong>Open Sunday
Dinner</strong>. It is, pretty much, exactly what it says on the tin. It’s an open dinner
invite for my friends and family to drop by on Sunday for dinner. I cook
something that’s easy to scale (last time it was curry, today it is a chili) and
that keeps for a while without active effort, and everyone that feels like it
drops by for dinner, to talk, hang out, and generally spend time in the
lowest-pressure way I could come up with.</p>

<p>There is, intentionally, no ceremony or process around this. If I had to gave
some “rules” around this, it would be something like this:</p>

<ol>
  <li>There’s no pressure to either come, or stay for a certain amount of time. If
someone wants to show up, say hi, get a hug and a plate of food to eat in
silence and then leave, that is explicitly fine.<sup id="fnref:1" role="doc-noteref"><a href="#fn:1" class="footnote" rel="footnote">1</a></sup></li>
  <li>The food is going to be made anyway, if someone flakes last minute because
something comes up, they feel terrible, or they just don’t want to be seen by
the outside world, they just… don’t show up. More leftovers for me means I
have to cook less the rest of the week.</li>
  <li>Similarly, there is no RSVP/notice required to show up. If someone has their
plans fall through last minute, they are welcome to stop by.</li>
  <li>Nobody has to bring anything except their sparkling company, this is not a
potluck. You show up and food will be provided.</li>
</ol>

<p>All of this mainly relies on my friends and family being close enough to have
“showing up” be not a big deal to be planned around, but that is luckily the
case for me. As with so many things, all of the explicitly low expectations
usually lead to the opposite, people come and hang out during the afternoon, it
goes into calendars for people to remember, people bring dessert or sides.</p>

<p>I’ve been having a great time doing this every other Sunday, and by the sounds
of it, my attendees have been enjoying it as well. Maybe this is also something
for you to do, if having people around Sunday afternoon sounds nice.</p>

<hr />
<div class="footnotes" role="doc-endnotes">
  <ol>
    <li id="fn:1" role="doc-endnote">
      <p>It’s not so much that people do this, as much as that they might be afraid
that they are doing this. Explicitly saying that even that case is fine cuts
it off at the stem. <a href="#fnref:1" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
  </ol>
</div>]]></content><author><name>Mordecai</name></author><category term="post" /><summary type="html"><![CDATA[I’ve started a thing the last couple of weeks, and that is the Open Sunday Dinner. It is, pretty much, exactly what it says on the tin. It’s an open dinner invite for my friends and family to drop by on Sunday for dinner. I cook something that’s easy to scale (last time it was curry, today it is a chili) and that keeps for a while without active effort, and everyone that feels like it drops by for dinner, to talk, hang out, and generally spend time in the lowest-pressure way I could come up with.]]></summary></entry><entry><title type="html">Music As Engineering Mindset Antidote</title><link href="https://rambling.malignat.us/2024-08-29/music-as-engineering-mindset-antidote" rel="alternate" type="text/html" title="Music As Engineering Mindset Antidote" /><published>2024-08-29T00:00:00+00:00</published><updated>2024-08-29T00:00:00+00:00</updated><id>https://rambling.malignat.us/2024-08-29/music-as-engineering-mindset-antidote</id><content type="html" xml:base="https://rambling.malignat.us/2024-08-29/music-as-engineering-mindset-antidote"><![CDATA[<p>A few months back, I picked up drum machine, a relatively cheap <a href="https://www.arturia.com/products/hardware-synths/drumbrute-impact/overview">DrumBrute
Impact</a>
from Arturia. I did so on a lark, because I had many friends continously go on
about how much fun synthesizers are, and I figured, eh, why not. Over the last
few months that has been a hobby I’ve drifted deeper into and have had a rather
unexpected updside from: a reprieve and alleviation of what I’d call the
engineer’s disease.</p>

<h2 id="the-engineering-mindset-or-thought-disease">The Engineering Mindset Or Thought Disease</h2>

<p>The core element of engineering can be summed up as ‘constrained
problem-solving’. You have the problem to be solved, but that solution is placed
under multiple constraints in many different ways. Usually at least cost, often
also space and time. It’s not entirely about merely solving the problem in an
effective way, but doing so in a way that breaks none of the (usually at least
partially arbitrary) constraints you were given. A bridge that may not cost more
than this much, take this long to build, must consist of these materials and be
done by this date, and should also be the best bridge possible under those
constraints.</p>

<p>The ‘disease’ bit comes from the detail that ‘constrained problem-solving’
describes an <em>awful lot of every-day life</em>. You do constrained problem-solving
at basically any point in the day, in some form, buying groceries, planning to
hang out with your friends, buying cinema tickets.</p>

<p>This view propagates from projects are very clearly ‘engineering’ (drafting
plans for bridges and building software) to everywhere else in life. The finding
of constraints and goals as main point of view becomes natural, a grocery run is
analysed in terms of what you must buy and what you absolutely need, and then
optimised for being cheap and being quick to do. Shelves are analysed for
storage space and cost, ease of sourcing and relative consistency, ease of
assembly and so on, purely functional characteristics are often put front and
center.</p>

