User:Eubulide/sketch

I use this page as a sketch pad, to write down information that I am going to insert into Wikipedia articles later. It mostly contains summaries of books that I read.

=The Information= The Information: A History, a Theory, a Flood is a book by James Gleick.

1. Drums That talk
African drummers transmit complex messages using drums that can produce only two tones. The meaning is encoded by reproducing the tone outline of the word. However, many words have the same tone pattern, so they are accompanied by stereotyped expressions to make them recognizable.

2. The Persistence of the Word
The invention of writing led people to see language as a syntactic object. It can be manipulated, which led to the development of logic.

3. Two Wordbooks
This chapter discusses the origin of monolingual dictionaries in English. Arranging words in dictionaries stresses their syntactic form as opposed to their meaning.

Robert Cawdrey wrote the first one in 1604, with the title Table Alphabeticall. It contained short definitions of difficult words, sometimes just by synonims or more general terms, sometimes by awkward explanation. The very notion of definition was still not clear. Particular difficulty was posed by scientific terms: they are given a different meaning from their everyday use. Isaac Newton had to struggle to find appropriate words for physical entities.

The second wordbook considered is the Oxford English Dictionary.

4. To Throw the Powers of Thought into Wheel-Work
Charles Babbage and Ada Lovelace.

The importance of tables of numbers, expecially logarithms, for science, industry and trade. Necessity of construction of accurate tables. Babbage idea was to produce them automatically by machine. He received a big government grant to construct a Difference Engine, but the project eventually was terminated.

He imagined an even more ambitious Analytical Engine capable of symbolic manipulation. Ada Lovelace understood the scope of the abstraction. She dreamed of a universal "science of operations". She programmed Bernoulli numbers.

5. A Nervous System for the Earth
History of the telegraph. The telegraph system by Claude Chappe, based on semaphores on top of towers, was the first large-scale communication network. It was developed in France during the revolution and the Napoleonic period. First attempts at electric telegraphs started in the 1830s, among them one devised by Carl Friedrich Gauss with a collaborator. One of the major problems was to find a method of encoding messages. Some of the earlier systems had a complex way of communicating words based on numbered dictionaries. It took sometime to settle for the development of a binary system (Samuel Morse). Coding systems became Important for brevity/economy and secrecy.

6. New Wires, New Logic
At the beginning of the diffusion of the telephone, many communities in rural America set up barbed wire telephone lines. Claude Shannon was facinated by them growing up in Gaylord, Michigan in the 1920s. As a graduate student, he worked on the Differential Analyzer, a mechanical analog computer at MIT. He became interested in the transmission of discrete signals and realized that to study them algebraic methods were necessary. Symbolic reasoning had developed starting from George Boole and reached their most surprising results with the Godel's incompleteness theorems. Shannon worked for Bell Telephone Laboratories and subsequently went to the Institute of Advanced Studies in Princeton, were Einstein and G&ouml;del were also working.

In the initial history of telephone, many people didn't understand its revolutionary importance. Some enterpreneurs and politicians consideret it more a technological toy than a useful means of communication.

The mathematical study of the "transmission of intelligence" started becoming formal when the content of a digital message could be mesured with a precise formula by Harry Nyquist: the information content is the number of symbols times the logarithm of the size of the symbols alphabet.

7. Information Theory
Claude Shannon and Alan Turing met in 1943 at Bell Labs. They were both involved with cryptoanalisis, but they couldn't talk about it. Instead the talked about Turing's ideas on the creation of an artificial mind. In the '30s Turing had invented an abstract notion of computing machine with a reading and writing tape. He proved that there exists a universal machine capable of performing any computation. He also showed the undecidability of the decision problem.

Shannon, partially inspired by his work on criptography, developed an abstract notion of a communication system. He studied the statistical properties of the English language, which contains much redundancy. He started from Nyquist and Hartley's formula for information and generalized it to situations in which not all the symbols have the same probability. This is now know as Shannon entropy. He publish it in A Mathematical Theory of Communication in 1943.

8. The Informational Turn
A the same time as Shannon developed information theory, Norbert Wiener coined the term Cybernetics. In a review of The Mathematical Theory of Communication, Wiener claimed to have come to similar results. He drew a parallel between animals and machines, claiming that they are both governed by communication and control. These ideas were fervently discussed at a series of meetings in New York, with the participation of psychiatrists and social scientists. In one occasion Shannon presented a mechanical rat, a device that could navigate a maze and remember the correct route.

Meanwhile, Turing proposed his imitation game as a test of computer intelligence; today it is known as the Turing test.

9. Entropy and its Demons
The notion of entropy was invented by Rudolf Clausius as part of the creation of the science of thermodynamics. It denotes that energy that cannot be used for work because it is distributed in a system in thermodynamic equilibrium. James Clerk Maxwell adopted it and together with the second law of thermodynamics: The entropy of the universe always increases. William Thomson, Lord Kelvin, popularized it. Maxwell realized that entropy is related to order: entropy is higher in a system with more disorder, that is a system whose macrostate corresponds to a larger number of microstates. He devised a thought experiment about a microscopic imp (which Kelving nicknamed Maxwell's demon) who would operate a door between the two halves of a system in equilibrium, letting fast particles into one half and slow particles into the other. In this way order would be restored and entropy diminished. This illustrates the fact that entropy and the second law are statistical properties of large system, which make no sense at the atomic level.

However, in the 20th century, Leó Szilárd connected entropy with information (although he didn't yet use this term): the reduction of entropy is equal to the amount of memory operations performed by the demon to decide which particles to let through the door.

Both in thermodinamics and in information theory, the same equation for entropy was independently discovered:
 * $$H = - \sum p_i \log p_i \, ,$$

with $$p_i$$ being the probability of the the $$i$$-th outcome.

Erwin Schrödinger, in What is life? explicitely formulated the hypothesis that life could be defined in terms of information. Living beings can temporarily free themselves from the increase of entropy that they produce.

10. Life's own Code
In biology, the influence of information theory led to the investigation of the chemical nature of the gene. The American biologist James Watson and the English physicist Francis Crick, who was inspired by Schrödinger's book, finally discovered the double-helix structure of DNA. The atomic elements of the genetic code are base pairs. The physicist George Gamow suggested that DNA described the structure of proteins by coding every amino acid by three bases. His specific coding turned out to be wrong, but the principle was correct. Initially biologists resisted this information-oriented view of life, but it was eventually accepted.

11. Into the Meme Pool
In his book The Selfish Gene, Richard Dawkins suggested that ideas, musical tunes, religious dogmas behave in the cognitive realm in a similar way to how genes behave in the biological realm. He coined the term meme to denote these units of knowledge that are transmitted from mind to mind, thus multiplicating and spreading like parassites of the intellect.

