Sketching data structure & interface

Thinking about how in Sembl, the lines that connect things are not lines but, actually, circuits – because they are always already mutual, originating from and applying equally to both things – I started to imagine how the network of aggregated game data would look, and how you could interact with it to explore both the whole and its parts.

Pencil drawing of four ways of representing a network diagram, with the words 'A line resolves into a circle.'

In Sembl, node-connecting lines are actually circuits.

Lines between things could be spring-like. On hover, they could draw the two things closer and resolve into a circular facet or disc, perpendicular to the connecting line. You could click to enlarge the posited semblance.

In the next sketch I’m wondering if the data structure could really be this simple. Each semblance is linked to (its rating and) two things, which in turn have title/s and persistent identifiers (PIs).

Pencil drawing showing a resemblance and its rating between two things represented by their title/s and a persistent identifier

A resemblance and its rating are at the centre of two items comprising title/s and a link to their location.

The data is generated in the game and editable via a wiki, so we are also likely to capture metadata about who created it (username or IP address), and possibly also when, where etc – but those few fields form the foundation.

A Rembrandt resemblance?

When I was searching for illustrations for my piece on ancient Sembl boards, I was under the impression that Rembrandt had made an illustration of some old sage having a vision of a slightly unusual form of the Sephirotic Tree of Jewish Kabbalah.

I wasn’t able to find it: what I did find, however, was a different but similar Rembrandt etching, showing a wise old man having a diagrammatic vision – but not of the variant Sephirotic Tree that I recalled seeing…

And although I could also have used Athanasius Kircher‘s highly wrought version of the Tree…

in the end I opted for a simpler diagram, which I juxtaposed to a Christian diagram of the Trinity:

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Today, however, while browsing for something completely different – a map of Washington DC if you must know – I ran across the image I’d been thinking of – it’s on the title page of Paulus Ricius‘ Latin translation, Portae Lucis, of the Hebrew Kabbalistic text Shaarei Orah by Abraham Joseph Gikatilla, which concerns the Tetragrammaton or four-lettered Name of God:

Okay, I went back to check on the Rembrandt, and found it on the Rijksmuseum site dated “c. 1652” with the comment:

Faust?

What the etching exactly represents is unclear. In the early eighteenth century, the print earned the title ‘Dr Faustus’ and in 1791 Goethe used it on the title page for his publication of Faust. However, it is just as possible that this has nothing at all to do with Faust, but is a portrait of a scholar. It may be the ‘practising alchemist’ to which references were made in the seventeenth century. The posture of this ‘Faust’ has much in common with that of a scholar in an earlier print of Rembrandt’s. Rembrandt did not portray alchemists in the traditional way – that is, with fire. The enigmatic text in the radiating light could be a magic spell.

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So here’s the business my unconscious seems to have had in mind during this whole process of searching in Rembrandt’s works for an image that resembled one of his etchings from around 1652.

I was conflating the Rembrandt with the image found on the title page of a book printed in Augsburg in 1516 — and that’s how the creative leap happens, in this case from a 1516 image in Augsburg to a 1652 image in Amsterdam.

At the point that I realize this, there’s an aha! in me, a Sembl move I can make linking the Portae Lucis title page to Rembrandt’s Faust etching – and a vista opening in the realm of art history, in which one could (and perhaps someone should) research the availability of the Ricius translation of Shaarei Orah to Rembrandt himself, and in the rabbinic libraries of his time in Amsterdam.

Because – and this is not art history but art historical hypothesis – the Ricius title page may well be a significant source of Rembrandt’s etching, of which the Rijksmuseum itself says:

What the etching exactly represents is unclear.

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I have no idea how original an idea this is, and others may well have considered the possibility and researched the matter before me.

I do know that Rembrandt’s Jewish connections have been examined in detail, and would love to have seen the ‘Jewish’ Rembrandt exhibit at the Joods Historisch Museum.

