===
Hi.
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What follows is a presentation of my CHESS project.
I don't mind which parts you choose to read, if any,
nor which parts you choose to respond to, if any.
compendenium.zip
compendenium.tar.gz
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GOAL:
=====
It's called compendenium [sic].
Although my goal is much too abstract to articulate,
the concrete target I'm going for is the SAT.
The SAT is famous (in the U.S.),
small (just a few subject areas and question types), &
unbeaten, since
Individuals have succeeded in doing well, but no
test preparation company or program
has succeeded in making OTHERS do well
on a global (country-wide) scale.
What I want compendenium to do is create some
sort of statistical anomaly in SAT scores
that's large enough to be noticed by the media
or something & widely talked about.
Even though SAT scores are normalized, &
even though if many people do well on the subjective section
the graders will automatically start grading harder
in the middle of things, &
even though sometimes people just don't want to do well,
I still think there are plenty of ways to crack the test wide open.
For example, if an unusually high number of people get perfect raw scores
then the normalization will be unable to hide the abnormally high number
of 800s. I don't really care what the anomaly is, nor do I really think
I could predict it. I just want it to happen, & to be much too blatant
for "the nation," whatever that means, to ignore it.
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PACKAGE
=======
Students have great capacity for emotion, &
I intend to invoke from them & exploit the full range.
The fundamental encounter is for a student to happen upon a package,
modeled after an internal mailing envelope,
those things a little bigger than an 8.5x11 sheet of paper
with a flap closed by a brad or string,
accidentally lying on the floor somewhere.
Of course if the student is distracted or
has a good life with no need for strange things
they will ignore it, or if they are malevolent
they might destroy it without examining it, but
such is the way of students.
I suspect, however, that a sufficient number of students
will succumb to the emotion of curiosity & examine it more closely.
They will find some rhetoric touting the concept of involvement,
examples given in package_front.jpg & package_back.jpg.
Involvement is the core concept on which compendenium is based.
It's like...
whenever someone's idea enters your bubble it is shredded irrecoverably, &
whenever your own idea leaves it is influenced imperceptibly
It's like...
you can't solve problems by solving their parts separately,
or even by solving just the problem,
because each part affects the others, &
each problem is affected by others
Of course this is all ambiguous right now,
it doesn't make sense, isn't practical, | in other words
& as the student will surely be feeling,
it's bullshit.
However, ambiguity doesn't mean it's wrong,
it means it's new, or so I hope,
& bullshit is where plants grow from seeds.
I don't need the student to believe in nor understand nor care about
anything the package says. All I need them to do is turn it over to
the back & open it.
Of course, if all the package was was a bunch of hollow rhetoric,
the student might not do it.
But recall that involvement says one thing can be affected by what's around it.
In this case, the package will be rather full & bulky,
with not only a significant amount of paper but also a CD case
(one of the hard, thicker ones).
That feeling which bleeds through the envelope into the student's fingers
& pulls down on their arms should support my no-longer-so-empty words
with a sufficient boost to make opening the package irrestible.
If that should happen, the first battle is won. & the game continues.
If not, it's a blow, but not a fatal one. So long as just a few people
open the package, there's a chance to win in the events that follow.
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STORY
=====
Learning has to have meaning.
Thus the first thing the student will see
coming out of compendenium is a story
to provide said significance.
The story consists of several sheets of
8.5x11 paper bound together in a loop by
a single string through a single hole
punched in the vertical middle of a side margin.
There is nothing to distinguish a certain
beginning or end; the story just goes in
a big cycle.
story.jpg shows two pages of the story
which act as the initial beginning & end.
the involve page will be at the top of the
wad of stuff that comes out of the compendenium,
& the futility page will be wrapped around
at the bottom, with the rest of the pages
in-between
You see that the involve page goes over the
same concept as before, but this time in
the "world" of CHESS, with the knight as
protagonist and the board as the universe.
In this specific example, "looking up" to
the sky represents paying attention to
something that theoretically doesn't
affect the "down-to-earth" reality,
or in other words involvement.
The story is character-centric. It's title
will be "faery pieces" [sic] & it will borrow
& create many characters from the idea of
fairy pieces in CHESS, made-up pieces with
special moves & properties.
Although the story does not specifically
teach anything, it is the "entrance" to
the parts that do.