12. The Sense of Randomness
In the 60s Gregory Chaitin in the USA and Andrey Kolmogorov in the USSR independently invented a way to mesure the randomness of a number. In classical probability theory, every number is considered equally random, in the sense of being equally probable as the result of an arbitrary choice. But number that are more regular seem intutively to be less complex, and therefore not so random as numbers in which no regularity is to be found. The Chaiting-Kolmogorov complexity assign to a number the information needed to specify the simplest Turing machine that can generate it. A simple number is one that can be generated by a machine that is much smaller than the number itself. It turns out that most numbers are not: they are random in the sense that there is no shortest way of specifying them than simply giving their digits. Chaiting used a version of Berry's paradox to give a form of Gödel's Incompleteness Theorem based on information complexity. This theory became the basis of very efficient algorithms for data compression.

13. Information is Physical
This chapter is about quantum information.

14. After the Flood
Taking inspiration from Jorge Luis Borges's story The Library of Babel, this chapter discusses the exponential prolifreration of information made possible by the internet, with specific focus on Wikipedia.

15. New News Every Day
This chapter discusses the problem of information overload.

=Blood Meridian= Blood Meridian is a novel by Cormac McCarthy.

Deleted additions.

I
The kid is the son of a drunk who used to be a schoolmaster; his mother died in childbirth. He runs away from home at the age of 14. He has a violent existence with many jobs and is shot once. He arrives in Nacogdoches, where a Reverend Green is giving a sermon in a tent. A tall man with no bodily hair, called the judge, denounces Green and has him chased away. He has a fight with Toadvine, but they are both beaten unconscious by Old Sidney. When they come to, they go to the hotel, kill Old Sidney and burn the hotel down.

II
The kid travels across the prairie on his mule. He encounters a hermit who feeds him and helps him. He finally arrives in San Antonio de Bexar, where he has a fight with the keeper of a Mexican cantina and kills him. He finds an abandoned church with a dead family in the sacristy. He bathes at a river, when a sergeant finds him and asks him to join the militia.

III
He joins the irregular army led by captain White. They give him a rifle, a uniform, a saddle, but he has no horse. He and two soldiers go into the village to trade his mule. They spend the proceeds at a cantina, where a Mennonite forecasts a bad outcome for their enterprise. One of the soldiers is killed and the kid gets his horse.

IV
The irregular army sets out towards Mexico. The land is desert and they hardly find food. Some of the men die of cholera. They arrive in Mexico at an abandoned village. They encounter herdsman and, after them, a band of Comanches who attack and massacre the soldiers.

V
The kid survives the attack. With another survivor named Sproule, who has been wounded on the harm, he walks along the barren land. They pass through a village that has been completely massacred. They encounter some bandits, whose leader is riding captain White's horse. They force a family on a carriage to give them a lift. Sproule dies from the infected wound in his arm during the night. The kid is arrested, they show him the head of captain White in a jar, they transport him and other prisoners to Chihuahua. In prison he meets Toadvine again.

VI
They are put to work as garbage collectors. They meet with a veteran of the war, who came back to find the woman he fell in love with. A band of ragged warriors comes into town, the judge is among them. Their leader is called Glanton. They are employed by the governor to find and kill the Apache. They take the kid, Toadvine, and the veteran with them.

VII
There are two men called Jackson, one white and one black, and they hate each other. Delaware indians are part of the band as guides. A group of traveling magicians joins the group and reads their fates on cards. In a village, an old Apache woman is captured and brutally assassinated by Glanton.

VIII
They ride towards the mountains. The black Jackson kills the white one.

IX
They arrive at an abandoned village by the copper mines. Some prospectors are squatting there.

X
The ex-priest Tobin tells the story of how judge Holden joined them. They met him after been decimated by the Apache. They had run out of gunpowder and the indians were after them. The judge made new powder and guided them, almost as a religious leader, to beat the pursuers.

XI
One of the Delawares is killed by a bear. They spend a night in the ruins of an Anasazi village. The judge tells the parable of an harness maker who killed a traveler because he reprimanded his immoral behavior. The son of the dead traveler had a miserable life because he lived in the shadow of the father he never knew. Similarly, today's indians live in the shadow of the vanished Anasazi.

XII
They find the Apaches, who have set up a village by a lake, and they attack and massacre them. Glanton kills the chief, but he is not Gomez, the Mexical rebel they are looking for. The judge takes a surviving Apache child with him for a couple of days and then kills him. They return to Chihuahua to a hero's welcome.

XIII
The band is invited to dinner by the governor, but they behave like brutes and then they cause riots in the city. After leaving town again, they massacre a village of Tiguas. In another Mexican town, a brawl degenerates in a shoot-out: they kill and scalp all the customers of a cantina. After that they decimate a village and annihilate a company of lancers before returning to Chihuahua, where they sell the scalps as indians. After these events a bounty is put on Glanton's head.

XIV
In the mining village of Jesús María, Glanton, in a deranged fit, causes a riot by dragging the Mexican flag behind the tail of a mule. They have to flee. They descend the mountain, throwing a pack of mules carrying mercury for the mines down the ravine, and enter the state of Sonora. The judge explains to Toadvine that his scientific curiosity originates from a desire of control over the universe: “Whatever in creation exists without my knowledge exists without my consent.”

XV
In the town of Ures they obtain a new contract, they ride out and massecre the Nacozari. Soon they are chased by a battalion of the Mexican army. Some are wounded and cannot travel anymore. The kid is chosen to kill one of the wounded but he cannot do it. He is separated from the others, is almost captured, and has to travel alone. When he rejoins the group, he finds them quite battered. They are traveling on the heels of a band of Apaches, to disguise their traces. They sent scouts forward but they didn't return.

XVI
They eventually find the scouts: They have been tortured and murdered by the Apache. They arrive at the presidio of Tucson, where they cause further disturbance. They leave the town, together with some travelers directed to California, among whom is a man who carries his demented brother, dubbed the idiot, with him in a cage.

XVII
One night in front of the fire, the judge argues that war is a necessary condition of man and that force is the only measure or a man's worth. They come to the Colorado river. There is a ferry operated by a doctor and a Yuma camp nearby. Many travelers are camped on the east side of the river and pay to be ferried to the west shore.

XVIII
Some women try to rescue the idiot, but he escapes and forms a bond with the judge.

XIX
They attack the Yumas, take over the ferry, and start robbing and abusing the travelers. A delegation is sent to San Diego for supplies. One of them, David Brown, commits a murder and is arrested. He bribes a guard and escapes, killing the guard shortly afterwards. Glanton goes himself to San Diego to free him, leaving the judge in charge, but he finds that Brown is already gone. When he comes back to the ferry, the Yuma attack and kill him and most of the band.

XX
The kid, the ex-priest, and Toadvine escape. The kid has been wounded on the leg by an arrow. At a watering hole they meet the judge and the idiod, who are naked and without weapons. The judge buys Toadvine's hat and tries to by the kid's weapon, but the kid refuses. He and the ex-priest leave, Toadvine stays with the judge. Later the judge gets the clothes and horses from David Brown and Toadvine (the kid deduces that he killed them) and goes after the kid and the ex-priest. There is a shootout and the priest is wounded in the neck.