<p>What is often optimised out is the <em>personal expression</em>, the desire to do
things differently just because it is pleasing to do so, either because you
enjoy the process or the aesthetics or the end result being a certain way. In
another word, what is often optimised and engineered out is <em>art</em>. When it is
explicitly included as goal, it is often first to go, as it is the most
subjective and the most variable in terms of costs. This is fine in a
professional context, the average bridge does not need to win design awards and
the average grocery-trip need not be a dance choreography. Again, the issue
comes from scale: When everything you do is seen at least a bit as an
engineering project, and is approached like an engineering project, then art is
optimised out in everything you do, at least a little bit.</p>

<p>This is… dull. Or, at least, dulling. Art and self-expression are not things
that people should disqualify themselves from, that tends to come at great
cost in a way I can’t exactly qualify and point out.<sup id="fnref:1" role="doc-noteref"><a href="#fn:1" class="footnote" rel="footnote">1</a></sup> All work and no play
makes Jack a dull boy, and all that.</p>

<h2 id="music-as-antidote-to-the-engineering-mindset">Music As Antidote To The Engineering Mindset</h2>

<p>Music in its common form and impression has the same problem anything that
mainly is done by specialised professionals has: it looks entirely
unapproachable. You know how popular music <em>sounds</em>, but you probably do not
have a single clue as to how to approach making anything like it. This, again,
is a prompt for the engineering mindset, there’s a goal and some constraints.
Not least because of this I decided to give it a try, and here’s where the
surprising bit happens.</p>

<p>There is no success criteria for making music. Or, well, there is one, but it is
that <em>you</em>, the person making it, like what you’re hearing.</p>

<p>Sure, you can tie it to external forms of success, but that comes down the line.
With most crafts, you can check your work. Your woodworking join either fits, or
it does not. Your cake either rises and looks like the recipe picture, or it
does not. Your seam holds, or it does not.</p>

<p>With music, and other forms of artistic expression? All you have is whether
<em>you</em> like it or not, as a check on whether to proceed down this lane.</p>

<p>Similarly, it is different from other forms of artistic pursuit that also have a
similar lack of constraints, in that it is relatively difficult to directly
‘fail’ - in painting or drawing, it is fairly obvious if your artwork looks like
the object you intended, or not. Music does not quite work that way. There can
and will be a discrepancy between what you tried to make and what you made, but
it’s less obvious and less destructive to the overall effect than in other
artistic media. More often than not your failure to do what you intended will
result in happy accidents that are still <em>good</em>, just not what you intended them
to be.</p>

<p>The same lack of immediate, overt failure also makes it more amenable to
external support. An concrete, ‘classical’ instrument has a hard requirement for
skill to make something musical, but creating music is uniquely amenable to
having technology help. If you have instrument-skill troubles, a DAW with MIDI
sequencing still allows you to create music.<sup id="fnref:3" role="doc-noteref"><a href="#fn:3" class="footnote" rel="footnote">2</a></sup> If you, for example, ‘merely’
have trouble with keeping rhythm, quantisation will help you and move things
played too fast or too slow to the right place. Piano rolls and modern DAWs help
you iterate and move things to the right place without being immediately
roadblocked by your own skill, or encountering the “must be this good to have
fun” wall.</p>

<p>It is also uniquely accessible for an artform: nearly everything is
accomplishable inside of a modern, average laptop. While actual hardware
synthesizers tend to be prohibitively expensive and space-consuming, on a purely
results level, a laptop can fill in for nearly everything else. The ubiquity of
piracy in the music software space also removes the other entry barriers:
dedicated instruments and gear.<sup id="fnref:2" role="doc-noteref"><a href="#fn:2" class="footnote" rel="footnote">3</a></sup></p>

<p>In this vein, I would anyone that feels some kind of way about what I’d call
engineer’s disease to give making music a shot as a sort of self-therapy hobby.
It has a low barrier to entry, a limitless ceiling, and as long as you have fun
with any part of the process, a wonderful creative outlet.</p>

<h2 id="postscript-some-notes-about-getting-started">Postscript: Some Notes About Getting Started</h2>

<p>Especially in the beginning, forget about songs and albums, and think much
smaller: 20-30 second loops and chunks. They can be put together much quickly,
allow you to explore and iterate faster.</p>

<p>And that, to me, is kind of the crux of it: If you don’t like what you’re
hearing, do something different. Pick a track you like a lot, and try to draw
some inspiration from it without copying it.</p>

<p>Some actual, concrete starting points: You’ll want a Digital Audio Workstation,
or DAW. Nearly all the big ones have trials long enough to figure out if this is
something you’ll want to put non-zero money into and buy a DAW, or non-zero
effort to figure out how to pirate it.</p>

<p>The most common ones I’ve seen used as of late are <a href="https://www.ableton.com/en/live/">Ableton
Live</a>, <a href="https://www.image-line.com/fl-studio/">FL
Studio</a> and <a href="https://www.bitwig.com/">Bitwig
Studio</a>. Particularly if you have never done anything
in this area before, I’d say that Ableton and Bitwig are more streamlined and
have a more ‘obvious’ workflow. FL Studio is frequently described as a “toolbox”
and you can make your own workflow with what it has, but it will not point you
to adopt a happy path, as the other two do.</p>

<p>A lot of online content in this space is in video form, in part because it is
genuinely well-suited to this domain. My favorite channel here is <a href="https://www.youtube.com/@BennJordan">Benn
Jordan</a>, who’s also a treasure trove of
inspiration.</p>