But there you have it.  The “unconscious” mind finds resemblances and in effect makes leaps, which the “conscious” mind then stumbles across – and on occasion those leaps deserve to be followed up, researched, confirmed or refuted.

In this case, I’m hoping my friend Michael Robinson will come to my rescue with some informed commentary – this is in his field, not mine.

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In the meantime, the central rosette or mandala in the Rembrandt prominently features the letters INRI for Iesus Nazarenus Rex Iudaeorum (Jesus of Nazareth, King of the Jews), which was the title Pilate ordered nailed to the cross above Christ’s head in Hebrew, Latin and Greek (John 19.20).  So even if Rembrandt had seen the Ricius Kabbalistic Tree diagram in the collection of one of his Jewish neighbors and been influenced by it, his own version is explicitly Christian…

And INRI, if you think about it, it a sort of Christian variant on the Tetragrammaton: a four-lettered title for Christ.

But that would be another possible Sembl move, for another day.

Play as if your life depends on it

[ from the Glass Bead Game via the HipBone Games to Sembl — cross-posted with minor changes from

Play most assiduously is how Edgar Wind translates the motto of Marsilio Ficino — the man who more or less single-handed, built the Florentine Renaissance: studiossime ludere. Play most studiously.

Play as if your life depends on it.

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Hermann Hesse crowned his life-work with the great, boring, utterly riveting novel Das Glasperlenspiel, The Glass Bead Game, sometimes better known in the English-speaking world by the (Latin) title, Magister Ludi — which means both school-teacher and Master of the Game.

And game there is: the Glass Bead Game itself, or GBG for short.

The book centers around a game of ideas — a game in which the most profound conceptual systems of all human cultures are brought together in a grand architecture that Hesse calls “the hundred-gated cathedral of Mind”:

A Game, for example, might start from a given astronomical configuration, or from the actual theme of a Bach fugue, or from a sentence out of Leibniz or the Upanishads, and from this theme, depending on the intentions and talents of the player, it could either further explore and elaborate the initial motif or else enrich its expressiveness by allusions to kindred concepts.

Here Hesse mentions astronomical, musical and textual concepts — the game, like the digital world of the internet, allows mathematical, textual, musical and visual elements to be juxtaposed and combined, just as Sven Birkerts described in an interview with Cliff Becker:

There are tremendous opportunities, and we are probably on the brink of the birth of whole new genres of art which will work through electronic systems. These genres will likely be multi-media in ways we can’t imagine. Digitalization, the idea that the same string of digits can bring image, music, or text, is a huge revolution in and of itself. When artists begin to grasp the creative possibilities of works that are neither literary, visual, or musical, but exist using all three forms in a synthetic collage fashion, an enormous artistic boom will occur.

Birkerts was concerned that these “tremendous opportunities” might drown out “the old quiet pastime of reading mere words” — but Hesse’s great game is a contemplative one, in which Hesse proposes:

Every transition from major to minor in a sonata, every transformation of a myth or a religious cult, every classical or artistic formulation was, I realized in that flashing moment, if seen with a truly meditative mind, nothing but a direct route into the interior of the cosmic mystery, where in the alternation between inhaling and exhaling, between heaven and earth, between Yin and Yang, holiness is forever being created.

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Play…

We play, we play games, we play music… we play wargames… all the world’s a stage, and we are (merely) players.

Consider: Play is what children do to learn, so brilliantly, language, languages, geography, mathematics, history, chess, go, music, politeness, discipline, excess, consequences, moderation… And play is what masters do to express their mastery — Picasso plays, Casals plays, Einstein plays… And the motto of Ficino, mentor to the Florentine Renaissance, is play most assiduously.