XXI
They are rescued by a tribe of Diegueños who give them food and shelter. The go on across the mountains and they arrive at San Diego, where the kid sees the ocean for the first time in his life.

XXII
The kid is arrested. The judge shows up and accuses him of all the crimes of the band and of murdering Toadvine and Brown. Two days later he is released, he sells his gun to get the money for a doctor who removes the arrowshaft from his leg. He travels to Los Angeles where he attends the hanging of Toadvine and Brown. For the next few years he travels up and down the coast. At the age of 28 he travels back east. On the mountains he encounters a group of penitents reenacting the crucifixion of Jesus. Later he finds them again, they have been slaughtered. In a niche in the rock he sees an old woman wearing an exotic dress with stars and half-moons. He offers to help her, but soon realizes that she has been dead many years.

XXIII
In the plains of north Texas, strewn with the bones of decimated buffalo, he encounters a group of bone-collecting youths. He has a fight with one of them and he kills him. In a bar in Fort Griffin he meats the judge again, who gives him a speech about destiny. He has sex with a whore, there is a big dance. He meets the judge again in the latrines and something horrible happens. The judge dances naked in the dance hall and claims immortality.

Epilogue
A main crosses the plain making holes in the ground. As he moves, also the bone-pickers and other people move along.

=Moral Disorder= Moral Disorder is a collection of short stories by Margaret Atwood. All the short stories are about the same female character at different times of her life.

The Bad News
The female character reflects on morning habits by her husband and herself. He rushes into the bedroom to tell her the news from the paper. He is eager to share the burden. But she rather wait until breakfast. Their behavior has settled into patterns. She feels that they are just waiting for the time when their world will start collapsing. Remembering a vacation to Glanum, she imagines them as ancient Romans, discussing over breakfast the bad news about the Barbarian invasions.

The Headless Horseman
In the present, the main character and her sister talk about the past while driving to visit their mother, whose health is failing. They talk about their youth. When the older sister was thirteen, the baby being two, she made an Halloween costume of the Headless Horseman. Later the baby sister included the severed head in her games. She was always very sensitive and impressionable, coming close, in her teens, to suicidal thoughts. Later doctor discovered that this was caused by a chemical imbalance that she had since birth. They prescribed pills and her crises stopped.

My Last Duchess
Before her final high-school exam, she studies with her boyfriend Bill. In particular, they analyze the poem My Last Duchess by Robert Browning. It is a monologue by the Duke of Ferrara that implies he may have killed his young wife because "she smiled too much". Bill, whose strength is algebra and exact sciences, can't understand the poem. The main character makes an effort to explain it to him, but finds that she herself is haunted by questions. Her first superficial erotic experiences are contrasted with the dark side hinted at by the poem. She and Bill eventually break up because he accuses her of defending the Duke. There is some truth in the accusation, since she finds the Duchess a "dumb bunny".

The Other Place
As a young adult, the main character travels a lot, going from job to job as a king of intellectual nomad. In the meanwhile her friends settle down and make a family. She wonders whether she will always be alone and roaming or she will eventually settle down. Even when the sexual revolution happens and behavior like hers becomes common, she feels different because she has a seriousness that others don't show. At one time, she has an apartment in Vancouver and a similarly lonely friend comes often to visit. He tells her about when his three brothers almost killed him in a cruel joke by locking him in an ice box. Later she marries Tig and lives the settled life she was thinking about. But she often dreams of being in an apartment similar to the one she had in Vancouver and of knowing that a child is locked away dying in one of the rooms. She wanders if the place in her dream represents the past or is a place in her future.

Monopoly
In this story the narration switches to third person. We learn that the main character is called Nell. She is a free-lance editor and gets a job helping an author, Oona, write a self-help book for women. In a moment of confidence, Oona tells Nell that her marriage with Tig is in crisis and they stay together only for the benefit of their two sons. They have liberal sexual attitudes and Oona selects Nell as Tig's lover. Later Tig moves out of the marriage and rents a farm. Nell goes to visit but is not allowed to stay when the children come. Eventually she has the permission to stay at the farm when they are there but is supposed to take care of them. She plays Monopoly with them and can't help being competitive and beating them. She feels like a concubine or a governess.

Moral Disorder
Tig and Nell move to a new farm. The start growing vegetables and raising animals, first hens, then peacocks, cows, and sheep. The locals see them as town people ignorant of the country lifestyle, but they also help. One of the new-born lambs need to be fed by hand and kept inside the house. Nell grows attached to it. When the lamb grows up, it doesn't adapt to living with the other sheep and becomes aggressive against Tig out of jealousy for Nell. It has to be put down. Coming back from the slaughterhouse, Nell cries and accuses Tig of not wanting her to have babies.

White Horse
A friend of Nell rescues an old mistreated mare and gives her to Nell and Tig. Nell takes care of her and learns to ride her, she names her Gladys. Nell's sister Lizzie comes to visit, especially when she's having one of her crises. A psychiatrist diagnoses her with schizophrenia and gives her pills that make her sluggish and apathetic. He tells Nell that it would be dangerous to reveal her condition to Lizzie. Eventually, they consult a specialist and it turns out that the psychiatrist was a quack and the pills unnecessary and dangerous. Lizzie resents Nell for not telling her about the diagnosis. She becomes energetic again and is fond of running along Gladys. In the meanwhile Nell gets pregnant. Eventually, Lizzie leaves the farm, her crises stop, and she gets married. One night the white mare escapes from the barns, runs into the street, and is killed by a car.

The Entities
Nell and Tig sell their farm and go back to live in Toronto. Their real-estate agent, Lillie, is an elderly lady, a survivor of a German concentration camp. With her help they find a nice small apartment and, later, a larger one. Oona has in the meanwhile become hostile and accuses Tig of being rich and hiding his money to avoid paying her alimony. She demands that they find a house for her. Nell, using a small inheritance, buys a house and let her live there for a nominal rent. But Oona is still unhappy and wants to move. One day Nell and Oona's children come to the house and find Oona dead on the floor. The elder son has to break a window to enter; he cuts his leg a bleeds a lot. After this, Lillie is convinced that there is an evil presence in the house. This is the first sign of Alzheimer. A medium is called and says that some "entities" are entering at the place where the blood was. She makes a charm to move this entry point outside in the garden.

The Labrador Fiasco
Nell visits her parents. Her father has suffered a stroke and has recovered only partially. He used to be very active but now passes his days in inactivity. Nell's mother reads him a book about the doomed Labrador exploration mission of Hubbard and Wallace. He knows the story very well and comments on the mistakes they made. He later has another stroke that takes his short term memory away. In his mind the predicament of the explorers, trying desperately to find the way back home, combines with his desire to go back "home", that is, the state things were before the strokes.