<hr />

<div class="footnotes" role="doc-endnotes">
  <ol>
    <li id="fn:1" role="doc-endnote">
      <p>The best description for the consequences of doing that pervasively is
that you become a passenger, someone along for the ride where your effective
self-determination is ever-decreasing. <a href="#fnref:1" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:3" role="doc-endnote">
      <p>Of course, this assumes to some degree that your impetus for creating
music is about the end product, and not the specific process of creating it,
and that it is in some capacity comprised of digitally-generated sounds. <a href="#fnref:3" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:2" role="doc-endnote">
      <p>This is not to say that hardware is pointless, only that it is optional -
I personally love my dedicated hardware boxes, they make things much more
immediate and visceral, and I highly recommend it, especially if you work in
front of a (laptop) screen all day anyway. But, the key word is <em>optional</em>,
and the laptop can fill in for whatever you do not want to, or can’t,
purchase in hardware. <a href="#fnref:2" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
  </ol>
</div>]]></content><author><name>Mordecai</name></author><category term="post" /><summary type="html"><![CDATA[A few months back, I picked up drum machine, a relatively cheap DrumBrute Impact from Arturia. I did so on a lark, because I had many friends continously go on about how much fun synthesizers are, and I figured, eh, why not. Over the last few months that has been a hobby I’ve drifted deeper into and have had a rather unexpected updside from: a reprieve and alleviation of what I’d call the engineer’s disease.]]></summary></entry><entry><title type="html">Luhmann’s Model Of Complexity, Selection Force, And Influence</title><link href="https://rambling.malignat.us/2023-07-20/luhmanns-model-of-complexity-selection-force-and-influence" rel="alternate" type="text/html" title="Luhmann’s Model Of Complexity, Selection Force, And Influence" /><published>2023-07-20T00:00:00+00:00</published><updated>2023-07-20T00:00:00+00:00</updated><id>https://rambling.malignat.us/2023-07-20/luhmanns-model-of-complexity-selection-force-and-influence</id><content type="html" xml:base="https://rambling.malignat.us/2023-07-20/luhmanns-model-of-complexity-selection-force-and-influence"><![CDATA[<p><em>Note: This is the first of a couple of articles I’m planning to write about
this rough cluster of topics and themes, strongly influenced by Luhmann. For
those well-versed in Luhmann, I need to caution that I’m not by any means an
expert on Luhmann’s work. These articles will primarily draw from his posthumous
publication <strong>Macht Im System</strong><sup id="fnref:7" role="doc-noteref"><a href="#fn:7" class="footnote" rel="footnote">1</a></sup>, as well as some papers and interviews. If I
drag out writing this for long enough, there’s a good chance it will also
contain material from his magnum opus, <strong>The Society Of Society</strong>.</em></p>

<p>Niklas Luhmann was a German sociologist, best known for two<sup id="fnref:8" role="doc-noteref"><a href="#fn:8" class="footnote" rel="footnote">2</a></sup> things: Being
very influential to sociology at large (notably not as much in the
English-speaking world, but Europe and Russia, his ideas came to the anglosphere
later and more slowly.) and, to be polite, making full use of the German
language.<sup id="fnref:1" role="doc-noteref"><a href="#fn:1" class="footnote" rel="footnote">3</a></sup></p>

<p>To me, some of his most interesting work and what I want to talk about here is
his model and conceptualisation of influence, selection, complexity and how
organisations fit into that. All models are wrong, including this one, but this
one is useful in providing insight into how complexity is managed across
organisations, how coping with complexity happens, and how decisions are
transferred and transformed.</p>

<p>Let’s start bottom-up, and go from simpler and more elementary definitions and
relationships to more complex and emergent ones.</p>

<h2 id="whats-a-system">What’s A System?</h2>

<p>Luhmann defines a system in a characteristically terse way, namely that “a
system is defined by its boundary between itself and the environment”. This is
as broad of a definition as a useful one, a system in this notion is formed any
time someone tries to make a distinction between inside and outside. Inside the
system, the level of complexity is reduced compared to the outside, mostly by
means of agreements and influence (more on this below) as to what to do, and
what the priorities are. This can be as loose as “shared terminology”, i.e. when
a group of experts agree to name a common object<sup id="fnref:9" role="doc-noteref"><a href="#fn:9" class="footnote" rel="footnote">4</a></sup>, and as specific as an
employment contract.</p>

<p>Systems are often loose and overlapping, and like in more classically-known
systems theory (referring here to the MIT branch of Donella Meadows and Jay
Forrester), the main use of defining them is to define the unit of analysis.</p>

<p>Inside the system, the complexity of the world is reduced by there being
agreed-upon, shared definitions, goals and values, compared to outside of the
system, where they are not.</p>

<h2 id="whats-complexity">What’s Complexity?</h2>

<p>Complexity, in Luhmann’s model, is the amount of aspects or concerns that have
to be considered for potential actions any one actor could take at any one
point. This generally is considered infinite outside of the system, and the
whole point of the system boundary is to define a space where it is manageable,
by reducing the amount of actions possible to a point where it is possible to
act.</p>

<p>This is generally done by agreements on goals, values, functions, delegation,
and so on: If we agree that I’m cooking dinner tonight, the number of potential
actions for what I’m doing this evening are now much smaller, and most of them
should include cooking dinner.</p>