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The Glass Bead Game is a game, then, to compare with the greatest of games — Chess, Go, name your poison — indeed, with the greatest of intellectual endeavors — the Encyclopédie, the gesamtkunstwerk, the long-sought Theory of Everything…

All the insights, noble thoughts, and works of art that the human race has produced in its creative eras, all that subsequent periods of scholarly study have reduced to concepts and converted into intellectual values the Glass Bead Game player plays like the organist on an organ. And this organ has attained an almost unimaginable perfection; its manuals and pedals range over the entire intellectual cosmos; its stops are almost beyond number. Theoretically this instrument is capable of reproducing in the Game the entire intellectual content of the universe.

How can taking that idea and making it playable not be a worthy challenge, in this world that is daily more absorbed in digital play in its arcades and cinemas, on its consoles, tablets, phones, and computers?

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Just reading the book made me want to play the game, but I like to keep things simple. I needed to be able to play it with a pencil and paper napkin over a cup of coffee — or on an email list or in the online forums that were beginning to spring up while I was figuring out some early boards and rules. I took Hesse’s basic concept of juxtaposing ideas and applied it on simple graph-like boards, on which each circle represents an idea, and each line a resemblance. I called my playable variants the HipBone Games.

More recently, my friend and colleague Cath Styles has been working on the development of iPad and web-playable versions of the games. We call them Sembl, because they explore the resemblances between things, ideas — and at a deeper level, the patterning of the world itself.

But the game remains the same: to juxtapose one thing — an idea, an object, a work of art, song, person or event — with another, in a way that generates the aha! of creativity. And to do that repeatedly, weaving an architecture of related ideas, on our way to weaving Hesse’s cathedral of Mind.

Our world has never been in greater need of creativity and connectivity — our future depends on them — and in the Sembl game, every move you make is a further link in the pattern that connects, every move you make is a creative leap.

More on that in an earlier post, The crackling energy of a Sembl move.

The crackling energy of a Sembl move

image credit The Movie Poster Art Gallery / http://www.rock-explosion.com/catpage2.html

I’m always looking around for ways to describe the leap between two ideas (concepts, people, events, things) that occurs when you make a move in a Sembl game. On the game board, the ideas are shown as circles and the links as lines between them.

In the case of the museum version, the “ideas” are objects in the Museum’s collection – but the same principle applies whether we’re talking objects, concepts, events or people: entities of whatever type go in the circles, the lines between them signify the exploration of their resemblances and differences.

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Okay.

In more technical terms, Arthur Koestler in his classic book about the conceptual structure of creativity, The Act of Creation, diagrammed the intersection of two conceptual frames as representing the place where the joyous aha! of discovery, the gasped ah! of tragedy or the delightful ha! of laughter is generated, and this more recent version of his diagram gets the essence:

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But wait!

There’s a lot going on here, there’s a distinct leap – think: creative leap, even perhaps leap of faith.

It was the leap between two ideas – electricity and magnetism – that gave Faraday his dynamo, Maxwell his equations, and the modern world almost its whole existence. It was the leap between two ideas – modular forms and elliptic equations – that gave Taniyama his conjecture and Wiles his proof of Fermat‘s Last Theorem.

The leap that intuits similarities, particularly between rich similarities between rich concepts in widely separated fields, is the most powerful tool of the thinking mind – and playing Sembl amounts to nothing more or less than a repeated, playful, delightful invitation to make leaps of exactly that kind.

So a Sembl leap of resemblance can be anything from training wheels for creativity to a prize-winning long-jump at the conceptual Olympics.

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Maria Popova at Brainpickings quotes Steve Jobs:

Creativity is just connecting things.

And she quotes James Webb Young, back in 1939:

Consequently the habit of mind which leads to a search for relationships between facts becomes of the highest importance in the production of ideas.

This isn’t some hidden secret, but it’s not exactly common knowledge either, it’s not something many schools teach — which is why the great anthropologist Gregory Bateson famously told his fellow Regents at the University of California:

Break the pattern which connects the items of learning and you necessarily destroy all quality.

Which is also why Eliot Eisner, Stanford professor and former President of the American Educational Research Association, said of Sembl’s precursor HipBone Games, “the cognitive processes you are interested in developing are critical to a decent education”.