What I mean by that is that you can't just
memorize random information on the fly,
you need to be in this certain mindset
where it seems important & salient to you
so you can process it.
The story pages are designed to re-paint
the various concepts, like involvement,
in just the right way to act as an
"en-trance-ment," to impinge upon the
reader's sensitivity just enough so
that they want to learn.
If the story succeeds, then the reader's
natural defenses against irrelevant information
will have been breached, & they
will be much more vulnerable to core content
that they are about to stumble upon.
If not, skip ahead to DISK for my contingency.
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CARDS
=====
Interleaved among the pages of the story will be
yet more sheets of 8.5x11 paper. These "cards"
are modeled after a deck in that each "card" is
self-sufficient, with meaning of its own, but
also that it works with the other cards.
What I'm trying to say is that I will never teach
a concept/lesson that is less than or greater than
a single page in length, except by accident.
Just like the CHESSboard is made only of squares
1x1 in dimension, except by accident these smaller
squares form bigger ones upto the whole board of 8x8.
Furthermore the lessons are not bound by any set order.
Although they have an order, they are meant to be
shuffled & gain significance no matter what order
they are in.
I believe this organizational pattern is the best
for what I seek to teach. Furthermore, each card
will be as "boring" in style as possible. It will
be pure black&white, and all typed in a single-sized
monotype font.
Recall that I do not fear the reader's emotions?
CHESS, at its core, is a boring game.
The SAT, too, is quite boring.
And any learning, when sanitized, suffers the same problem.
I make no attempt to hide this with the cards.
They mirror the boredom of the things they teach.
Because the reader must be able to face said boredom,
& to make something wonderful of it.
Just because my cards are "constrained" by a certain style,
does not mean I have not made that style get up & sing for me.
Examples shown in challenge.jpg, elemental.jpg, & confidence.jpg
Please don't bother examining the examples too closely.
They are old, from when I was first learning.
I hope that they look interesting & dynamic when viewed from afar,
but I had not learned how to properly write their internal content
at the time, so they are pretty worthless to read carefully.
What they are intended to show is that I can make the content
look interesting when the reader is just browsing.
Since then, I have learned how to make the content interesting
in depth as well, which I summarize here.
All the cards are about the knight, exclusively.
Each card has a suit based on how many moves
of the knight it focuses on, from zero to six.
That makes seven suits, plus there is one "relative"
suit that acts as wildcards, for eight suits total.
They are as follows:
Relative suit: (no name)
Relates the cards to their purpose in the compendenium,
& how to use them.
Example rhetoric:
"
With no pieces, what is a board?
It does not exist, nor is it known.
But pieces project their natures,
which grow about the archetypes of the board,
revealing it to us.
"
0-move suit: Flatness
Notes how at first everything is "flat" & "empty,"
like a blank piece of paper.
Emphasizes that no matter how pointless you
think something is, it matters // fills the board
because, as it is flat, everything is squashed together.
Example rhetoric:
"
On the board all things mingle, relevent or not.
" [sic]
1-move suit: Weather Axiom
To be able to move is an ability,
to be able to _do_ something instead of merely observe,
is the first step of accomplishing anything.
So you have to do *something*!
Example rhetoric:
"
Abilities come & go.
Like the weather. Like the stars. Axiomatic postulates.
People have tried to control them... can you make it rain?
They are the swirling tempi around the board that give it meaning.
Don't worry so much about it all the time, just do them.
To just use your abilities matters more than the consequences.
Or the lack of consequences, if they seem totally unrelated to you.
Unless of course you're willing to risk saving them,
but isn't that just another ability?
"
2-move suit: A Common Sense of Direction
Once you're doing something, you can begin
to learn about it & how it works.
The knight, in two moves, makes some
obvious senses like "horizontal" moves,
"diagonal" moves, & several others
which I draw & play with here.
Although with just the knight alone these
aren't overwhelmingly remarkable, these
cards will be at the appropriate point
in the story so that they are a shared
or "common sense" with one of the faery pieces.
For example, the "diagonal" card will be
where the knight encounters the bishop
in the story.
3-move suit: The Quest for The Legendary MASTER CUBE
The 3-move patterns are just complex enough
to be intimidating but just simple enough
to be understood.