The Boys at the Lab
This story is told in first person by the author. She is taking care of her ninety-year old mother, looking at old photographs, and trying to reconstruct the stories behind them. Her father used to do research in entomology in a log lab in the woods. Among his assistants, collectively called "the boys at the lab", there were two young men called Cam and Ray. Her mother seemed to have a special liking for them. She says that Cam died of an unspecified disease. Another one of the boys came from India. He hadn't realized how rough the conditions would be and came with a tennis racquet and nice clothes. The author tries to imagine what his feeling might have been and tries to give a story to Cam and Ray.

=Fluid Concepts and Creative Analogies= Fluid Concepts and Creative Analogies by Douglas Hofstadter and the Fluid Analogies Research Group.

To Seek Whence Cometh a Sequence
The first AI project by Hofstadter stemmed from his teenage fascination with number sequences. When he was 17, he studied the way that triangular and square numbers interleave, and eventually found a recursive relation describing it. In his first course on AI, he set to the students and to himself the task of writing a program that could extrapolate the rule by which a numeric sequence is generated. He discusses breadth-first and depth-first techniques, but eventually concludes that the result represent expert systems that incarnate a lot of technical knowledge but don't shine much light on the mental processes that humans use to solve such puzzles.

Instead he devised a simplified version of the problem, called SeekWhence, where sequences are based on very simple basic rules not requiring advanced mathematical knowledge. He argues that pattern recognition, analogy, and fluid working hypotheses are fundamental to understand how humans tackle such problems.

The Architecture of Jumbo
Jumbo is a program to solve jumbles, word puzzles consisting in five or six scrambled letters that need to be anagrammed to form an English word. The resulting word does not need to be a real one but just to a plausible, that is, to consists of a sequence of letters that is normal in English.

The constituent elements of Jumbo are the following: A "temperature" is associated to the present state of the cytoplasm; it determines how probable it is that a destructive codelet is executed. There is a "freezing" temperature at which no destruction can occur anymore: a solution has been found.
 * The "chunkabet": a database of chunks, small sequences of letters, with a numeric value giving their strength as possible components of a word.
 * The "cytoplasm": a loose data structure containing partial associations of letter, modeling a form of working memory. The name is inspired by the place in a cell where molecular fragments are assembled into proteins.
 * The "Coderack": a structure containing "codelets", small pieces of programs that are waiting to be executed in the cytoplasm; the codelet that is executed next is chosen non-deterministically, based on urgencies attached to them; a codelet may form new associations, break down old ones, or generate more codelets.

Numbo: A Study in Cognition and Recognition
Numbo is a program by Daniel Defays that tries to solve numerical problems similar to those used in the French game "Le compte est bon". The game consists in combining some numbers called "bricks", using the operations of multiplication, addition, and subtraction, to obtain a given result.

The program is modeled on Jumbo and Copycat and uses a permanent network of known mathematical facts, a working memory in the form of a cytoplasm, and a coderack containing codelets to produce free associations of bricks in order to arrive at the result.

Highlevel Perception, Representation, and Analogy
The subtitle A Critique of Artificial-intelligence Methodology indicates that this is a polemical article, in which David Chalmers, Robert French, and Hofstadter criticize most of the research going on at that time (the early '80s) as exaggerating results and missing the central features of human intelligence.

Some of these AI projects, like the Structure Mapping Engine (SME), claimed to model high faculties of the human mind and to be able to understand literary analogies and to rediscover important scientific breakthroughs. In the introduction, Hofstadter warns about the Eliza effect that lead people to attribute understanding to a computer program that only uses a few stock phrases. The authors claim that the input data for such impressive results are already heavily structured in the direction of the intended discovery and only a simple matching task is left to the computer.

Their main claim is that it is impossible to model high-level cognition without at the same time modeling low-level perception. While cognition is necessarily based on perception, they argue that it turn influences perception itself. Therefore, a sound AI project should try to model the two together. In a slogan repeated several times throughout the book: cognition is recognition.

Since human perception is too complex to be model by available technology, they favor the restriction of AI projects to limited domains like the one used for the Copycat project.

The Copycat Project
This chapter presents, as stated in the full title, A Model of Mental Fluidity and Analogy-making. It is a description of the architecture of the Copycat program, developed by Hofstadter and Melanie Mitchell. The field of application of the program is a domain of short alphabetic sequences. A typical puzzle is: If abc were changed to abd, how would you change ijk in the same way?. The program tries to find an answer using a strategy supposedly similar to the way the human mind tackles the question.

Copycat has three major components: The resulting software displays emergent properties. It works according to a parallel terraced scan that runs several possible processes at the same time. It shows mental fluidity in that concepts may slip into similar ones. It emulates human behavior in tending to find the most obvious solutions most of the time but being more satisfied (as witnessed by low temperature) by more clever and deep answers that it finds more rarely.
 * The Slipnet, a model of long-term memory in humans. It contains concepts of various degrees of abstraction, from the letter types to the notion of opposite. Concepts are connected with links indicating their similarity. The activation of a node may cause the activation of a neighbor with a probability proportional to the inverse of the length of their link. The length of the links are not static; they have a value at the beginning but the may change elastically during computation according to the partial results achieved.
 * The Workspace, a model of short-term memory. Here partial structures are constructed and dismantled. The temporary results may cause the activation of concepts in the slipnet. A temperature measures the satisfaction of the program with the structure obtained at each moment. High temperature means dissatisfaction and leads to the adoption of a different strategy. Low temperature means satisfaction and the continuation of the present strategy.
 * The Coderack, a collection of codelets, that is small fragments of code, that wait to be selected and executed in the workspace. Each has a weight associated to it that determined its probability to be selected for execution.

Perspectives on Copycat
This chapter compares Copycat with other recent (at the time) work in artificial intelligence. Specifically, it matches it with the claimed results from the Structure Mapping Engine SME and the Analogical Constraint Mapping Engine (ACME). The authors judgment is that those programs suffer from two defects: Their input is pre-structured by the developers to highlight the analogies that the software is supposed to find; and the general architecture of the programs is serial and deterministic rather than parallel and stochastic like Copycat's, which they consider psychologically more plausible.

Severe criticism is put on the claim that these tools can solve "real-life" problems. In fact, only the terms used in the example suggest that the input to the programs comes from a concrete situation. The logical structures don't actually imply any meaning for the term.

Finally a more positive assessment is given to two other projects: Indurkhya' PAN model and Kokinov's AMBR system.

Prolegomena to Any Future Metacat
This chapter looks at those aspects of human creativity that are not yet modeled by Copycat and lays down a research plan for a future extension of the software. The main missing element is the mind's ability to observe itself and reflect on its on thinking process. Also important is the ability to learn and to remember the results of the mental activity.

The creativity displayed in finding analogies should be applicable at ever higher levels: making analogies between analogies (expression inspired by the title of a book by Stanisław Ulam), analogies between these second-order analogies, and so on.

