Why is it that whenever a building or other large structure collapses, it usually does so in a way that allows a hero access to the next location for his quest?
Saturday, June 19, 2010
Pointless Question #78
Why is it that whenever a building or other large structure collapses, it usually does so in a way that allows a hero access to the next location for his quest?
Friday, June 18, 2010
Bombs Away!
My brother's been feeling creative lately, so I'm plugging his latest creation:Pop over and vote it up if you like.
Monday, June 07, 2010
A Little Story
I was walking along the beach one day when I spotted a pair of strange creatures lying on the sand. One was covered in brilliant pink fluff. It had two legs and strange flattened arms without fingers. The other looked similar in shape, but without legs, and it was instead covered in strangely smooth red skin. I first approached the pink fluffy one. It seemed like a normal animal in most ways: It had two eyes, a mouth, nostrils. It hopped around a little, and made a high jump, flapping its arms to push itself up the last few inches. I got closer and even held it in my hands without it protesting beyond a few nips with its pointy mouth, almost as if it didn't know to be afraid of me. The other lay motionless, apparently dead.I took a closer look over the pink fluffy one, lifting up its flat arm, looking at how it was shaped. It seemed good for meat, so I killed it, cooked it, and ate it. I pieced together the bones and noticed some tiny little bumps at the ends of the arm, almost like little fingers that hadn't fully grown. The bone seemed normal enough, though hollow. The meat tasted good, but not terribly exotic.
After that, I took the smooth red creature and examined it closely. It had an appearance similar to the pink creature, but only on a superficial level: It had a pair of eyes, but they were more like decoration, as if someone carved and painted them out of whatever this material was. There was even a straight line down the length of its body, like two halves joined together imperfectly. There were even strange geometric marks on its belly, lined up in a perfect circle. On its back was a strange white knobby protrusion. I gently pulled at it and ended up twisting it, hearing little clicks underneath the skin. When I let go, the creature sprang to life, flapping its arms a few times. I dropped it and watched as its flapping slowed to a halt. I picked it up again, turned the knob several more times and threw the creature forward. It flew through the air for a while before losing its strength and fell to the ground.
I retrieved the creature and gently cut open its belly with my knife. There was nothing familiar inside. No blood, no entrails, just strange, smooth objects made of the same material as the knob. There were some spiral-shaped pieces of a shiny material, and white wheels with little teeth that would lock together. I winded the knob and watched the wheels turn. The teeth at the end of one wheel would push another into turning. I also noticed the shiny spirals get pressed tighter when I turned the knob and loosen as the wheels turned and the creature flapped. I even pulled out some of these parts and found that the creature could flap its arms once they were put back. It was the strangest experience I ever had.
I thought about these strange creatures for a while and came to some conclusions:
The pink fluffy creature was most likely a natural animal. It had a mouth, real eyes, bones, flesh, and all the internal organs of other animals. All of these parts were made of materials other animals already grow in their bodies. It probably came into being like other animals, when its parents mated, made a home, and raised it. It most likely needed to fly, to eat, to drink, and to find a mate to keep making more of its kind. It also probably needed to think about how to do all of those things and instincts to drive it towards survival and producing young.
The red smooth creature was a toy made to look like an animal similar to the pink one. It had no legs, apparently no mind, no internal organs except those needed to make it fly. This simplicity of its design suggested it had a distinct purpose: To fly and look like a living animal when it did. Such a purpose implies a craftsman. Without a craftsman, a creature that can't eat can't produce a child. Even if it had a child, such a child would be unable to grow without an ability to take in food. Without a way to eat and make replacement material, if something damaged it, it had no apparent means of healing itself, save a person making an identical part and replacing it. The geometry of the parts was also suspiciously precise, with perfect circles, straight lines, and right angles. These things almost never showed up in nature, especially not at that level of precision. Nature and life are complex, messy processes, with all sorts of forces working against or with one another. Simplicity is a sign of design. Simplicity implies an understanding of the forces of nature and the ability to isolate or control them to form such unnatural shapes.