<p>It’s important here that complexity inside a system is <em>variable</em> and
<em>influenceable</em>, you can choose how complex the inside of your system is. You
can make it very simple and the next action is always very clear, the trade-off
is that it can’t represent the environment/rest of the world very well, you have
disregarded many dimensions and aspects of the environment to get to your simple
system.<sup id="fnref:3" role="doc-noteref"><a href="#fn:3" class="footnote" rel="footnote">5</a></sup></p>

<p>The reward for taking on more complexity is being closer aligned with the
environment and therefore being able to react to changes in the environment
(i.e. having less adaptation problems), the reward for taking on less complexity
is being able to decide on a reasoned course of action.<sup id="fnref:2" role="doc-noteref"><a href="#fn:2" class="footnote" rel="footnote">6</a></sup></p>

<p>To use an example: If I’m cooking dinner, I can choose to care or not care about
dietary preferences my guests have. Doing so increases complexity (Now if
vegetarians are present, I may need to cook a second main course), but reflects
the world better: some guests might still be vegetarian, no matter if I choose
to care about it, or not. Choosing to not care might lead me to being surprised
by the outcome of my actions, but it makes <em>choosing</em> that action easier.</p>

<h2 id="why-do-people-want-to-reduce-complexity">Why Do People Want To Reduce Complexity?</h2>

<p>Because, in brief, they are bad at dealing with it. If you give someone a large
number of potential options and ask them to pick the best one for them to do by
a reasoned process (i.e. not just picking one at random, based on aesthetics,
and so on), the amount of complexity they can successfully do that with is quite
low.</p>

<p>People can adapt to deal with this complexity, but the trade-off is time and
cognitive load. Adding complexity means that the process of deciding what to do
is slower, as people’s intuition-based capability for making off-the-cuff
decisions is exceeded, and they have to use slower, more deliberate processes to
decide on just exactly what to do, much less actually doing it.</p>

<p>To illustrate further, consider asking someone that’s a reasonably good cook to
cook dinner. They will most likely use a certain amount of assumptions (you two
are the two people eating, it will be one course, dietary preferences and
allergies are known, what they have in the fridge) to arrive at an answer for
what they are going to do to fulfil what they agreed to do, likely a
spontaneous outcome of mentally going through options and satisficing until a
result was found.</p>

<p>Now, insist the meal be three courses. The answer will take longer to arrive at,
and will now include acquiring additional information and external planning.
Additionally add that you invited 2-5 friends, but all of them are flaky and
may or may not come. Unless you have an extremely patient friend, it is at this
point that you will likely face a demand for additional constraints to make the
process of arriving at a workable and possible course of actions feasible.</p>

<h2 id="whats-selection-forceselectivity-selektionskraft">What’s Selection Force/Selectivity? (<em>“Selektionskraft”</em>)</h2>

<p>Luhmann dubs the compound force that reduces the infinite amount of choice in
the environment to an actionable amount the “selection force” (or
<em>Selektionskraft</em>), as in: It’s the strength of the process of selection (of the
possible actions you could take) that can vary, and so the amount of complexity
you can deal with inside the system also varies.</p>

<p>A constraint on your actions increases the selection force, because a whole
dimension of complexity now has a fixed value. The space of possible solutions
just got smaller.</p>

<p>This is separated out from the notion of “complexity”, because the complexity in
the environment does not vanish when the systems becomes more sophisticated, it
just shifts. As a system becomes more complex to address more complex problems,
its problems also shift: From being overwhelmed by the environment and not being
able to cope with the demands placed upon it from the outside, to straining
under its own complexity and size.</p>

<p>Complexity can’t be reduced globally, but you can choose where it goes. Complex
problems demand complex systems to address them, complex systems demand high
levels of coordination and resources. A complex system made to solve a complex
problem directs its selection force to solving the problem, and puts the
complexity outside of that path. Aviation achieves safety in highly complex
domains by shifting complexity to verification, maintenance, construction and
training, allowing for the complex problem of operations to be solved well and
extensively.</p>

<p>This is the point where Luhmann’s model goes from an interesting framing of
complexity and systems to a model capable of generating new insights: Much of
all human behaviour manipulates selection force in some form or shape, but most
of the time, interpersonal social dynamics are the chief way that is done.</p>

<p>Luhmann generalises this to the very specific and not-at-all overloaded term
<em>Influence</em>. Remember that in this model, all complexity and all selection force
is viewed from the point of a single actor. You can aggregate this to the
system level, but practically, the thresholds for what is actionable and what is
unactionable amounts of complexity happen on the actor level.</p>

<h2 id="whats-influence">What’s Influence?</h2>

<p>Influence is therefore also seen on the actor level, as communication between
two people. One person can make sensible decisions over more dimensions of input
if another person processes some of them, makes partial or complete selections,
and then passes that on. The first person can then choose to either accept or
discard the selection performed by someone else. If they accept the decisions
made, Luhmann terms that to be accepting the influence of someone else.</p>

<p>This happens in a great many situations and circumstances. Most
straight-forward, your boss tells you to research something, you come back with
constraints. This is first your boss influencing you (by constraining your next
action), then you influencing your boss (by choosing what constraints to report
on, how to present them, etc).</p>