The most powerful one I've found looks like a
cube & can be rotated & symmetrized in a lot
of ways to make different patterns.
These cards portray the quest for this so
called MASTER CUBE, teaching things like how
The MASTER CUBE is made up of all the senses
so you can't skimp out on your least favorite,
& how in Reality the simpler or degenerate patterns
are powerful in their own right, & being a MASTER
is about knowing them all not just the big one.
4-move suit: Intuitive Enigmas
4-moves are too complicated to fully keep
in your head at one time, but you can still
attack them with intuition and other more
mature techniques.
These cards look at "meditating" upon or
"practicing" with & "exercising" with
these large patterns to relax and
become stronger.
The culminating "enigma" is an interesting
situation where, no matter which of the
eight moves a knight can make, they all take
it closer to a square 2x2 away... even though
half the moves would seem to be taking it
further away.
5-move suit: Counterspell!
If 4-moves are complicated, 5-moves are overwhelming.
These cards use the idea of "limits" to cut the
5-moves down to size. For example, the borders of an 8x8 board
cuts off many of the 5-move paths, & certain squares
can be deliberately ignored & jumped over to make
the 5-move patterns smaller & conquerable.
6-move suit: Fullness
There is only one target that takes six moves:
From one corner of the 8x8 board to the opposite.
These cards portray that journey as a sort of test.
Can, from all your travels, you now gaze across
the entire board & see not flatness, but the
fullness of everything you've learned in a sort
of "infinite zoom" that takes in the smallest
detail to the biggest picture?
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Interlude: mastery
==================
Of course, it is nothing in the compendenium that matters
But the student themself that must be
an independent individual, consciously a master.
For that reason the entire compendenium will be dripping with,
as I'm sure you've seen hints of already,
"you" rhetoric.
Here are some more explicit examples:
" (of the cards)
These tomes are nothing compared to what else is written out there,
which is nothing compared to what _you_ know.
Don't bother reading them, their length is just a representation
for the immensity of _your_ powers.
"
If you don't see the boards in the different senses,
use the boards in the different senses, then you've already lost!
There is no board, just the natures dripping around it.
If you become trapped in definitions, like mathematics has,
then you become trapped in a fundamental misconception.
You must THINK, project the different natures you know across it,
rotate it & symmetric it & convert it in your head.
To always see 7, 7, 7, 7 blinds you to 7, seven, *******, *** * ***
Oh sure, they {claim} you should think that way.
But without doing it themselves, why should you listen to them @ all?
I'll do it for you. I'll do it, I'll prove I know it,
have been forced to live it... if only to do it, for you.
But remember, my doing it is worthless, except to prove I can... to you!
"
The paradox is that you have to "force" someone to make a "choice".
That you have to do the challenge yourself to prove it to them,
but that you must leave it undone so that they are the one that grows.
I will strive to show everything I know in this one field, CHESS.
That is the "force," & the "proof" to them.
But I nonetheless have not solved all of it, much less the SAT.
That is the "choice," & the "potential" for them.
P.S. On the inside of the package I will have calligraphied some so-called
"fundamental theorems" of CHESS which I shall reference occasionally
in the other material & the student will eventually stumble upon. The
core of being a master is success, so I cannot deny presenting my best
results to the student or the entire compendenium simply won't work.
I will of course, however, plead all the while that my "fundamental
theorems" are nothing compared to what they can come up with.
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ANNOTATIONS
===========
I spoke of the cards that held the core content,
but I did not speak of the back of those cards.
Surely you didn't think I would waste that space?
On the back of every card is the front of an alternate card.
For example, on the back of the "horizontal" card might be
a duplicate of the front of the "diagonal" card.
However, the back will have as an overlay a bunch of
scrawled annotations. Written by hand & in color, they will be
a stark contrast to the typed & black content of the cards.
& like a teacher grading, they will tear the cards apart.
The annotations serve two main purposes:
The first is to clarify some of the content with real-world
examples, since the cards themselves are knight-exclusive.
Example: lines prefixed by ** are annotations
"
Chapter *
---------
the board
** its rules
With no pieces, what is a board?
** the universe, ether
It does not exist, nor is it known.
But pieces project their natures,
which grow about the archetypes of the board,
revealing it to us.