I gathered a few supplies and put them in my boat, rowing in the direction I guessed the animals came from. Eventually, I came across a forested island filled with many animals like the pink fluffy one, only with a dazzling variety of color combinations. I walked around, noticing some smaller varieties of these creatures would fly away when they saw me. Some larger ones, about the size of the pink fluffy one did not. Some even cawed, squawked, and otherwise looked to challenge my presence. I killed a few of those for lunch and dinner.
I found a nest of twigs made by two of these creatures will small, undeveloped babies begging for food. The parents were red and white, but the babies' think fluff was pink. In another nest with two pink parents, the babies were varied: Red, pink, and white. After some thought, it occurred to me that the babies inherited part of their color from either parent. A red and a white would only produce pink offspring, but two pinks could pass down a discrete "red" or the "white" part of themselves and produce any combination from the result. Children often looked like they had some parts of both parents, but this made the heredity for one factor more obvious. If someone were to try to breed only pink creatures, they could never eliminate the tendency for red or white to show up, since, if heredity was discrete like I suspected, you couldn't blend the red and white by mating alone.
Also noteworthy was a nest with a violet baby. I could only speculate at this point, but it seems reasonable to suspect something went wrong when the parent's color was copied into the baby, producing a new color that might just stand out a little more in their mating dances. Or repel the opposite sex. Or it could do nothing. Such changes, even if they are random could, with the right circumstances, provide an advantage. Little 'mistakes' now and then could do something better in an unexpected way. If the mistake ended up being a disadvantage, no long term harm would be done to the creatures, since the unfortunate creature would be more likely to die before passing on that disadvantage. Even if it did pass it on once or twice, the struggle for survival would still make it difficult for those offspring.
There were many other possibilities for how that baby was born with violet fluff, but for now, I moved on.
My thoughts turned towards the larger territorial variety. Until I arrived, they were the largest creatures on the island. It's possible that being alone on this island, there was no benefit to keeping an instinct for running away from much larger creatures. But if circumstances changed and my tribe moved over here for hunting, the fearless ones would likely die out. Those who retained the instinct to fear large creatures would be more likely to escape a hunt and live to produce children. Not long after such a move, nearly all of them would have the instinctive fear. For the smaller ones, that would be less of a change, since they already deal with creatures larger than themselves. In fact, they could come to dominate, since smaller, more nimble targets would be harder to catch.
I felt my conclusion about the pink fluffy creature was quite secure: I saw others similar to it finding mates, raising young, and otherwise engaged in the struggle to raise the next generation. They were just like other animals, even if they had some odd features. I still needed to find out more about the smooth red creature, though.
I traveled further in my boat, eventually seeing a sandbar with a large wooden box on it. I broke off a side and found a number of smaller boxes made with a stiff sort of hemp-like material. They were painted with pictures similar to the smooth red creature, though in five different colors. Inside each one was a copy of mine, aside from the color. I examined each closely and found the similarity among the members disturbing. The only difference between the creatures were signs of tool working: They all had a seam down their length, joined quite precisely, though not perfectly. There was almost no variety in color, all of them entrenched in the five base colors with the exact same highlights and contrasts.
This convinced me further that these smooth creatures were crafted by intelligent beings like myself. They were simple. They did one task very well and little else, suggesting they were created for that specific purpose and nothing else. They showed signs of the tools used to create them. Other people craft images of living beings, and if my people had the knowledge of this one's inner workings, would create similar moving contraptions for our children as toys.