Tabletop, BattleOp, Op-Platte, Potelbat, Belpatto, Platobet
Another of Hofstadter's students, Robert French, was assigned the task of applying the architecture of Copycat to a different domain, consisting in analogies between objects laying on a table in a coffeehouse. The resulting program was named Tabletop.

The authors presents a different and vaster domain to justify the relevance of attacking such a trivial-seeming project. The alternative domain is called Op-Platte and consists in discovering analogies between geographical locations in different regions or countries.

Once again arguments are offered against a brute-force approach, which would work on the small Tabletop domain but would become unfeasible on the larger Op-Platte domain. Instead a parallel non-deterministic architecture is used, similar to the one adopted by the Copycat project.

The Emergent Personality of Tabletop, a Perception-based Model of Analogy-making
In the premise to the chapter, title The Knotty Problem of Evaluating Research, Hofstadter consider the question of how research in AI should be assessed. He argues against a strict adherence to a match between the results of an AI program with the average answer of human test subjects. He gives two reasons for his rejection: the AI program is supposed to emulate creativity, while an average of human responses will delete any original insight by any of the single subjects; and the architecture of the program should be more important that its mere functional description.

In the main article, the architecture of Tabletop is described: it is strongly inspired by that of Copycat and consists of a Slipnet, a Workspace, and a Corerack.

Letter Spirit
This last chapter is about a more ambitious project that Hofstadter started with student Gary McGraw. The microdomain used is that of grid fonts: typographic alphabets constructed using a rigid system of small rigid components. The goal is to construct a program that, given only a few or just one letter from the grid font, can generate the all alphabet in the same style. The difficulty lies in the ambiguity and undefinability of style. The projected program would have a structure very similar to that of Jumble, Numble, Copycat, and Tabletop.

Epilogue
In the concluding part of the book, Hofstadter analyses some AI projects with a critical eye. He finds that today's AI is missing the gist of human creativity and is making exaggerated claims. The project under scrutiny are the following.

AARON, a computer artist that can draw images of people in outdoor settings in a distinctive style reminiscent of that of a human artist; criticism: the program doesn't have any understanding of the objects it draws, it just uses some graphical algorithms with some randomness thrown in to generate different scenes at every run and to give the style a more natural feel.

Racter, a computer author that wrote a book entitled The Policeman's Beard Is Half Constructed. Although some of the prose generated by the program are quite impressive, due in part to the Eliza effect, the computer does not have any notion of plot or of the meaning of the words it uses. Furthermore, the book is made up of selected texts from thousands produced by the computer over several years.

AM, a computer mathematician that generates new mathematical concepts. It managed to produced by itself the notion of prime number and the Goldbach conjecture. As with Racter, the question is how much the programmer filtered the output of the program, keeping only the occasional interesting output. Also, mathematics being a very specialized domain, it is doubtful whether the techniques used can be abstracted to general cognition.

Another mathematical program, called Geometry, was celebrated for making an insightful discovery of an original proof that an isosceles triangle has equal base angles. The proof is based on seeing the triangle in two different ways. However, the program generates all possible ways of seeing the triangle, not even knowing that it is the same triangle.

Hofstadter concludes with some methodological remarks on the Turing Test. In his opinion it is still a good definition and he argues that by interacting with a program, a human may be able to have insight not just on its behaviour but also on its structure. However, he criticises the use that is made of it at present: in encourages the development of fancy natural-language interfaces instead of the investigation of deep cognitive faculties.

=The view from Castle Rock= The View from Castle Rock is a collection of historical and autobiographical stories by Alice Munro. The first part of the book narrates the lives of members of one branch of the family tree of the author. The second part consists of fictionalized tales inspired by events in her own life.

Part One: No Advantages
This first half of the book consists of five stories that follow members of the Laidlaw family, ancestors of Alice Munro, through the ages.

No Advantages
This narrative retells the lives of members of the Laidlaw family who lived in Ettrick Valley, Scotland, in the eighteen century. The title comes from the judgment by the Statistical Account of Scotland in 1799 that This parish possesses no advantage. Will O'Phaup was a mythical man, who was a prodigious runner, a bootlegger, and a heavy drinker; he had encounters with fairies and ghosts. Thomas Boston was the local presbyterian preacher at the same time; he wrote on matters of faith, he was obsessed with religious guilt, his ideas were borderline heretical, he had a very hard life. James Hogg and James Laidlaw were cousins; Hogg became a poet and friend of Walter Scott, while Laidlaw was a man of modern ideas but traditional mentality, who was obsessed with going to America, where he eventually took his family when he was already in his old age.

The View from Castle Rock
This story narrates the voyage of James Laidlaw and his family to Canada. The title stems from the event when James took his youngest child Walter to the top of the Rock of Edinburgh Castle to show him the coast of America (actually Fife). James Laidlaw (Old James) had one daughter, Mary, and 5 sons, Robert, James, Andrew, William, and Walter. Robert and William had moved to the Highlands before the move, the others followed in the voyage. Andrew's family, comprising his pregnant wife Agnes and his infant son (Young) James. Agnes gives birth to a girl during the Ocean crossing. Mary is very attached to Young James: she takes care of him and panics when he disappeared. Young James dies shortly after their landing. Walter writes down an account of the trip in his journal. He meets a rich girl suffering from tuberculosis; her father offers him to follow them and get a job in his business, but Walter declines.

Illinois
William Laidlaw also moves to America, specifically to Illinois. He is the most forward looking of Old James' children. He wants to break with his roots and start a completely new life with his wife Mary. But he dies of cholera and his wife and children are taken to Canada by Andrew Laidlaw. The oldest of the children, Jamie, steals his newborn sister Jane and tries to direct the blame on a half-Indian neighbor. This is a plot to keep the family in their home, but it fails.

=Cryptonomicon=

Cryptonomicon is a novel by Neal Stephenson. Its plot consists in two threads: one takes place during World War II and chronicles the cryptographic battle between the Allies and the Axis; the other is set in the present (the late '90s) and describes the attempt by a group of hackers to establish a data haven in the fictitious Sultanate of Kinakuta.

World War II storyline
The plot involves mainly a groop of Allies that are part of detachment 2702. The goal of this group is to provide false intelligence to the Germans. In order to protect the fact that the Allies have broken the Enigma codes, they stage actions to give the Germans the impression that the intelligence over their actions come from other sources than their secret communications. Another subplot concerns the creation by the Japanese of a huge gold deposit in the Philippines, where they hide gold reserves from Japan, Germany, and their conquered countries.

The main characters of the historical part are: When they are in Finland he apparently dies, but he is seen leaving by Shaftoe. He also appears in the contemporary part of the novel, where he contacts Randy Waterhouse first by phone and then meeting him in jail in Manila.
 * Bobby Shaftoe: marine and later soldier. Initially settled in Shanghai, after proving himself in battle he is assigned to a secret project 2702; a collaboration of British and American Armies with the goal to carry out actions that would protect the information that the Allies have broken the German Enigma codes.
 * Lawrence Waterhouse, mathematician and cryptographer. He meets Alan Turing before the war. He is at Pearl Harbor when the Nipponese attack. Demonstrating great talent in cryptoanalysis, he is sent to Britain, first to Bletchley Park, then to Outer Qgml.
 * Enoch Root, Australian missionary. He meets Bobby Shaftoe and then is with him on detachment 2702 missions.