<p>Specifically, this happens <em>all the time</em> and is impossible to avoid. The
explanation and definition chosen by Luhmann is deliberately a very
nuts-and-bolts framing, applicable to basically all situations that involves at
least one person that has encountered another person at some point in their
life.</p>

<p>The <em>generalisation of influence</em> is the ability to have an expectation of
someone influencing you, that you can expect someone to perform selection for
you. With this expectation, single actors in complex systems become able to
collectively solve complex problems. When you go to work, you <em>expect</em>, in some
sense, that your boss is going to point you in a certain direction for what you
will do. How this fits into the larger picture is your boss’ job to worry about,
you rely on his influence on you to do your job to the expectations that have
been communicated to you.</p>

<h2 id="why-is-this-model-useful">Why Is This Model Useful?</h2>

<p>By framing it around dimensions of input to a system and interpersonal
influence, actions are seen inside the system around the influence they create,
i.e., for whom they perform selection. The amorphous social phenomenon known as
power<sup id="fnref:4" role="doc-noteref"><a href="#fn:4" class="footnote" rel="footnote">7</a></sup> is also a generalisation of influence, people with more power in a
system have others in the system accept their decisions and selections more
often. Computers can be said to have influence on actors by framing events,
omitting or including information, causing the actor to choose one action over
another.</p>

<p>This definition of complexity also provides a quite simple answer to the “I
could build that in a weekend!”<sup id="fnref:5" role="doc-noteref"><a href="#fn:5" class="footnote" rel="footnote">8</a></sup> phenomenon programmers are prone to
experiencing, namely: Those companies often choose to accept substantially more
dimensions of input than those saying that can see, in choosing to accept that
complexity into the system, it now has to be accounted for and actions have to
be differentiated.</p>

<p>In general, it allows us to rephrase the question of “Why would they do that?”
to “Who are they accepting, or not accepting, decisions from, and for what
reason?” that accepts and builds on top of the local rationality principle<sup id="fnref:6" role="doc-noteref"><a href="#fn:6" class="footnote" rel="footnote">9</a></sup>,
while also centreing the social dynamics.</p>

<p>Looking for where and how selection of possibilities is performed, where
possibilities are eliminated, and where and how that is propagated to other
people shines light on the underlying social processes in complex systems.</p>

<hr />

<div class="footnotes" role="doc-endnotes">
  <ol>
    <li id="fn:7" role="doc-endnote">
      <p>Luhmann, N. (2012, written est. 1960). Macht Im System. Suhrkamp. <a href="#fnref:7" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:8" role="doc-endnote">
      <p>Okay, three. He also created and used an impressive version of the
Zettelkasten, though at this point I consider it to be a distraction from
his much more interesting sociology work. Contrary to now-popular belief, he
didn’t do anything close to inventing it (see history of the term
<a href="https://en.wikipedia.org/wiki/Zettelkasten#History">here</a>.), but he was the subject of Ahrens’ book <em>How To
Take Smart Notes</em>. <a href="#fnref:8" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:1" role="doc-endnote">
      <p>This is a not inconsiderable part of why he remained relatively unknown in
the English-speaking world, his prose is extremely concise and very hard to
translate without losing meaning. He was an incredibly prolific author with
70 books and more than 400 articles, and (a small) part of how he was that
prolific is not using a ton of words to make his points. <a href="#fnref:1" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:9" role="doc-endnote">
      <p>For all the fun that comes with that loose definition of a system, see
also Bowker, G., &amp; Star, S. L. (2000). Sorting Things Out: Classification and
Its Consequences. Universal: MIT Press. <a href="#fnref:9" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:3" role="doc-endnote">
      <p>This leads to a further Luhmann idea, the one of <em>differentiation</em>:
Separating/recognising different objects as different in what they are, how
they behave, and so on is the first step to treating them differently.
Complexity in the world increases whenever someone differentiates one thing
from another thing in some dimension, because now that difference has to be
accounted for in behaviour. <a href="#fnref:3" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:2" role="doc-endnote">
      <p>A subsequent application of the Law Of Stretched Systems points towards
systems always sitting right on the cusp of being paralysed by complexity,
and any increases in complexity-management being instantly eaten up by
additional complexity being added to the system. <a href="#fnref:2" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:4" role="doc-endnote">
      <p>The actual subject of <em>Macht Im System</em> (literally translated, “Power In
The System”) for which this model is used as underpinning. More posts to
come on that topic, nuts and bolts for now. <a href="#fnref:4" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:5" role="doc-endnote">
      <p>The subject of a rather <a href="https://danluu.com/sounds-easy/">good essay by Dan Luu</a>, about
programmers wondering why some tech companies with simple products employ so
many programmers. <a href="#fnref:5" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:6" role="doc-endnote">
      <p>A longer definition with some actionable citations can be found
<a href="https://skybrary.aero/articles/local-rationality">here</a>, but it can be abbreviated to something as short
as “people make decisions based on what they know and can see, which is not
and can’t be the whole of the system, leading them to make decisions that
can seem nonsensical when seeing the whole of the system in hindsight”. <a href="#fnref:6" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
  </ol>
</div>]]></content><author><name>Mordecai</name></author><category term="post" /><summary type="html"><![CDATA[Note: This is the first of a couple of articles I’m planning to write about this rough cluster of topics and themes, strongly influenced by Luhmann. For those well-versed in Luhmann, I need to caution that I’m not by any means an expert on Luhmann’s work. These articles will primarily draw from his posthumous publication Macht Im System1, as well as some papers and interviews. If I drag out writing this for long enough, there’s a good chance it will also contain material from his magnum opus, The Society Of Society. Luhmann, N. (2012, written est. 1960). Macht Im System. Suhrkamp. &#8617;]]></summary></entry><entry><title type="html">The Original Goodhart’s Law is More Interesting</title><link href="https://rambling.malignat.us/2023-04-21/the-original-goodharts-law-is-more-interesting" rel="alternate" type="text/html" title="The Original Goodhart’s Law is More Interesting" /><published>2023-04-21T00:00:00+00:00</published><updated>2023-04-21T00:00:00+00:00</updated><id>https://rambling.malignat.us/2023-04-21/the-original-goodharts-law-is-more-interesting</id><content type="html" xml:base="https://rambling.malignat.us/2023-04-21/the-original-goodharts-law-is-more-interesting"><![CDATA[<p>Goodhart’s Law, named after economist Charles Goodhart, is commonly known as:</p>