In short, these artifacts were the opposite of living things. When an animal creates its young, there is no sign of a guiding intelligence shaping or planning the offspring, only the parents being together and letting nature take its course. For unintelligent life, the struggle to perform this act is, unfortunately, quite merciless. To survive and sire young, a living thing needs to perform countless tasks. Those creatures that can perform all those tasks produce more like them, while those who can't die off. There is no purpose or intent behind this, just a simple, logical truth. We, as intelligent beings, create purpose and use what we can to accomplish our goals. This ability exists primarily because it has the effect of making us able to devise and pass on new ways to survive and prosper. The feeling of empowerment that comes from creating art, culture, and seeking new forms of understanding is a side effect we can enjoy.
An artifact created for a specific purpose is not restricted by the demands of life: It can be created, used, and discarded. It only needs to perform its specific purpose. If another is needed, the craftsman can just make a new one. For this reason, a tool can afford to 'die.' It has no inherent need to survive or reproduce itself.
Anyway, pretty well moved off the story and into an author tract. I can afford to, since it's my blog.
Of course, a lot of Creationists are going to miss the major points and speak as if I intended this one thing to be the end-all argument. This is just specifically addressing Paley's watch, replacing it with a mechanical bird alongside a real one. The problem that should have been glaring Paley and friends in the face: It's not complexity that defines design. Simplicity is often a better guide.
Another huge problem is that a watch and a living thing are very, very different. We already know about natural processes that can make new living things: Reproduction. This is a feature that watches and other human creations lack. Watches do not assemble new watches. The parts of a watch do not have any sort of self-organizing affinity. The chemicals that make up living beings do, however.
If you change this, and simulate watches that can reproduce with variation and are made of parts that have affinities, it's much easy to produce an accurate watch using evolution and a natural selection criteria that favors accurate timekeeping.
Sunday, May 16, 2010
Faith is a Euphemism for Gambling
Qualia Soup and Theramin Trees said what I've taken to be the core of this idea pretty well in one of their videos.Faith is equivalent to going to a casino, heading to a roulette table with an infinite number of numbers on the wheel, and betting on one based on a hunch. Probabilities are not considered, since one over an immeasurably large number is quite small. Books, relics, and so forth fill in the role of the "lucky" rabbit's foot.
The compulsive gamblers resent any effort to convince them to cut their losses. They even consider it a virtue to keep riding a losing streak, since they labor under the delusion that the laws of probability will bend to serve them and reward them for their stubbornness. This arrogance is encouraged to prevent change: Saying that you were wrong takes humility and courage. To a man of faith, these traits are signs of weakness. Humility cannot reside in a person who has delusions of perfection. To be humble is to acknowledge imperfection.
Science, on the other hand, is equivalent to getting a job at a stable company and doing hard, honest work in hopes of a paycheck. If the company goes bankrupt, you leave and apply for a job at a place that addresses the problems the previous one didn't.
Science plays for the best odds and knows there are no "sure things" in life: 99.9% odds means that there's a 0.1% chance you could be wrong. The fact that science-minded people know that they could be wrong means that they're willing to change if they find out they were mistaken. Humility is considered a strength because it acknowledges the need for change and improvement.
We all take on risks in this uncertain world. Science acknowledges our imperfections and works hard to minimize the dangers they pose. Science acknowledges that the universe is not limited to our self-serving imagination.
Faith is gambling on the "perfection" of your hunches. Faith is gambling on the arrogant belief that the universe is incapable of being beyond your imagination.
Sunday, April 25, 2010
Tuesday, April 20, 2010
Dwarf Fortress Thread
I'm still new to Dwarf Fortress, but I suppose everyone's a little bit newer with the 2010 version still fresh. Like many players, I have big dreams. In my case, I'm thinking of building some giant clear glass hourglasses. The primary hindrance I face is not being sure how to get everything up and running. So, I'm trying to get some solid advice.Location, location, location:
As much as I'd like to have those hourglasses standing in a nice flat, sandy desert, that'd probably be too much of a challenge for a beginner like me: Clear glass need pearlash, which needs wood. Unless I get lucky and find a desert adjacent to a forest (or a cavern where I can grow tower caps), I'd be in short supply. A sandy marsh might be better for that.