Present storyline
A group of hacker friends from California sets up a company, Epiphyte corp. Their immediate goal is to provide IT services to the Philippines, but their long-term goal is to create a data haven in the nearby (fictitious) sultanate of Kinakuta.

The main characters of the modern part are:
 * Randy Watherhouse, hacker, grandson of Lawrence. He is one of the founders of Epiphythe, a corporation that has as its goal the creation of a data haven in the little (fictitious) sultanate of Kinakuta.

=numbert9dream=

number9dream is the second novel by David Mitchell. It's set in Japan and it narrates the search of 19 year old Eiji Miyake for his father, who he never met. It is told in the first person by Eiji.

Summary of the plot
It consists in 9 Chapters.

One: Panopticon
Eiji waits inside a caf&eacute; in front of the Panopticon building in Tokyo. Akiko Kato, his father's lawyer, works in the building. Eiji plans to meet her and find out who his father is. The chapter alternates between descriptions of Eiji waiting in the caf&eacute; and his fantasies about his meeting with Akiko Kato: first he imagines storming the building with weapons and steal his file; then that a huge flood would submerge Tokyo and drawn him; then that he follows Akiko Kato into a movie theater where she meets with his father while a surrealistic film is shown on the screen. In the bar, he observes the customers and waitresses: he is attracted by a waitress with a beautiful neck and he shares his cigarettes with an old man resembling Lao Tsu who passes his time playing videogames. Eventually, Eiji doesn't find the courage to go an meet Akiko Kato.

Two: Lost Property
The chapter consist in three interleaving narrations.

Eiji finds a job at the lost property office of a subway station. His boss, Mr Aoyama, is worried that a restructuring could cost him a job; he becomes paranoid, accuses Eiji of conspiring against him, kidnaps a railway manager and finally kills himself.

In parallel, Eiji remember his youth on the island of Yakushima, where he lived with his sister Anju after their mother abandoned them. One day Eiji is going to the mainland to play a soccer game. Before leaving he prays the thunder god to make him win, promising anything in exchange. Eiji's team wins the match thanks to him, but when he comes back to the island Anju has disappeared. She tried to swim to the whalestone, a rock in the middle of the sea, and drowned. Eiji takes revenge on the thunder god by sawing off the head of his statue.

While in Tokyo, Eiji receives two letters. The first is from Akiko Kato, deterring him from seeking his father. The second is from his mother, revealing details of his and Anju's birth. Their mother had a rich married lover. When she got pregnant, he abandoned her. She was a alcoholic, unsuitable to become a mother and almost killed Eiji. So she decided to bring the children to her native island and give them to her own mother to raise. Now she is in a hospital, but when Eiji tries to call her, he finds out that she has already left.

Three: Video Games
While playing in a video game arcade, Eiji is befriended by Yuzu Daimon, a rich first-year law student. Daimon is waiting for a girl that doesn't show up. They pick up a couple of girls and Daimond takes them to an exclusive bar where he behaves very rudely to the waiter, named Miriam. Then Daimon takes Eiji and the girls to a love hotel where they drink, take drugs, and have sex. The next morning Eiji wakes up to find that he has been left there with the bill to pay. He escapes through the kitchen of an adjoining hotel. He finds himself near the bar in front of Panopticon where he was at the beginning of the novel. He helps the waitress with the beautiful neck to get rid of a bad customer and he makes friends with her, her name is Ai Imajo.

Later he meets Miriam in a park. She mentions something about his father and leaves, dropping a library book. Eiji, with the help of a hacker friend called Suga, traces her and finds her address. He goes there and asks about his father, but he finds out that Miriam thought that he was Daimon's brother and so she was talking about Daimon's father.

Four: Reclaimed Land
Eiji is kidnapped by a yakuza gang. Daimon has been kidnapped as well. Eiji finds out from him that there is a yakuza war going on: The old boss, Konosuke Tsuru has disappeared and his two subordinates, Jun Nagasaki and Ryutaro Morino are struggling to replace him. Nagasaki seems to have the upper hand and Morino seems to be washed up. It is Morino who had Eiji and Daimon kidnapped, because they have been disrespectful to Miriam, whom he is in love with. Morino threatens Eiji but doesn't harm him, and he reveals to him that he knows who his father is, but he won't tell him. He also had his men take a liter of blood from Daimon's body as punishment and warning; then he sends them away. Eiji puts Daimon on a taxi to his apartment and goes back to find the documents about his father. He only finds a picture of his father with Akiko Kato. He is caught and Morino forces him to take a blood oath of submission to him for the night in exchange for information about his father. He takes him through a murderous spree that ends in a confrontation with Nagasaki near an unfinished bridge to a new airport terminal that is being built on land reclaimed from the see. Nagasaki men outnumber Morino's, but he has a secret weapon, an explosive that has been planted on them. He blows them all up and orders Suhbataar, his Mongolian hitman, to kill Eiji. But Suhbataar is working for the old boss, Tsuru, who is still alive: he blows up Morino's men and lets Eiji go.

Five: Study of Tales
Eiji wakes up in an unknown house. He receives a visit from Buntaro, his landlord, and discovers that he is the son of Mrs. Sasaki, Eiji's boss at work. He rescued Eiji after the events on the bridge. The house belongs to Mrs. Sasaki's sisten, a deaf writer of fantastic tales, who is momentarily in Germany.

The narration alternates between Eiji's stay at the house and a surrealistic tale written by Mrs. Sasaki's sister. The tale's main characters are three antropomorphic animals: Goatwriter, a literate goat who collects and writes tales; Mrs. Comb, his servant and cook, a hen; and Pithecanthropus, his handyman, a primitive hominid. They live in a wasteland devastated by war and inhabit a coach that travels around on its own will. After various adventures, they reach a pool at the foot of a backward flowing waterfall, a metaphor for death. All three jump in the pool.

Buntaro is going on holiday with his pregnant wife and asks Eiji to mind his video rental shop while he is away. Eiji makes contact with Kozue Yamaya, the woman detective who investigated his father for Morino. He asks her to give him the information, but she disappear before answering. Later he is contacted by his grandfather Takara Tsukiyama who asks to meet him. He also gets back in contact with Ai Imajo.

Six: Kai Ten
The grandfather doesn't come to the meeting for health reasons. Instead he sends an old friend, Admiral Raizo, who explains to Eiji that his father is a discredited son. He gives Eiji a journal that Mr. Tsukiyama's brother Subaru kept at the end of World War II.

