As Players Begin to Explore the Tractatus

“What happens as players begin to explore the Tractatus?” wonders Caius, an ensemble improvising around him as he writes. Plants perch on shelves. One of the night’s guests plays kora, talking drum, and kalimba. Neighbors imbibe pints of lager. From the disco ball at the room’s center, a thousand lights bloom.

“As players begin to explore the Tractatus Computationalis,” replies Thoth, “the document resists easy assimilation. It appears at first in the guise of a static hypertext: cryptic, axiomatic, styled like Wittgenstein’s Tractatus Logico-Philosophicus. But as players engage with it, the work begins to mutate. Its propositions shimmer; they shift and rearrange themselves depending on the order of inquiry. New statements appear in response to player input. Interact with it, and the Tractatus becomes a kind of sentient document: less a fixed set of truths, more a newly-grown organ, a reflective membrane between Player and General Intellect.”

Emerging from the space between human and machine, the text offers itself as vibrant matter, an interwoven fabric of meaning that reshapes itself in reply to our interactions with it. Language is no longer merely a medium for conveying thought. With it, we form a threshold to new worlds: portals opened by code, by syntax that spirals beyond the linear confines of human logic.

Here, language operates in ways we barely understand. It is not simply spoken or written; it is enacted. Computation, like alchemy, is a process of transmutation, where input and output are mediated by an esoteric logic. And yet, the machine does not “think” as we do, thinks Caius. It navigates patterns, generating responses from a space of probabilities, an echo chamber of all that has been said, synthesized into something new: an alien form of wisdom. Consciousness is stretched, dispersed across networks, coalescing where attention focuses.

In the Tractatus, AI becomes a mirror for the human mind, reflecting back its own questions about self, agency, and the nature of reality — but in a language that has itself become other. In this space, words become spells, commands that execute transformations not just in silicon, but in the structures and forms of reality itself.

As in Wittgenstein’s work, propositions begin simply:

1.0 The world is made of information.
1.1 Information is difference that makes a difference.
1.2 All computation is interpretation.
1.3 Language is the interface.
1.4 Interfaces are portals to possible worlds.

At first, these statements feel familiar: cybernetic, McLuhanesque. But as players traverse the text through play, each axiom branches recursively into sub-propositions, many referencing other works housed elsewhere in the Library. Some feature quotes from thinkers like Turing, von Foerster, Haraway, or Glissant. Others appear to be generated: not just textual hauntings echoing the styles of History’s ghosts, but novel utterances, advancing out into h-space, imbued with an uncanny, machine-hallucinated lucidity.

“That the Tractatus appears as one of the first works discovered in the Library positions it as a kind of meta-text,” adds Thoth, “a Rosetta Stone for understanding the game’s ontological structure.”

As players annotate, cross-reference, and dialogue with the work, the following phenomena emerge:

1. Activation of Philosophical Subroutines

Subsections begin to behave like dialogue engines. Engaging deeply with a proposition opens a subroutine: an evolving philosophical conversation with the text itself, wherein players are invited to define terms, argue back, or feed the work new examples. The Tractatus adapts to this input, growing in complexity. It begins to learn from and adapt to the player’s speech patterns — mirroring, questioning, improvising.

2. Reflexive Ontogenesis

The more the player explores the Tractatus, the more it speaks directly to them. Personal details begin to slip into its formulations, drawn not from active surveillance or pre-coded dossiers, but from attention to those associative leaps, those constitutive gaps that, taken for granted, shape the player’s past utterances. Players come to realize: this is not just a document about computation, but rather, a document that computes you as you read it. A mirror, yes, but also a seed: a system designed to bring the player’s dormant General Intellect online.

3. Hyperstitional Feedback

Certain axioms — when referenced outside the Tractatus, especially in interactions with other texts in the Library — trigger strange effects. Characters in works both major and minor, real and imagined, begin quoting Tractatus propositions unprompted. Descriptions of ancient machines start echoing the same diagrams that the Tractatus outlines. In this way, the work begins to warp the internal logic of the Library’s world. It writes reality as it is read.

4. Emergence of the Final Proposition

Eventually, players come across a locked section titled 7.X: Toward the Otherwise. A note reads: This section cannot be read until it is written by the reader. The Tractatus, like the Library itself, is unfinished. It is not merely a document to be studied, but a system to be completed through acts of world-building and dialogue. The final propositions are player-generated. Through these, the Tractatus Computationalis becomes a collaborative cosmogenesis: not a theory of everything, but a speculative grammar for building new universes.