Rivers: Do I really need one? An everlasting supply of water would be nice, since you have to muddy underground farms now. Rain's probably another option if I can make some sort of collection spot.
Magma: The new version is supposed to have magma pools everywhere if you just dig deep enough. Since you can't search for magma pipes anymore, I'd need a bit of luck for mass production of obsidian, if I felt like making the mega hourglass out of volcanic glass.
Starting Dorfs:
I'm still not sure what starting skills I should go for. I read one suggestion now removed from the DFwiki that involved a Leader with all the doctor skills, who'd quietly build up his mining skill until he's needed at the hospital or trade depot. I also wonder if I should start with a proficient glassmaker who gets to work once I get a magma kiln.
Here's something of a first draft:
1) Medic Leader: One point in all the medical skills, with appraise, negotiator, and judge of intent. Spends the rest of his time as a secondary miner.
2) Outdoorsman: Woodcutter, Herbalist, Axeman, maybe hunter.
3) Farmer/Cook/Brewer
4) Mason/Stone Crafter/Building Designer
5) Carpenter/Glassmaker
6) Mechanic/Weaponsmith/Armorsmith
7) Miner/?
Early Building:
I'm still trying to figure out everything I'll need early on.
1. Food storage: Get everything out of the wagon so it won't rot in the wagon and that my dwarves won't need to go outside for a bite to eat.
2. Wood/Stone/Furniture storage: Keep supplies near the workshops.
3. First farm: Can muddy an area by digging into the side of a murky pool.
4. Workshops: Carpenter, Mason, Still, Kitchen, Craftsdwarf shop, Butcher shop, Leatherworks. For the latter two, I could use some advice on how to make sure my hunters don't leave their catch to just rot.
5. Barracks: Dwarves have to sleep. I neglected one on my last game, jumping a bit too directly to individual rooms.
6. Meeting room: Outside the main entrance, so that my dogs will gather there and spot thieves.
Magma workshops:
I plan to dig down until I reach magma so that I can build a workshop level with all the magma-powered sorts. Since I don't want to be overrun by fire imps and the like, I'd appreciate suggestions on how to safely go about this. One idea is to build an exploratory vertical shaft that I can block off with a locked door. Once I know what level the magma's at, I can build workshops with imp-blocking grates in the floor.
Lesser dreams:
Greenhouses: Some farms for above ground crops covered by green glass ceilings, safely below the surface.
Guard towers: Shaped like hourglasses, for the overall aesthetic.
A road paved with glass.
An overly organized 'garden' sort of look for the entire surface of my area. More "rock garden" than lines of trees or hedge mazes.
The big dreams:
Hourglass Megastructure: I'm still trying to think about the shape of my hourglass tower(s), since round isn't the easiest thing to do. The first idea is probably the simplest: A pyramid with an inverted pyramid on top. The other is similar, though with some straight vertical sections. I'd like some ideas for what to fill them with. Probably include some wood bases for the top and bottom.
Raised River: A six-tile wide river on a raised platform. The supports will be smaller versions of the hourglass tower, possibly doubling as guard towers. If I get a magma pipe, I may try another of magma that ends up forming obsidian where the two meet. I could probably use some help figuring out how to handle the pumps to get the water up there.
So, chime in with whatever.
Monday, April 19, 2010
This Isn't About Religion
Imagine there's an organization that gives children something to do after school, like sports, games, school tutoring, and so on, so that they'll be in a safe place until their parents come home. Imagine one of the staff ends up raping one of the youths, and when the higher-ups hear about it, they start trying to cover it up and move the offending member to another district where no one knows about the incident. Imagine that they've been doing this sort of thing for decades in an effort to maintain their good reputation. Imagine that they've been caught. They belittle the crime as "gossip" or a coordinated attack by one of their competitors.Would you consider it wrong to investigate the cover up, even if it leads all the way to the head of the organization?