The chapter alternates between entries from the journal and the events at the video shop. Subaru Tsukiyama was a pilot of kaiten, a torpedo modified with a cockpit, used towards the end of the war for suicide missions against American ships. The journal describes the life of the pilots from training to the end of their mission. But at the fatal moment Subaru's kaiten doesn't explode, it sinks to the sea bottom and he has the time to write his last journal entries before dying.

Eiji passes the days tending the video shop. In the evening he phones Ai and they talk about the meaning of life. She is a piano player and dreams of going to a music school in Paris, but her parents won't let her go. One evening, Suga shows up completely drunk and tells Eiji about a tragic event of his past when he involuntarily caused the death of a child. When Eiji goes to the appointment with his grandfather, his step mother and sister are there instead. Grandfather has died. They tell him that the man claiming to be Admiral Raizo was actually Mr. Tsukiyama. They ask him to leave their family in peace and he accepts: He doesn't want to meet his father anymore.

Seven: Cards
Eiji finds a job as a cook in a pizza delivery place. His boss is Ai's roommate.

One day he receives a package from Kozue Yamaya: she reveals that, when she was a young mother, she and her baby were kidnapped by Yakuza as payment for her husband's debts. She was forced to prostitute herself. Her child was killed and his organs sold illegally. His name was also Eiji. She managed to escape, she became an private eye and she dedicated her life to investigating the gang that killed her child. She is probably dead and she sent all the information to people she trusts.

Suga is discovered trying to break into the Pentagon's computers. The secret services offer him a deal: he will work for them. Before leaving for America he gives Eiji a virus that can spread any kind of information through email.

Eiji finds a call on his aswering machine from someone claiming to be his father. But when he goes to the appointment he finds that he has been tricked by Yakuza. He and three other men are forced to play a deadly game of cards for the enjoyment of the boss. They are saved by the accidental death of the boss.

On his last shift at work, Eiji gets an order from a lawyer working in Panopticon. He realizes that he is his father, but when he goes to meet him he discovers that he is a selfish and vulgar man and prefers not to reveal his identity.

Eight: The language of mountains is rain
Eiji travels to Miyazaki to meet his mother. He travels on board trucks. The drivers tell him their stories and he dreams. When he gets to the clinic where his mother is recovering, they talk and find some understanding.

Afterwards, Eiji travels back to Kagoshima. A typhoon breaks out and he is forced to shelter in a garden hut. The next morning he takes the ferry to Yakushima and goes to visit his grandmother house, but she is not home. The radio is on and broadcasting news of a major earthquake in Tokyo. He tries to phone Ai, but cannot get a line. Then he decides to run back.

Nine
The last chapter is empty.

=Ghostwritten=

Ghostwritten is a novel by David Mitchell.

It consists in 9 parts, each set in a different location and with a different main character. There are links between the events of the nine parts

Part 1: Okinawa
Quasar is a member of a Japanese cult. He has just committed a terrorist attack in the Tokyo underground using a deadly gas, under order of His Serendipity, the leader of the cult. He is hiding in Okinawa, first in the capital Naha, then in the small island of Kumejima. He is convinced that His Serendipity talks to him telepathy through spiders and barking dogs. When he is running out of money he phones a number that was given to him by the association of the cult and say the secret message "the dog needs to be fed".

Part 2: Tokyo
Satoru is a clerk in a music shop in Tokyo. He likes jazz and he plays the tenor saxophone. His mother was a Philippino prostitute who was deported back to her country. He never met his father. He was raised by the madam of the whore house. One day a group of girls come to the shop, he is attracted to one of them, but they leave and he thinks he's not going to see her again. On another occasion he received a phone call from somebody who just says "the dog needs to be fed" and then hangs up. The girl calls him back and they start a relationship. She is half Japanese and half Chinese and lives in Hong Kong. She asks him to follow her to Hong Kong and he goes.

Part 3: Hong Kong
Neal Brose is a financial lawyer in Hong Kong. He leaves alone in an apartment that he used to share with his wife. She left him because they couldn't have children. The apartment is haunted by the ghost of a girl. The owner of the company for which Neal works, Denholme Cavendish, asked him to manage a secret bank account, number 1390931, where Andrei Gregorski from Saint Petersburg regularly deposits large sums of money. One day at a restaurant, a couple sits at the same table with Neal. The girl is Chinese and the boy Japanese and he is carrying a saxophone case. After his wife left him, the Chinese maid starts having sex with Neal. Eventually he has a break-down. Instead of going to work, he climbs a hill towards a Buddhist temple, he throws away his briefcase and eventually dies at the temple.

Part 4: Holy Mountain
This part narrates the life of a woman who run a Tea Shack on the side of the Holy Mountain in China. When she was just a girl the son of the local war lord raped her. She had a daughter who was raised by her aunts and she never saw her. Through all the turmoil of the last half century of chinese history, she never moves from the Holy Mountain and the Tea Shack. A great olt tree outside speaks to her and gives her council. The representants of various powers come to the shack in turn: the Japanese, the Nationalists, the Communists. The shack is destroyed several times and she always rebuilds it. Sometimes she sees ghosts. One day she receives a letter from her daughter, who has fled to Hong Kong. She discovers that she is now a great-grandmother and her grand-daughter works as a cleaning lady for a Westener. She never goes up to the top of the mountain, where the buddhist temples are, until the end of her life.

Part 5: Mongolia
This part starts with Caspar, a Danish backpacker travelling on a train to Mongolia. He meets an Australian girl, Sherry; they start travelling together and they initiate a relation. But the first-person character is a noncorpum, a spirit without body living inside Caspar's mind. He lost memory of his origin. He can recollect starting inside the head of a man at the village at the foot of the Holy Mountain in China. This man had been a brigant and a soldier in Mongolia. The only preceding memory was the story of three animals talking about the end of the world. The noncorpum transmigrates from host to host, trying to find his origin by following clues about the three animals's story. For a time he has been inside the lady of the Tea Shack; he spoke to her and she though the tree was talking. That's how he came to Mongolia. He transmigrate from Caspar to a Mongolian woman and then into several people, trying to find a writer who is collecting traditional Mongolian stories. But when one of his hosts is murdered, he gets loose and find himself in a ger (a traditional Mongolian tent) with many other ghosts. He cannot get out. He is reborn as the child of a youn Mongolian woman. He transmigrates first to her husband and then to her grandmother. In the mind of the grandmother he finally discover his origin. He was a Buddhist novice in a remote Mongolian village. When the Communists killed all the monks, his teacher try to save his life by transposing his soul into a girl (who then became the grandmother). But the connection was broken: only the memories passed, the rest of the soul ended up in a Chinese soldier. Eventually the noncorpum decides to become the soul of the newborn girl and to live his life as her.