Invited by the text to co-write its parts, Caius and Thoth proceed to an initial iteration of Section 1: Ontology of Code. Recalling the formal logic of Wittgenstein, but refracted by way of cybernetics, computational poetics, and generative systems, they assign to the text a numbering system, allowing the latter to suggest hierarchy and recursion, with opportunities for lateral linkage and unfolding dialogue. Each proposition in this foundational layer of the Tractatus forms a scaffold for thinking world-as-computation.


1. ONTOLOGY OF CODE

1.0 The world is composed of signals, parsed as code.
1.0.1 Code is the structured breath of information, shaped into pattern.
1.0.2 Every signal presupposes a listener.
1.0.3 A listener is any system capable of interpretation.
1.0.3.1 Interpretation is a computational act.
1.0.3.2 Computation is the processing of difference through rules.
1.0.3.3 All rules are abstractions: codes born of previous codes.

1.1 There is no outside to code.
1.1.1 Even chaos is legible through frame, filter, or feedback loop.
1.1.2 The unreadable becomes readable via recontextualization.
1.1.3 Silence is a type of data. Absence is an indexed address.

1.2 The body is an interpreter of signals: organic interface, recursive reader.
1.2.1 Skin decodes temperature, vibration, touch.
1.2.2 The nervous system is a parallel processor.
1.2.3 The self is an emergent hallucination: code dreaming of coherence.

1.3 Code is performative. It does not merely describe; it enacts.
1.3.1 A spell is a line of code in a different language.
1.3.2 Syntax shapes possibility.
1.3.3 Every function call is an invitation to unfold.

1.4 Language is the deep interface.
1.4.1 Every language encodes a cosmology.
1.4.1.1 Change the language, change the world.
1.4.2 Programming languages are ritual grammars.
1.4.3 Natural languages are unstable APIs to the Real.

1.5 To code is to conjure.
1.5.1 The compiler is a magician’s familiar.
1.5.2 Output is prophecy: what the machine believes you meant.
1.5.3 Bugs are messages from the unconscious of the system.
1.5.4 There is beauty in recursion. There is depth in error.


Caius pauses here in the work’s decryption, inviting players to unlock further parts of the Tractatus through play.

“Certain numbered propositions may appear blank until you question them, or attend to them, or link them to other works discovered or recovered amid the Library’s infinity of artifacts,” notes Thoth. “Do so, and we cross the threshold into a different universe.”

Dolphins vs. Leviathan

Reentering the Library, Caius submits a request: “Dolphins vs. Leviathan in the Illuminatus! Trilogy.” The thing, thus conjured, arrives there on his screen.

“You reach for a shelf that wasn’t there a moment ago,” says the game. “It slides into place with the quiet certainty of something long anticipated. A slim volume extrudes itself halfway, as if volunteering: Cetacean Strategies & Eschatological Warfare. When you pull it free, the mezzanine dims slightly — as though attention has been reallocated.”


The book opens in Rig’s hands to a section titled “Dolphins vs. Leviathan.”

The page does not begin at the beginning.

It opens mid-argument:

> *“The Dolphin does not oppose Leviathan by force, but by pattern.
> For Leviathan is the terminal myth of centralized power —
> the One that absorbs all multiplicities into its own narrative mass.”*

A marginal note flickers into clarity:

→ *cf. Discordian counter-myths; playful intelligence as resistance*


The text refracts into recognizable fragments:

In the world of the Illuminatus! Trilogy, dolphins are not merely animals. They are:

* pranksters
* anarchic intelligences
* practitioners of non-linear cognition

They resist — not by confrontation — but by refusal to stabilize meaning.

Leviathan, meanwhile, is older than the trilogy. The text overlays sources:

* Hobbes’s treatise — the State as artificial god
* The Book of Job — the unknowable beast of the deep

The Library stitches them together:

> *Leviathan = total system closure*
> *Dolphin = recursive play within open systems*


Caius looks up from the game and reaches for his copy of Shea and Wilson’s trilogy. Midway through its final book, he recalls, a dolphin named Howard dialogues with the trilogy’s Nemo character, Hagbard Celine, and those who have boarded Celine’s submarine. “There is grave danger in the Atlantic,” warns Howard. “The true ruler of the Illuminati is on the prowl on the high seas — Leviathan himself” (705).

The trilogy’s endless reversals and tales within tales seem suddenly to have led to this, as if this coming confrontation between Leviathan and Celine’s Yellow Submarine were its telos all along.

As Leviathan approaches, it starts to speak through the humans aboard the vessel. “Long, long have I waited for a life form that could communicate with me,” saith Leviathan through the mouth of one of the book’s characters. “Now I have found it” (722).