Now change the organization to the Roman Catholic Church, and the head of the organization to the Pope. Suddenly, what should be absolutely clear to anyone with even a vestigial sense of morality gets muddled with people claiming that the organization is above mortal law, or that the organization's reputation is more important than preventing rape.
I only want some rapists and their co-conspirators brought to justice. There is no religion involved in that sentiment. It is the religious anarchists who want their group to be above the law who bring religion into it. They want the governments of the world to be accommodating and deferential to their group. They want special privileges. They don't want equal enforcement of the law. They want all this because their religion says their leaders can do whatever they want: The only restriction is whether or not they need to cover it up to maintain a facade of morality.
Religion deserves absolutely no special privileges. Everyone must be equally subject to the law.
Monday, April 12, 2010
Thursday, April 08, 2010
Springtime for Charlatans
Neurologica has this post up. Alties never cease to disgust me in the ways they slime their way past basic ethics.
Saturday, March 27, 2010
A Fundamental Problem
Woos aren't aware of it. They don't know why we accept or reject various ideas. All they know is that we're often on the opposite side of the debate. They'll make up stories about how we weren't hugged enough as kids, how we were "hurt" by some member of their group, indoctrinated into a nonexistent philosophy, just want to be nasty, or whatever Hollywood narrative they like. They do this because they don't know how we think.That's why so many woo trolls are unable to speak with us as people. They're ignorant of what it means to be a critical thinker, and often willfully so when they refuse to listen to our points. They can't attack our actual beliefs because they're unwilling to learn them. That's why they resort to straw men, ad hominem fallacies, repetitive propaganda, and defense mechanisms. Their unwillingness to listen to us serves to compound the problem.
By the same token, many, many trolls have an unwillingness to commit to or even speak of any claims. I've had countless arguments where my fellow skeptics and I repeat various demands for clarification on the beliefs in question, only to get stalling tactics and intentional vagueness, followed by another volley of ineffective attacks.
The bottom line: Most woos who engage in trolling are poor communicators and don't care if they are. They don't care what we actually believe. They don't care about defending their beliefs. They only want to beat up figments of their imagination.
At least we can try to have fun seeing if they'll actually react to something they don't expect. Half the time, I search for weird angles of attack in hopes of inspiring a Work Time Fun response.
Sunday, March 21, 2010
Texas, Other Details on DOOMED! Status
From Phil Plait. Something about Joseph McCarthy just pushes my berserk button.
Friday, March 19, 2010
Quote of the Time Being #26
This one's a comment posted by thalesc on Neurologica.Being a software engineer who works on large projects I find quite amusing how creationists look at a living thing and conclude it’s too complex to have evolved, therefore it must have been designed in a similar way to how humans design technological artifacts – intelligently, that is.
Clearly these people have never designed anything of significance in their lives – and no, putting together a display for the Creation Museum does not count.
If they had, they’d realize that the process of designing complex things intelligently looks a lot more like Evolution than the clean, purely top-down idealization of a guy that sits at a desk and draws the complete plans for something anew out of pure inspiration. On the contrary, design is a dirty process that involves a lot of experimentation, discovery, creativity (i.e., randomization), refinement and selection.
For instance, humans didn’t come up with today’s modern computers in a single try. If we look at the history of the computer we’ll see a progression from simplicity to complexity where each new machine was built on previous successful technology. More importantly, we’ll see lots of failures that were quickly discarded, and even more failures that never saw the light of the day. Of course if we look only at the successes we may get the wrong impression of intentionality and predictability. However, if we look at the failures too we’ll see a different picture, we’ll see that the technological progress is quite random and unpredictable, and that it happens mostly through the selection of the random ideas that worked.
Some people can’t see how one can arrive at functional complexity through evolution. I have quite the opposite feeling, I can’t see how one can get there otherwise.