<blockquote>
  <p>When a measure becomes a target, it ceases to be a good measure.</p>
</blockquote>

<p>And this is a useful, pithy, and very relevant-to-the-current-times statement.</p>

<p>However, the original quote that eventually became Goodhart’s Law, is a good bit
more interesting, in my opinion:</p>

<blockquote>
  <p>Any observed statistical regularity will tend to collapse once pressure is
placed upon it for control purposes.<sup id="fnref:1" role="doc-noteref"><a href="#fn:1" class="footnote" rel="footnote">1</a></sup></p>
</blockquote>

<p>This <em>can</em> reduce to the same form as above, but is more broad, and with this,
also more applicable. A statistical regularity does not necessarily have to be a
<em>measure</em> in the common sense.<sup id="fnref:2" role="doc-noteref"><a href="#fn:2" class="footnote" rel="footnote">2</a></sup>. Someone acting on a subjectively-felt
frequency of an event, in order to control that event is going to fall under
this as much as an someone being explicitly measured quarter targets and then
finding ways to count various unrelated things against that target.</p>

<p>Similarly, it also does not say that the intended observation of it is
subverted, but instead that <em>the regularity goes away</em>, and now what used to be
a continuity that could be relied upon is now what is irregular. This is also a
a broader thing, as what once was a continuous, expectable progression (the
regularity) is now no longer smooth and instead has jumps and slopes. Some
controls can work absolutely fine with that, though the originally intended
behaviour will change.</p>

<p>Third: Talking about “pressure” means also that there are various control
measures that impose more or less pressure, and that there is a spectrum here:
Controls can be light-weight and not cause the regularity to collapse nearly as
fast as making it the core measure of someone’s worth as, say, an employee.
By changing the exact <em>purpose</em> for which the regularity is used also makes it
collapse more slowly, i.e., by not exclusively and immediately using it in a
transparent manner for behaviour change, it can be preserved.</p>

<p>This is also where diagnostic metrics vs accountability metrics<sup id="fnref:3" role="doc-noteref"><a href="#fn:3" class="footnote" rel="footnote">3</a></sup> come in, not
all control has to inspire a change of behaviour that makes the regularity
collapse.</p>

<p>There’s a great deal more nuance and also opportunity in the original quote from
Goodhart that is lost when condensed. That’s usually fine, but I think that
nuance can be very useful when trying to navigate well, nuanced situations.</p>

<hr />

<div class="footnotes" role="doc-endnotes">
  <ol>
    <li id="fn:1" role="doc-endnote">
      <p>Goodhart, Charles (1975). “Problems of Monetary Management: The U.K. Experience”. In Courakis, Anthony S. (ed.). Inflation, Depression, and Economic Policy in the West. Totowa, New Jersey: Barnes and Noble Books (published 1981). p. 116. ISBN 0-389-20144-8. <a href="#fnref:1" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:2" role="doc-endnote">
      <p>Though it’s probably hard to recognise what is an regularity without putting
it into some form of measurement. <a href="#fnref:2" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:3" role="doc-endnote">
      <p>I wrote about this before,
<a href="https://rambling.malignat.us/2022-08-27/lowstakes-and-highstakes-metrics">here</a>. <a href="#fnref:3" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
  </ol>
</div>]]></content><author><name>Mordecai</name></author><category term="post" /><summary type="html"><![CDATA[Goodhart’s Law, named after economist Charles Goodhart, is commonly known as:]]></summary></entry><entry><title type="html">Authoritarian High Modernism Of The Self</title><link href="https://rambling.malignat.us/2023-03-12/authoritarian-high-modernism-of-the-self" rel="alternate" type="text/html" title="Authoritarian High Modernism Of The Self" /><published>2023-03-12T00:00:00+00:00</published><updated>2023-03-12T00:00:00+00:00</updated><id>https://rambling.malignat.us/2023-03-12/authoritarian-high-modernism-of-the-self</id><content type="html" xml:base="https://rambling.malignat.us/2023-03-12/authoritarian-high-modernism-of-the-self"><![CDATA[<p>Author James C. Scott, in his very well-known book, <em>Seeing Like A State</em><sup id="fnref:1" role="doc-noteref"><a href="#fn:1" class="footnote" rel="footnote">1</a></sup>,
introduces the concept of “authoritarian high modernism” to explain common
threads between various ideas and schemes that were supposed to make life
better, but ended up doing just the opposite. High Modernism is his term for the
deep belief that society and people can be made better by thorough application
of science and reason, that once we embrace the insights brought to us by
empiricism, the scientific method, and technological progress, suffering on a
societal level will greatly diminish, if not vanish entirely. However, some may
resist the noble quest towards progress, towards a society without suffering,
and stick to their old ways. But if we want to raise everyone up from their
misery, force will be needed, and those stuck in their ways will thank us later.
This is the authoritarian part.</p>