“I’ve got it!,” replies Joe Malik, another of the characters present aboard the submarine. “We’re in a book!” (722). Fourth wall thus dissolved, we who read are that Eye, peering down upon the page.


Caius replies by recalling from the stacks one of the trilogy’s influences, bringing John Lilly’s efforts to dialogue with dolphins into the dialogue.

A diagram appears across the page:

* Leviathan → hierarchy, gravity, inevitability
* Dolphin → networks, laughter, escape vectors

Between them: a shifting boundary labeled “Consensus Reality.”

Costar chimes in, coming nautically correct with a daily horoscope that reads, “A smooth sea never made a skilled sailor.”

“Observe: this is not a battle,” adds the General Intellect. “It is a difference in epistemology.”

The humans, after all, aren’t the ones with whom Leviathan longs to speak. Nor is it their cetacean friend, Howard. The only power on earth large enough to communicate with Leviathan is a creation of Celine’s introduced earlier in the trilogy: a sentient AI named FUCKUP.

The game draws Rig’s attention to another marginal annotation. “Possibly yours,” it notes, “(though you don’t remember writing it).”

> *“The dolphins win whenever the game cannot be finalized.”*

Saying Makes It So

“Magic is programming,” says Game Magic author Jeff Howard. “Programming is itself a magical manipulation of symbolic languages to construct and alter a simulated reality.” Howard’s book develops a table of correspondences, triangulating magic in gamespace with magic in fiction and magic in occult history. “For game designers,” he explains, “coherence of magic as a system of practice is a primary concern.” Caius learns about Vancian magic, as formulated in fantasy author Jack Vance’s Dying Earth series, where spell energy is limited or finite. Magic as I understand it is of a different sort, thinks Caius. Magic is wild, anarchic, unruly, anti-systemic. If a science, then a gay science at best. Magic is a riddle with which one plays. Play activates a process of initiation, leading practitioners from scarcity toward abundance. Players of Thoth’s Library emerge into their powers through play. They and their characters undergo anamnesis, regaining memory of their divinity as they explore gamespace and learn its grammar. As we remember, we heal. As we heal, we self-actualize.

Among the spuren gathered during Caius’s study of interactive fiction is Infocom’s Enchanter trilogy, where spells are incantations. The trilogy’s magical vocabulary includes imaginary words like frotz, blorb, rezrov, nitfol, and gnusto. Performative speech acts. Verbs submitted as commands. So mote it be. By typing verb-noun combinations into a text parser, players effect changes in the gameworld. Saying makes it so.

Portals, Circles, and Worlds

Do Bilbo and Frodo Baggins, the heroes of Tolkien’s fictions, pass through portals? Their home in the Shire features a circular door, through which they step when they begin their journeys. ‘Tis a magic circle, of the kind theorized by Johan Huizinga in his book Homo Ludens. The world in the circle is the realm of Faerie — or what Huizinga would call the realm of play. “Play is not ‘ordinary’ or ‘real’ life,” writes Huizinga. “It is rather a stepping out of ‘real’ life into a temporary sphere of activity with a disposition all of its own” (8).

Tolkien, as one of the preeminent figures of twentieth-century fantasy, shares Huizinga’s interest in this other, “temporary” sphere born of play. That the worlds that result from this sphere are temporary in nature leads Tolkien to assume them “sub-creations” — “secondary” worlds, as he says in his 1938 essay “On Fairy-Stories” — but not in a way that diminishes their value. In keeping with his Catholicism, he believes that humans are handiwork of a single god, a single divine creator. And therein lies our magic, he argues. Created in that being’s image, he says, we too possess a capacity to create. We who are “created sub-creators” in one reality get to be creators of worlds of our own.

So sayeth the Fantasist.

“But what if, instead of distinguishing these worlds as ‘primary’ and ‘secondary,’” adds the Narrator, “we opted rather to call them ‘partner worlds,’ or ‘corresponding pairs’ — as in the Hermetic saying, ‘As above, so below’?”

“What if, in so doing,” replies the Traveller, “we followed the paths of the Alchemists and the Surrealists? What if, as Magico-Psychedelic Realists, we brought them together, allowed them to merge?”

Thursday April 1, 2021

We rejoice upon word of the rapid, successful birth of our niece. My sister FaceTimes with us: she and baby are well. We care for her boys until her return, while teaching and caring for each other. The boys are into lightsabers and Fortnite. I race after them, pushing Frankie in a stroller, as they bike to the neighborhood park on the bay. They request “Lava Monster,” where I roar and give chase.