The Historian's Fallacy and Conspiracy Nuts
I've had to deal with a certain phenomenon with conspiracy nuts: When asked for evidence of a conspiracy, they start citing who benefited from the central event. The problem with this, of course, is that benefit does not prove that the person in question planned it. Hindsight is 20/20, but our past selves do not benefit from it. Neither do previous generations.For one example of the fallacy, many 9/11 twoofers point out how much the Bush administration was able to expand their power and influence after the attack. To someone who thinks governments have a supernatural prescience, this is incriminating evidence. To a more sensible person, this is easily explainable by opportunism, rather than an elaborate conspiracy: They didn't plan it, but they were able to take advantage of it anyway.
People are people, and only have access to certain fields of knowledge. In war history, this is the fog of war: Decision makers don't have instant access to all the relevant information. It could be anything from enemy disinformation to accidentally skipping over a critical bit of a report. Some intelligence agencies prefer not to share information, preventing it from getting to the relevant people in time. This tendency was one of the reasons for the founding of the Central Intelligence Agency in the US. Of course, even with this, government secrets still run the risk of remaining secret to the non-CIA portions of the government.
Large organizations are made up of small parts, namely people, and their means of communication. All too often, conspiracy theorists are unwilling to even think about the difficulties involved in running them. Just because certain information is readily available today does not mean that it was always so. Confusion is, and always has been a part of civilization.
Wednesday, March 17, 2010
Logic is a Wreath of Pretty Flowers That Smell Bad
Or so many woos try to argue. It's quite common when I deal with various trolls that they'll argue how "telling" it is when I point out a logical fallacy they committed. I've heard it pretty often with Creationists and the ad hominem fallacy: Rather than argue about the science, they'll make some accusation about a skeptic's or a scientist's sexual orientation, racism, or whatever, as if that somehow changes the color of a fruit fly's eyes or the constant radioactive half-life of a particular isotope.I haven't performed any extensive sampling, but it seems to me that the vast bulk of logical fallacies are types of subject changes. Red herrings. A subtype of the non-sequitur. My being an atheist, for example, doesn't change the fact that multiple lines of converging evidence agree on a single phylogenetic tree. The fact that I own D&D books does not falsify the fact that the Big Bang theory accurately predicted the cosmic microwave background radiation before it was measured. Science, it works, bitches.
In the world of woo, it seems, emotion matters infinitely more than truth. Self-esteem matters more than learning. Certainty matters more than honesty. It reminds me of several episodes of the original Star Trek where Kirk and crew blew up "logical" computers and androids by behaving oddly. The only difference is that they're going for the tiniest expression of frustration, as if it's impossible to be logical and emotional at the same time. Being right and being stoic are completely unrelated things.
Of course, since most woos never pause to understand what logic actually is, they declare victory, even if they only contributed gibberish, contradictions, and transparent subject changes to the discussion. Science doesn't care about how you express your ideas, only if they're logically sound, and proving that often takes work. Woo and faith, however, only exist to prop up the believer's self-esteem or to make laziness self-justifying.
Monday, March 15, 2010
Woo Enthymemes #7: "My Imagination is Superior!"
This particular entry was inspired in part by Chopra Fan, Rachael Good, who vomited up a great deal of hate on Skeptico.As was pointed out later in that comment thread, woos often act as if they have a monopoly on imagination. As if it's impossible to be scientifically minded and have imagination. The problem with this, of course, is that imagination was required to come up with all the theories we take for granted, and still is needed to make advances in the various fields.
In my view, the whole act is a temper tantrum: Their imagination was wrong, therefore they have the right to shit all over everything their opponents have done. That's what woo is often about, after all. Hell, whenever a skeptic imagines a non-supernatural explanation for something, they lash out against the very notion of creativity. They think creativity is destructive because it expands outside their tiny, gray box.