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And just what does this have to do with Van der Graaf Generators, you might wonder?

There’s a cracking sense of energy discharged when you connect two ideas in a Sembl game move – not unlike the discharge of energy between the spheres of two Van der Graaf Generators picture here:

Imagine the spheres as two ideas in place on a Sembl game board, and the electrical discharge as the excitement of seeing how they mesh together to create that ah!, aha! or ha!

Or watch the whole, ultra-short video from which that image was taken, courtesy of the folks at MIT:

Conceptual blending

Gilles Fauconnier and Mark Turner‘s The Way We Think: Conceptual Blending and the Mind’s Hidden Complexities gives us a fascinating look at the way the human mind weaves a world out of seemingly disparate elements — in a very similar manner to that in which the creative mind weaves an aha! out of seemingly disparate ideas. The book deals with the formation of perceptions as well as ideas, but it was a specifically conceptual blend that intrigued me the other day.

First, they note that when we use expressions like “I had reached the boiling point. I was fuming. He exploded.” we are making a metaphorical mapping in which “a heated container maps to an angry individual, heat maps to anger, smoke and steam (signs of heat) map to signs of anger, explosion maps to uncontrolled rage.” Then they add in the “folk theory of physiological effects of anger” including ” increased body heat, blood pressure, agitation, redness of face” – and thus we have a threefold scheme, in which physiology, emotions and the physics of heat are intricately cross-correlated, so that we can say without much thought “He was so mad I could see smoke coming out of his ears”.

Here Fauconnier and Turner describe the mechanics of this remarkable conceptual blending process – which can yield such a seemingly unremarkable phrase:

In addition to the metaphoric mapping between Heat and Emotions and the vital-relation connection between Emotions and Body, there is a third partial mapping between Heat and Body. In this mapping, steam as vapor that comes from a container connects to perspiration as liquid that comes from a container, the heat of a physical object connects to body heat, and the shaking of the container connects to the body’s trembling.

The three partial mappings set the stage for a conventional multiple blend in which the counterparts in the inputs are fused, yielding, for example, a single element that is heat, anger, and body heat and a different single element that is exploding, reaching extreme anger, and beginning to shake. Once we have this blend, we can run it to develop further emergent structure and we can recruit other information to the inputs to facilitate its development.

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What interests me here is the phrase:

the inputs are fused, yielding, for example, a single element that is heat, anger, and body heat

and what it reminds me of is CS Lewis writing in The Allegory of Love:

It must always be remembered … that the various senses we take out of an ancient word by analysis existed in it as a unity.

Thus the King James Version of the Bible, John 3.8, reads:

The wind bloweth where it listeth, and thou hearest the sound thereof, but canst not tell whence it cometh, and whither it goeth: so is every one that is born of the Spirit.

In the Greek, the word here translated wind is pneuma, and the sentence accordingly means “the pneuma blows where it wills, and you hear its sound but can’t tell where it comes from or is going: and so it is with all those born of pneuma“…

Recalling Lewis’ remark about the “various senses we take out of an ancient word”, this in turn means simultaneously and without separation:

the wind blows where it wills, and you hear its sound but can’t tell where it comes from or is going: and so it is with all those born of wind…

the breath blows where it wills, and you hear its sound but can’t tell where it comes from or is going: and so it is with all those born of breath…

and:

spirit blows where it wills, and you hear its sound but can’t tell where it comes from or is going: and so it is with all those born of spirit…

Take this a step further, realize that spirit can be defined as what inspires us, and we have:

inspiration blows where it wills, and you hear its sound but can’t tell where it comes from or is going: and so it is with all those born of inspiration…

Four meanings, all making good sense, and all present simultaneously and inseparably in the one gospel phrase…

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Now consider that Fauconnier and Turner are speaking of how “three partial mappings set the stage for a conventional multiple blend in which the counterparts in the inputs are fused, yielding, for example, a single element that is heat, anger, and body heat” and compare it with Lewis’ “unity” from which we take out “the various senses” by “analysis”, as applied to the “ancient word” pneuma, with its meaning encompassing wind, breath, spirit… inspiration.