** atoms aren't the universe, they're pieces that reveal part of it to us
"
The second purpose is to challenge that content & break it, make it wrong.
Example:
"
** Do U ^read$ the world around you?
You must be competent with the board.
** To "understand green"? lol
"
Please recall the annotations will be hand-written & in color & margins,
so they will not appear as boring & in-line with text as they do here.
The annotations are supposed to get the reader in the habit of challenging
what they read & being better than it, as well as not falling apart & thinking
"it doesn't make sense, I don't get it."
It's like including answers to every problem.
However, because the answers to one problem are on the back of some random
card, the reader will be unlikely to look up the answers to everything
before doing it.
On the other hand, because every problem has some answers on the back of it,
the reader should get the full benefit of realizing that they can do
better than merely "reading" what I've written. That's what the contrast
between card & annotation is designed to make obvious.
It is my sincere hope the reader will be induced to make
their own annotations on the cards noting just how horribly
wrong they are. For the more wrong the cards are, the more
right & the more of a master the student can be.
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DISK
====
Despite (because of??) all this effort,
it is inevitable that the student will tire of what I have done.
If I am lucky, they might have spent fifteen
or even as many as twenty seconds looking
at everything I have just described.
But more realistically we are talking
fifteen to twenty milliseconds.
Nonetheless, I am prepared for this.
You will recall that in addition to all that paper,
compendenium contained a CD?
Even after having judged the entire sum of the writing
& drawing & effort in the compendenium pointless in
a split-second of consideration, I still believe the
student will feel a draw to see just what the CD is.
The CD is of course smack dab in the middle of all the
story & cards, so that the bastard will at least
incidentally be exposed to my effort that they're
trying to ignore as they flip through to get the CD out.
Although I doubt the student will run the CD,
I also doubt they'll be able to resist looking at the front.
There they will find my "exit" strategy; that is,
the strategy to make what I've done "exist" beyond
itself & to escape its package to influence the
world around it.
Example given in disk.jpg
You see that I am begging the reader to do a little review,
to remember something they saw with a fresh perspective
so that maybe this time it means something.
The title of the disk is "tempic spells,"
implying time & magic.
Magic is when something changes that can't change.
But how does that happen? Time.
Magic is when you forget all about something,
like a certain person or piece of music or idea or place,
& then later they suddenly return.
To you, only a second has passed, because all the time
in-between doesn't count because you had forgotten
about the person or thing.
But during the time you had forgotten, you or that thing
was changing, so that, magically, they are different even
though to you no time has passed.
Magic is when something you had forgotten returns, but
it's different, even though that's impossible.
What the disk does is complete the arc of the reader's feeling,
to admit defeat & say, okay, maybe I'm no good. But in doing
so it sets up an anchor, a tiny memory-trap. & if at some point
in the future something the reader's doing should have enough
resonance & relation to anything the student saw in the compendenium,
then they will remember.
& magically, what was at the time pointless & weak,
will be strong.
Rome wasn't built in a day...
so the disk is what makes sure tomorrow comes.
The rhetoric on the disk is most important,
but in case you're wondering: should you place
the disk in a computer it will contain some
supplementary info, like the sources for the
ideas of some the faery pieces, & the files &
instructions for making a "copy" of the compendenium,
like the things to print out to make the cards.
The compendenium is far too effort-intensive to
mass produce, but this way if it's good the student
can make a copy for someone else on their own.
& by copy, of course, I mean they would change the
story or the cards or annotations or anything really
to make it better.
The disk is the means by which the initial tiny effects of
the compendenium can be magnified into a force to be
reckoned with.
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STICKIES
========
Now I know what you're thinking.
You're thinking, well, you might have tricked
the student into reading your stuff once,
but that was because you cheated with this huge
mysterious envelope charade.
But that's a trick, a non-renewable resource,
without the sustainability that true focus & studying & concentration
demand to really pose a threat to the SAT.
This is why I will have a bunch of sticky notes
plastered randomly throughout compendenium.
They represent the elemental things like desire
that we just can't seem to get rid of,
that stick to us or that we want to stick to,
that provide that focus & concentration you speak of.
Some of the stickies will be parasitic on existing elements,
such as breathing & the feeling when you stop,
or the old fallbacks food & sex & water,
and the never explained just how exactly do you "move" your arm?