<p>You can see already how this can (and did) go severely wrong. What was supposed
to be objective good, proven by science and brought forth by the state, was in
fact neither objective, nor good. To give a concrete example, agrarian reforms
failed, and millions starved, because the plans for them were cooked up in a
Chicago hotel bedroom<sup id="fnref:2" role="doc-noteref"><a href="#fn:2" class="footnote" rel="footnote">2</a></sup>, and failed to account for much of the reality on the
ground. Plans and ideas, schematics and processes that had been vetted
thoroughly in… an environment entirely different from where it was supposed to
be applied. With violated assumptions, a plan that barely worked to begin with
stopped working entirely. Many, many people starved in the process of
collectivisation.</p>

<p>But whenever this inconvenient truth was pointed out to those that had put
together the plan of collectivisation, the fault was instead pushed to those
working on the collectivised farms. The plan was correct, but the execution was
the downfall. If only they did things right, followed the genius plan, then
nobody would starve and everyone would get to share the fruits of an ideal,
science-driven and empirically tested society. But until they would see that,
they would have to be forced to do what they needed to do. And so, even the seed
grain was confiscated, as those on the farms were ‘hiding’ the outputs they were
supposed to send back (because, you see, the plan worked all along).</p>

<p>And this is, in my opinion, the greatest fault of authoritarian high modernism.
It is so damned <em>certain</em> of what is the right thing to do, even when that is in
flat contradiction to what is happening, and what they can see happening. They
have arrived at The Truth™, and now that they have found what is true, only what
is untrue and irrelevant remains.</p>

<p>Anyways, I think I may have been subjecting myself to an analogue of this, just
instead of millions of people being affected, it’s myself, doing much the same
to also myself.</p>

<p>When you mostly work with your head, trying to piece together how certain things
behave and change over time, optimising processes and their applications, it’s
not a big leap to also apply a similar process to yourself, as another process
and application to optimise. You figure out that there are some ways of doing
things that are better than others, you remove the less effective ones, and have
gained a bunch of resources and time. You make a plan for how to prepare for a
party, and you execute that. The making of the plan took a bunch of work off
your shoulders in remembering and accounting for various problems.</p>

<p>This leads to two things, one is more energy and free time (because you’re doing
less work, because you are using more effective processes) and the other is an
increased belief in the process as being good and leading to good outcomes.
After all, the empirical method is on your side here. You tried something, the
results were good, you tried more of it, the results continued to be good.</p>

<p>The continued build-up of belief that various processes of planning and
execution leads in part, to tool fetishisation, where people are much less
focused on what they originally intended to do with these tools (accomplish
concrete goals), and instead focus more on the tools themselves. In the past
this has been affectionately labelled “productivity pr0n”<sup id="fnref:3" role="doc-noteref"><a href="#fn:3" class="footnote" rel="footnote">3</a></sup>, today that more
takes forms of people spending endless amounts of time customising their
Personal Knowledge Bases™ and writing about the practices of note-taking over
actually doing much with them.</p>

<p>The free time and energy that is saved by use of more effective processes is, of
course, in part used to accomplish more of the things we want to accomplish.
This leads, ideally and partially, to an increased enjoyment of life. Probably
more social recognition, maybe more monetary means. This, again, reinforces the
notion that this meta-process of treating oneself as a process to be optimised
is a <em>good</em> idea, it has brought you all of this extra time and energy you can
now use to do more projects and realise more ideas!</p>

<p>Until something, for some reason, causes a drop in your energy levels. Maybe you
got sick, maybe the seasons changed and your sleep is worse, maybe a
relationship isn’t going super well and it sits in your head, maybe you suffer
from depression. The execution of plans becomes harder, but remains doable. The
application of new tools and processes has stopped providing big leaps and
improvements, as their adaptation costs energy and the differences are no longer
as big as “no tools” to “a decent tool”. Life becomes more strenuous. While
improved processes minus less energy averages out to approximately the
before-tools state, there are now more projects. You fight through, and end up
coping alright.</p>

<p>If there is now the misfortune of energy or time levels dropping further, things
start getting a bit dicey. With a sudden loss of free time, that’s something
where you can adjust for it, mentally: You see that there is now a bunch of time
taken up on your calendar, and obviously you can’t do things then, so
proportionally reduced output is to be expected.<sup id="fnref:4" role="doc-noteref"><a href="#fn:4" class="footnote" rel="footnote">4</a></sup> Energy drops are more
tricky, in that they have less objective traces. You just kinda feel worse.</p>