Are wind, breath and spirit or inspiration in fact three “primitives” that conceptual mapping in ancient Greek thought has brought together? What do we gain, and what do we lose if we view them this way?

And what do we lose, what do we gain if we view them as a single rich concept, now reduced to three or four separate — and separately less complexly interesting — ideas?

A glimpse of Sembl thinking: Virginia Woolf

What is the thing that lies behind the semblance of the thing?

Virginia Woolf poses that question in her 1931 novel The Waves. Here’s the passage surrounding the question:

‘An axe has split a tree to the core; the core is warm; sound quivers within the bark. “Ah!” cried a woman to her lover, leaning from her window in Venice. “Ah, ah!” she cried, and again she cries “Ah!” She has provided us with a cry. But only a cry. And what is a cry? Then the beetle-shaped men come with their violins; wait; count; nod; down come their bows. And there is ripple and laughter like the dance of olive trees and their myriad- tongued grey leaves when a seafarer, biting a twig between his lips where the many-backed steep hills come down, leaps on shore.

‘ “Like” and “like” and “like” — but what is the thing that lies beneath the semblance of the thing? Now that lightning has gashed the tree and the flowering branch has fallen and Percival, by his death, has made me this gift, let me see the thing. There is a square; there is an oblong. The players take the square and place it upon the oblong. They place it very accurately; they make a perfect dwelling-place. Very little is left outside. The structure is now visible; what is inchoate is here stated; we are not so various or so mean; we have made oblongs and stood them upon squares. This is our triumph; this is our consolation.

The sweetness of this content overflowing runs down the walls of my mind, and liberates understanding.

— a glimpse of Sembl thinking, with thanks to Derek Robinson.

Preview of fonts Archer and Verlag Condensed by Hoefler & Frere-Jones

Typographic design

What fonts to use for the name of the game, and in it?

Preview of fonts Archer and Verlag Condensed by Hoefler & Frere-Jones

I *love* this Hoefler & Frere-Jones’ typeface, Archer. Look at that ‘C’!

What a lovely game name/heading Archer Book would make: gorgeously classic-yet-futuristic. With Verlag Condensed as a complementary contrast for in-game body text.

On group size and complexity

Sembl works for lots of different sized groups. We reckon that playing in a team of two to four is ideal. Any fewer and the ideas might not flow freely; any more and you might have too little time with your hands on the device :)

Below you can see board designs for three, four, five and six teams. (So a single Sembl game can involve 6 to 24 players – and we can host multiple games simultaneously.) Each team starts with seed content occupying a coloured spot. In most boards, you have your own seed node to work from, but with the board for younger players – the last one, below – you share with another team. Numbers indicate which round of play that node becomes available.

In all of these designs, I’ve attempted to make the game enjoyably resolvable in an hour of play. Round 1 is always a warm-up. You’re not competing for the place on the board, you just need to find one thing that resembles your seed node, and explain how.

In Round 2, each node in contention is linked to two of the Round 1 nodes. With the simple board for four teams, that pattern continues into the final round. With the other boards, Round 3 requires you to find fewer nodes with more connections.

In Round 3 of a six-team game, you compete for two nodes, each of which is linked to three prior nodes. With the other boards, the aim of Round 3 is to occupy a single node, which is linked to either three, four or five others in accordance with the number of teams playing.

I’m fascinated by how the dynamic of the play shifts according to the number of nodes in contention (relative to the number of teams playing), and the number of prior nodes these nodes link to. The board for five teams is probably the most challenging. Not only are you competing with four other teams for a single node, your node must link to five prior nodes. It might push the limits of what’s achievable within the hour – or perhaps the peculiar pressure of such a game will inspire wondrous thinking!