But the rest will be about making new elements,
because that is what a student must do.
In lieu of explaining, let me just present an example:
"
What is elemental & essential cannot be solved, of course.
It is where you retreat when you have nothing,
desperate to come up with something that by definition
you cannot do anything to speed along.
But of course, _you_ can, if only you could figure it out.
Suppose I were to give you a CHESS piece, the knight.
I could tell you to look @ it, & that you're missing something.
Right now, it is of course possible for you to figure out what you're missing,
isn't it?
It's just that it's so .basic. a thing you must realize,
that there is no algorithm or technique to do it. Quite the opposite, in fact
That is its nature.
I tell you to look @ the bottom, & you see that the piece is hollow
& that a folded slip of paper has been placed inside.
You pull out the paper & unfold it.
Scrawled across is the word poison, & you begin to feel dizzy
& collapse on the ground.
Could you have known? Most people couldn't.
No matter how intelligent, how experienced, how much of a prodigy
any person or any thing was, there was no way they could have known.
& yet, somehow, you could have. & you will.
So. Do you die? Do you want to go on?
"
I really can't explain.
This is the rest of the rhetoric I have for the stickies,
all split up all over of course:
"
When you are locked in a room with nothing to do,
when you're trapped & there's nothing you can do,
that is the fee that you must pay to
ad vance!
When you are broke
& no one likes you
& you like no one,
then you have to find something among no thing in existance among you.
That is, some sort of money, currency in the moment that you can take
b4 they take you
it from
perchance horrible
mayhaps beautiful
who knows
only you?
they call it creativity
but a creative person couldn't do it
it's before, not after
like destiny
but if you were destined to
you couldn't
this isn't new... this is what makes it s l o w enough, s t i l l enough
to function
when the whole world is so fast, how can you? motion isn't relative, is it?
to be good before knowing it
impossible
to force the girl to make a certain choice
impossible
to predict what is random
impossible
because beforeeeeeeee not after {mistake}
to be doing the right thing
before you try or know
to be natural
to never have done any thing
essential
a fraction of a second | all eternity
the initiative does not have to happen
but something must be wrong
no one can find it
but you can
to throw yourself at something doomed
for the sake of how it changes what comes after;
because you are doing it before! you know.
"
The stickies try to capture the student's motivations,
& to create new ones,
For that is the sustenance that lets them keep going.
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====
TEST
====
& that's just about everything in the compendenium.
Of course, I have failed so far to mention anything about my target,
the SAT, in the compendenium itself.
Ideally speaking, somehow the compendenium should magically
by osmosis or something teach the students to do well on the SAT,
with "reasoning skills" or some such trash.
But that's a losing bet, so I'm going to cheat a little.
Sprinkled throughout, just like the stickies,
will be cut-out pieces of the SAT glued on
to the various parts of the compendenium.
Students _need_ grades, tests, examinations to learn.
They are absurd; they make idiot things like
Do you know the capital of Bosnia?,
things that could be found out trivially in a normal
situation, suddenly take on life-shattering importance.
But that's how life works. A tiny, inconsequential thing
can mean the difference between driving safely or straight
into another car.
Students _need_ that possibility of proving themselves,
where everything they have ever done suddenly becomes
important & significant & the nerves & adrenaline sweep
over them.
These bits of the SAT will be my test to them.
I'll inscribe in them my challenge to the students
in some sort of scary-looking hard-to-read
"runescript" or such to make it seem different.
Because that's what tests are - different.
Scattered throughout, I hope these test fragments
can collect whatever epiphanies the students have
while going through the compendenium enough to let
them ace the SAT. That is, after all, the goal,
without which the whole ordeal is a lost cause.
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====
Bye.
====
I'm sorry that compendenium is just a big dream
with no implementation.
Only a master can write compendenium,
& though I have tried I am not,
i am not, i am not.
I'm sure you have found that everything about
the compendenium actually turns up already
in all the existing theories a hundred times
already.
From the way textbooks are designed with
the problem sections, historical sections,
etc. to like every self-help book in
existence, I have found that no matter what
I come up with people already try it with
seemingly little effect.
I don't know why the SAT hasn't been solved yet,
but I do know that to find out I have to try these things,
even if they have already tried & failed.
From message.txt.