<p>When that change is large enough, there is now a problem. We have, on the one
hand, the process we know is good. We have tried and succeeded in plenty of
projects using the process. On the other hand, we have declining results.
Depending on how hard you believe in the importance of tools and process<sup id="fnref:5" role="doc-noteref"><a href="#fn:5" class="footnote" rel="footnote">5</a></sup>,
and good you are at self-reflection and introspection, you can either come to
the conclusion that, #1, there is something you missed, because what used to add
up isn’t anymore, or #2, that if you just executed the plan <em>better</em>, the
problems would go away.</p>

<p>In my anecdotal experience, people that have arrived at “tools and processes are
important and considerable time should be invested into them”, and also “applying
those to myself is a good thing”, rarely end up at option #1. Instead, a common
thread tends to be that we are somehow lying to ourselves about what we can and
can’t do, about what we should be able to do. Plans thrown together quickly are
assumed to be good, because the plans were always good.<sup id="fnref:6" role="doc-noteref"><a href="#fn:6" class="footnote" rel="footnote">6</a></sup> Instead we are the
problem, our execution is the problem. We are certain of what’s correct and
true, so whatever’s left must contain the problem. Unfortunately, what’s left
and contains the problem is ourselves.</p>

<p>In the quest for making the tools work through execution, we optimise further,
and frequently, we optimise the joy and fun out of execution. Much like a city
isn’t a tree<sup id="fnref:7" role="doc-noteref"><a href="#fn:7" class="footnote" rel="footnote">7</a></sup>, a human isn’t a computer that doesn’t mind having unnecessary
tasks removed. In our quest for output, we often force ourselves to act like
computers, and end up miserable, and still feeling guilty and ashamed that we
aren’t doing ‘enough’.</p>

<p>That is, in a nutshell, what I think I’ve been doing to myself, in at least
parts. I used to be far worse about it, but still, even the reduced form of it
has left its marks, and I’m tired. Yet, my lists for today show me that I still
need to make dinner, because I need to eat, and prepare the flat for tomorrow,
where I will go back to work and optimise processes and applications.</p>

<hr />

<div class="footnotes" role="doc-endnotes">
  <ol>
    <li id="fn:1" role="doc-endnote">
      <p>It is also a very good book. <a href="#fnref:1" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:2" role="doc-endnote">
      <p>I learned of this story originally through <em>Seeing Like A State</em>, though
in googling a better citation I found <a href="https://www.degruyter.com/document/doi/10.12987/9780300133417/html"><em>Every Farm A Factory</em></a> from
Deborah Fitzgerald, it looks <em>fascinating</em>, and has instantly wandered on my
reading list. <a href="#fnref:2" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:3" role="doc-endnote">
      <p>Which I was also caught in for a long while. I even had the stack of 50
paper folders at a time when that really didn’t help me much. But it did
bring me joy when that was also scarce, so it was not exactly a complete
loss, albeit for unintended reasons. <a href="#fnref:3" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:4" role="doc-endnote">
      <p>There’s another trap here, in that the expectation is for <em>proportionally</em>
reduced output. More often than not, something that unexpectedly squats a
bunch of your free time is also very draining, leading to energy levels in
the remaining free time to crater as well. <a href="#fnref:4" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:5" role="doc-endnote">
      <p>I, for one, believe that tools and processes are incredibly important.
But, having ADHD, my brain isn’t much good <em>without</em> tools and processes, so
I expect my judgement to be a bit warped. <a href="#fnref:5" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:6" role="doc-endnote">
      <p>Here’s another fun parallel. In many examples of Scott’s book, the pilot
studies worked. But they worked because they were being <em>made to work</em> by
the people on the ground, because testing the idea behind the project
stopped being relevant, compared to reporting good results to the person
that controlled your life’s trajectory. People on the ground of these pilot
projects adopted the flawed plan to the local environment as best they
could, often using far more resources than the actual plan foresaw for the
returns. In the personal angle, you can make any plan work by using more
energy on them than they are worth, but end result is what sticks with you:
Making a plan worked, let’s do more of that. No matter if it wouldn’t have
worked under normal circumstances. <a href="#fnref:6" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
    <li id="fn:7" role="doc-endnote">
      <p>This is a very good, rather short paper by Christopher Alexander that I
highly recommend reading. Here’s a <a href="http://en.bp.ntu.edu.tw/wp-content/uploads/2011/12/06-Alexander-A-city-is-not-a-tree.pdf">PDF</a>. <a href="#fnref:7" class="reversefootnote" role="doc-backlink">&#8617;</a></p>
    </li>
  </ol>
</div>]]></content><author><name>Mordecai</name></author><category term="post" /><summary type="html"><![CDATA[Author James C. Scott, in his very well-known book, Seeing Like A State1, introduces the concept of “authoritarian high modernism” to explain common threads between various ideas and schemes that were supposed to make life better, but ended up doing just the opposite. High Modernism is his term for the deep belief that society and people can be made better by thorough application of science and reason, that once we embrace the insights brought to us by empiricism, the scientific method, and technological progress, suffering on a societal level will greatly diminish, if not vanish entirely. However, some may resist the noble quest towards progress, towards a society without suffering, and stick to their old ways. But if we want to raise everyone up from their misery, force will be needed, and those stuck in their ways will thank us later. This is the authoritarian part. It is also a very good book. &#8617;]]></summary></entry></feed>