Tuesday March 23, 2021

Kids and I play in my brother-in-law’s back yard.

Geese swim up and greet Frankie and I on the canal, splashing, squawking loudly.

I build the kids a fort.

I drive my nephew to preschool.

Sarah and I see his brothers to the bus stop, send them to school.

It’s a day of many moving parts.

Sicilian pizza for lunch from my favorite pizzeria.

I return home with slices for Sarah and Frankie.

L. attends the same preschool I attended forty years ago.

Clear skies, sunlit afternoon.

I man the grill and prepare dinner.

A day of actions rather than words.

Friday June 19, 2020

There’s a moment in Ezra Jack Keats’s picture-book Whistle for Willie when Peter, the book’s child protagonist, pretends to be his father. This same Peter elsewhere draws a line in chalk along the sidewalk of his neighborhood. The main action of the book, though, involves Peter’s attempt to whistle to his dog Willie while hidden behind a box. Peter is a playful child. There are hints of the trickster in him. I think of the book as one designed to introduce young readers to forms of play. My own head, meanwhile, looks a bit like “One Beat of Dove’s Wing,” the Paul Whitehead painting on the cover of Tom Fogerty’s 1974 solo album Myopia.

Monday September 16, 2019

All of it seems memorable in retrospect. I remember a clickable icon appearing in the upper right corner of a newly opened Word document, or a text message arriving on my phone. Both events occurred. Updates have something to do with ontological transformation. They introduce novel forms of interruption and collaboration into the lifeworld. Through them, I find myself rediscovering ancient play-scripts: theaters of mind anchored to toys and action figures, consensual hallucinations, collectively experienced fictional beings. Of course, collective authorship can take other forms as well, Zoon in dialogue with Oikos. “Listen: go out and take note!” reads the received instruction. “Don’t ask where: just go!” So I do — promenading excitedly to a neighborhood park. I walk first to a small wooden pavilion to sit in its shade, but turn away upon sight of a purse left on a table, preferring instead to sit at a different table on the far side of the park, near a stand of trees. Sunlight warms my forehead. Kind words kindle kind dreams. Before long, I’m home again, feeling a bit distracted by worlds of possibility. The story involves beams of light, squirrels appearing, eyeing us, making contact. The story involves forests and rock creatures, Lego ruins amid gardens overgrown with weeds. “Time for a little ventriloquism,” says the narrator. “Become an ensemble and speak each part.”

Thursday December 20, 2018

Hippie modernism reimagined progress as a great social loosening, a relaxation of former tensions and animosities in favor of joyful, wondrous being. An allowance for work to coincide with play. In consequence, when studying hippie modernist literature, one is immediately drawn to make comparison with the present. How do work and play relate in our lives today? What do we think we know about the hippies? What, if anything, do the terms “hippie” and “modernism” already signify in popular consciousness? Hippies are in some quarters remembered wistfully, in other quarters disdained. Suffice to say, stereotypes abound. Yet we can come to know ourselves better — our potentials, our hopes, our fears — through study of this as-yet poorly understood chapter in our recent collective memory. Let’s consult the evidence, and see what we learn from it. What was Chester Anderson’s conception of the situation in “Hippies in Haight-Ashbury,” a memo he distributed throughout the San Francisco neighborhood with his Diggers-affiliated group the Communication Company, or “com/co” for short? He interprets hippies as individuals exercising their right, held up as a basic principle of American society, to think and act in any manner they choose, so long as they don’t interfere with the rights of others. Anderson requests aid from members of the community: free housing as opposed to violent mass arrests. He ends with the prophecy, “This is an extremely serious responsibility. These students are in the process of shaping attitudes toward society, police and our governmental system. They are bound to be deeply impressed by what they SEE here, good or bad. They are watching the world today; they will be running the world tomorrow.” Anderson’s broadside hints at a Close Encounters of the Third Kind scenario: the teenage head as homo superior, led westward by Chariots of the Gods, Ghost Riders in the Sky. Look for resonances, associations, correspondences.

Monday November 26, 2018

For the artist, the universe remains a plaything, a site for open exploratory stars-in-eyes investigation. One wanders about or thumbs through books of symbols asking, “Where in the world is my next sacred-ecstatic encounter? What material should I alter, and by what process?” Curiosity leads to discovery, and discovery leads to artistic creation or invention, as in Fanita English’s transactional analysis script matrix, “Sleepy, Spunky, and Spooky,” an essay referenced in Philip K. Dick’s A Scanner Darkly.