Sembl thinking, ancient boards

One thing connects with another — one thing resembles another, or is distinctly different from it, or overlaps with it, leads to it, contains it.

There are many ways one thing and another can be connected, and people have been playing Sembl-like games, making connections on “boards” much like the Sembl boards that Cath illustrated in her post earlier today, for centuries.  In fact, graphical diagrams of linked concepts have long played a significant role at the intersection of art, thought and science.


The glorious board above is taken from a manuscript of the De Mundi Sphaera of Oronce Finé (French, 1494 – 1555) at Harvard University’s Houghton Library. It shows how the four “elements” of early science interact, fire being the opposite of water, cold and its opposite, heat, both being able to coexist with either dryness or humidity but not both at once, and so forth.

You can see more of Finé’s diagrams here.

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I’m particularly fond of this particular diagram by Robert Fludd (British, 1574 – 1637), because it shows that the connections can be between (a) objects outside us, brought to our attention by the senses, (b) ideas linking inside the mind to one another, and (c) insights gained by inspiration or vision.

The diagram comes from Fludd’s 1619 work Utriusque cosmi maioris scilicet et minoris, and you can find other diagrams of his in a slideshow at this University of Oklahoma site.

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An even earlier image, reminiscent of today’s Venn diagrams and the earlier Borromean Rings, comes from the Abbot Joachim of Fiore (Italian, ca 1135 – 1202):


The good abbot’s diagram shows world history unfolding in three epochs, that of the Father (in Old Testament Times) with its multitude of commandments, that of the Son (from the New Testament to his own day) when only two commandments, to love God and one’s neighbor, were needed — and the gloriously anticipated age of the Spirit, to begin in 1260, in which no commandments would be required since the Spirit would speak in the hearts of humankind. Again, you can see more of his diagrams in this auto-downloading powerpoint presentation from the University of Virginia.

Joachim’s views were highly influential in the middle ages, and traces of them can be found more recently in the Third Reich of the Nazi’s and in Lenin’s concept of the Withering Away of the State — but that’s another story

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Two other diagrams of this sort worth considering are the Sephirotic Tree of Jewish Kabbalah (left) and the medieval diagram of the Christian Trinity (right):

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Finally, here’s a “fractal” board, with circles within circles within circles, from an illustration by Nicolas LeFevre in his translation (1579) of the Heptaplus (1489) of Giovanni Pico della Mirandola (Italian, 1463 – 1494):

A dialogic order of knowledge

This post is a provocation, triggered by Mike Bergman‘s clear and interesting talk on the semantic web in use. It follows some earlier, fuzzier thinking of my own on Sembl and linked data. I now understand where Sembl fits in relation to the semantic web. The answer is that it doesn’t, not really, because Sembl triples are quintessentially different to RDF triples. Different and, I contend, better.

Here’s the problem – just reiterating here, for people who are unfamiliar with ‘the semantic web’. We made a beautiful web, huge and full of knowledge, but it’s too big for humans to use well. We need machines to process the bulk data so we can extract the most relevant gems of knowledge. But for machines to understand the whole web of human knowledge, they need the parts to be arranged in a more orderly way. Is this thing the same as that? If not, what’s the relationship between the two? Machines fail to articulate the parts, and humans are never sure we’ve got the best part of the big picture.

What we need is an authority file for What Each Entity Is and How It Relates to Other Entities; an agreed way to inform machines of the complex variations and dynamics of human knowledge.

Semantic web proponents have succeeded in creating an agreed process for defining and agreeing on What Each Entity Is. Mike Bergman describes the use of URIs to identify data as the semantic web’s ‘crowning achievement’. But the second part of the challenge – How Each Entity Relates to Others – is critical, and tricky. And the current approach – build and/or mash up and apply ontologies, vocabularies, thesauruses, schemas and taxonomies – feels labour-intensive and ineffective.