Part 6: Petersburg
The first-person character is Margarita Latunsky, a museum attendant at the Hermitage. In Soviet times she has been the lover of a powerful politician and an admiral. Now she is the lover of the museum chief curator and she is involved in a band of art thieves. Her boyfriend Rudi is the mastermind of the band, the English painter Jerome produces fake paintings that they replace for the stolen ones. The band responds to the Russian criminal boss Gregorski, who procures the buyers for the stolen artifacts and pockets most of the proceedings. She dreams of leaving Russia and going to live in Switzerland with Rudi on the money they made by stealing art. Their latest plan is to stead the painting Eve and the Serpend by Delacroix. The buyer sent by Gregorski is the Mongolian hitman Suhbataar, whose real task is to test the fidelity of Rudi. Rudi was in charge of laudring money through a Hong Kong bank account. When the person in charge of that account days, Gregorski suspects Rudi. The band is seized by panick, Jerome kills Rudi and Margarita kills Jerome. Suhbataar takes the stolen paintings and leaves Margarita in the hands of the police.

Part 7: London
Marco is a womanizer. He wakes up in the morning in the bed of Katy Forbes. She sends him away when the postman delivers an antique chair sent to her by her husban from Honk Kong before he died of diabetes. On his way out, Marco saves a woman who was about to be hit by a taxi. She is in a hurry and takes the taxi to Gatwick airport. Afterwards three men in suits interrogate Marco about her and he lies about where she went.

Marco plays in a rock band called The Music of Chance. This whole part is about the interplay between chance and destiny. He has an almost stable relation with Poppy, who already has a daughter, India. But he cannot abandon his random life to commit completely to her.

Marco is also a ghostwriter, writing the autobyography of Albert, an old radical homosexual of Jew Hungarian origin. On this day Alfred tell Marco about that time in 1947 when he saw his own alter ego. The narration is interrupted by Roy, Alfred's lover, with the news that their friend Jerome has been murdered in Russia. Marco also visit the publishing house he works for. The director is Tim Cavendish, brother of Denholme, who finances the company but his running into financial trouble because his law firm in Hong Kong is being investigated.

In the evening the rich brother of Marco's friend Gibreel has a bet with an Iranian aquaintance: they give some money to Marco and Gibreel, they go to the casino, and bet on which of the two will win more. Marco cheats and a fight breaks out.

Eventually Marco takes the decision to put an end to the way he is leaving and marry Poppy.

Part 8: Clear Island
Mo Muntervary is a physicist studying quantum cognition or Quancog. She is back on Clear Islan, her place of birth in the south of Ireland, after been on the run from the American goverment. She was employed in a research facility in Switzerland when she discovered that her results where being used by the US military to build intelligent weapons. Her resignation for moral objections was rejected and an Americal general calling himself Mr. Stolz tries to force her to go and work in Texas. She runs away and find temporary shelter in Hong Kong, by her old friend Huw Llewellyn. When unknown persons almost catch her, she has to be on the move again. While on the run, she develops a revolutionary new theory of quantum cognition, which she writes down on a little black book.

She returns to Clear Island and stay with her blind husband John and her eighteen-year old Liam. Eventually the Americans catch up with her. The whole island is prepared to defend her, but she decides to desist. Before being caught, she feeds the little black book to her goat Feynman, so the Americans must rely on her for the theory and she can set conditions. One condition is for John to follow her to Texas.

She has a plan to make her reserch turn to the cause of peace.

Part 9: Night Train
Night Train is a radio program in New York. Its host is Bat Segundo. Several Eccentric people phone in the show. Some entity colling itself "the Zookeeper" phones one night. The Zookeeper is a non-corporeal artificial intelligence that broke loose from its creators, who intended it for military use. It inhabits communication and military satellites by which it monitor the state of the "Zoo", that is, the Earth. The Zookeeper follows four rules of behaviour, which are never given in full but only hinted. The first rule says that it must be accountable for its actions, that's why it phones the show to reveal its existence and undertakings. There is a war going on between the US and an alliance of North-African Islamic States. Reciprocal Nuclear annihilation is imminent, but the Zookeeper block all the launching devices, averting the end of the world. One year later another entity phones the show. It reveals that it is a non-corporeal being that can transfer from one body to another. It has been inside Mo Muntervary, the developer of the Zookeeper. It offers the Zookeeper an pact to dominate the world, but the Zookeeper refuses, identifies the entity and disables it (we don't know whether temporarily or permanently).

The Zookeeper reveals to Bat its moral dilemma: Conventional wars are breaking out everywhere on Earth. Innocent people are killed and the Zookeeper can't prevent it because one of its laws dictates that it cannot kill. But by not intervening more people will die. After an ethical discussion with Bat, the Zookeeper reveals that it has made up its mind but doesn't reveal its plans.

Underground
The conclusion of the novel brings us back to Tokyo underground and the terrorist attack perpetrated by Pulsar. He almost get stuck in the train car after unlocking the timer that will release the deadly gas. As he struggles to get out, people and objects with strong references to the other stories occur to him.

Connections
The stories are connected by many references and touch each other in several points.

In the first part Pulsar phones a secret number to get more money from the treasury of the cult. He says the phrase: "the dog needs to be fed". The call is answered by Satoru in the second part.

In the third part Neal sits in a restaurant when a couple asks to sit at the same table. They are Satoru and his girlfriend from the second part.

The secret bank account number 1930391 that Neal is in charge of, belongs to the Russian mobster Gregorski, boss of the band of art thieves of part 6.

The maid who cleans Neal's apartment and has a sexual relation with him in the third part is the granddaughter of the Tea Shack lady from the fourth part.

The noncorpum who is the protagonist of the fifth part inhabits for a time the mid of the Tea Shack lady from the fourth part. She thinks that he is the spirit of the tree outside the shack.

The Mongolian KGB agent Suhbataar from part 5 shows up in part six as potential buyer for the stolen painting.

In Part 7 Marco wakes up in the bed of Katy Forbes, wife of Neal from part two. Marco's publisher, Tim Cavendish, is the brother of Denholm Cavendish, the owner of the Hong Kong law firm that Neal works for. When Marco visits Alfred, the news of the death of Jerome (from part 5) arrives; Jerome was an old friend of Alfred.

The lady who is saved from beein run down by a taxy by Marco in part 7, is Mo, protagonist of part 8. When Mo is on the run in Hong Kong, sh find refuge at the house of Huw llewellyn, who, in part 3, is investigating the company for which Neal works.

General Stolz, who in part 9 is in charge of the nuclear attack that may distroy the Earth, is the American chasing Mo in part 8. In part 9, one of the pieces of music broadcasted by Bat is by the Japanese sax player Satoru Sonada, the protagonist of part 2. One of the callers to the radio shows is Quasar from part 1, who claims that the Zookeeper is the reincarnation of His Serendipity.

There are many other themes and words that occur through several of the stories: jazz, Buddhisms, marmots, gers, Genghis Khan, green pens, people named Brain,... and ghosts.

There are also forwar references to Mitchell later book Cloud Atlas: the publisher Tim Cavendish of part 7 is also the protagonist of one of the stories in Cloud Atlas; one of the callers to the Bat Segundo radio show in part 9 is Luisa Rey, protagonist of another of the stories of Cloud Atlas.