The web is about as non-linear and dynamic a system of knowledge as you can get, yet we try to describe it in terms of the sum of its components.

What if we’re going the wrong way in our mission to understand things in relation to other things? What if the basic building block of the semantic web structure, the triple, is sub-optimal? At the very least, it is insufficient. Consider:

This entity
[subject]

has this relationship to
[predicate]

that entity
[object].

Let’s face it: triples are reductive and authoritarian. Always starting with the subject and ending with the object, they seek out and cultivate otherness. Whatever the part in the middle is, the subject gets to co-opt the object into a relationship that is always already from the subject’s perspective. Sometimes the subject’s defined relationship to the object is consensual. And sometimes it’s inappropriate. The thing is, even if you carefully pass all your triples through the complex regulatory system they necessitate, you can never be sure you’ve got the relationships right. And if they are validated at one point in time, they may later need updating.

In short: triples are intended to impose order, but they tend to create conflict.

Triples are not evil. Often the predicate is unifying, a form of equivalence, something along the lines of ‘is the same as’. Too often, according to Mike, who lamented the ‘SameAs’ relationship’s overuse. He also showed us a list of various terms for defining the near-identity of different entities – my personal favourite is ‘somewhatSameAs’:

A list of terms for 'almost the same as'

Different ways to describe near-identity

Evidently there is a reconciliatory bent among the seekers of the semantic web, a force resisting the oppositional stretch of the triple :)

And… therein lies an answer to the problem of imposing order without generating disagreement.

Instead of trying to map the complete tangle of relationships, we could focus on crafting resemblance. We could ditch the one-way triple in favour of a mutual one:

This thing
[subject]

shares this resemblance with
[predicate]

This thing
[subject].

Resemblance is by nature imprecise, but because its perspective is mutual, it is never wrong. The spectrum of resemblance runs from fairly uninteresting (eg a glass and a bowl both have a round rim) to the startling, insightful, poetic. And whether humans like the resemblances or not, every single one will help the machines to understand – whether they are written in ‘proper English’, vernacular, or any other language.

Resemblance is a very human approach to structuring knowledge. It is generative rather than reductive, and it is intrinsically attractive – both conceptually, in the sense of drawing two entities closer together, and emotionally, in the sense that it feels better to seek similarity than to define difference. We are naturally dialled-in to similarities and patterns. And this capacity is extremely useful for seeing how the parts relate to the whole. Which is, I recall, the mission of the semantic web.

Obviously, there will still be difference. In fact, it turns out that to identify sameness is to explore difference. As soon as you find a resemblance between two things, a difference pops up. Intriguingly, difference seems to make more sense, and be more palatable, in the context of resemblance. It’s kind of beautiful.

To create an online version of the Sembl game – a Sembl Web – we will need to use stable URIs or to create them if they don’t exist. By default, I’d like to link Sembl entities to Wikimedia. But can we hack the RDF triple and forget the vocabularies and ontologies?

Freed from having to define and structure all the possible relationships in advance, we could invest energy in exploring the territory of relatedness at our leisure, and begin to work out a pattern language for them. We’d be building a knowledge system based on consensus instead of authority.

Wikipedia changed how we create and access shared knowledge. Sembl could change how we create and access shared knowledge of how it all fits together.

The semantic web is big, in theory. There are over 7 billion RDF triples already, though according to Mike ‘very few’ are put to use. Sembl Web doesn’t yet exist, but when it does, it will constitute a humane generator of mutual triples – triples that:

  • are always already in use
  • bring joy to the people that create them
  • fit the dynamic non-linearity of the web

Sembl is poised to create complex, chaotic flow among disparate parts of the web. And that flow is the point. That’s what converts knowledge into understanding.

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Disclaimer: I’m no expert on the semantic web. If I have overlooked something critical in the above, I’d appreciate you letting me know. On the other hand, if you see value in this approach, please let me know where and how. Ie, comments appreciated!