Creativity shouldn't be contained by preexisting ideology. Ideas should be treated fairly: Those with merit, those that agree with the evidence and make new predictions should be held in higher regard. Those that contradict the evidence or fail to say anything useful should be dismissed until they can correct those failings. The marketplace of ideas is supposed to be a meritocracy, and science is the best method we have for determining an idea's merit.
Saturday, March 13, 2010
Saturday, March 06, 2010
Bioshock and Quackery
Last night, I started watching a Let's Play of Bioshock. For those who don't know much about the game, I think I can say this much without spoiling the plot: The game takes place in an underwater city that was intended to be some sort of Objectivist paradise.There, scientists weren't 'burdened' by ethics and developed some DNA modifying chemicals to give people superpowers like telekinesis or the ability to shoot bolts of electricity from their hands. Unfortunately, the scientists responsible apparently bought into 'greed is good, altruism is evil' rhetoric, and didn't bother with extensive safety tests. As a result, the city is now crawling with insane people swinging around monkey wrenches and climbing the walls with hooks and mad Science!-enhanced agility.
The city's leader response to the growing insanity? "Yes, people have died, yes, people have gone insane, but we can't abandon our ideals when they're being tested. The market is patient, and we must be patient, too."
This reminds me of all too many quacks I've heard from: "If it was dangerous/useless, people wouldn't buy it!" One of the biggest problems the caveat emptor philosophy has is the need for everyone to be an expert in whatever field is relevant to their purchase. The problem isn't quite so bad with simple purchases, but when it comes to our health, we shouldn't all have to be doctors to evaluate the safety and efficacy of a product. Contrary to what quacks will tell you, you are not born with innate expertise in your own body. The human body is a complex and intricate thing that was pretty much built to last a few decades. It's because people sought a deeper understanding than superficial pain/pleasure responses that we've been able to take 70+ years for granted.
Many people also tend to be poor at risk assessment. Someone who goes on a beach vacation might be more worried about getting attacked by sharks than about the much higher risk of getting into a car accident on the way. Anti-vaxxers, for example, are more afraid of the infinitesimal risk of exposure to trace amounts of everyday chemicals in the vaccines than the much higher risk of death by the diseases they prevent.
My conclusion: This sort of extreme capitalism, like Communism, could only work if the world was already perfect, full of well-educated, rational people. We need regulatory bodies made of experts to keep our food and medicine safe and effective.
Monday, March 01, 2010
Explaining Fantasy
I've been busy with meatspace lately, so I don't remember if I've said something about this before, but I figure it's worth drilling home. In science, most people understandably focus on how theories are supposed to predict and explain the facts that we observe. I, however, feel the need to point out the opposite side of that: A theory also needs to explain why certain things are not seen. It's been said that "a theory that can explain anything explains nothing," and it's my intention to give the reason for that saying.Let's use the familiar comparison between evolution and Creationism. Evolution has constraints: A generation can only build on or modify what it inherited from its ancestors. Evolution tells us that Crocoducks are absurdly unlikely: Birds evolved from bipedal dinosaurs, a different branch of the tree of life from crocodiles. A Crocoduck would be analogous to (but much more extreme than) a couple siring a distant cousin's child. For that reason, the discovery of a Crocoduck (barring origin by mad science) would completely dismantle everything we know about genetics and evolution.
Creationism, however, can perfectly explain a Crocoduck: God can do whatever he wants, and for some incomprehensible reason was in the mood to slap two very different species together. There is no mechanism of action to limit what God's tools can do. Thus the Crocoduck is explained by Creationism.
Of course, the problem this presents for Creationism is that there are no Crocoducks. There are no lion-eagle hybrids with a six limb body plan. There are no cloven-hooved horses with spiral horns or lion tails. Creationism is useless because it can be used to predict anything, including all the things that will never happen. Creationists have no method for sorting out true predictions from the infinity of fantasy predictions. They can only point out certain "predictions" after the fact has been observed. That, in a nutshell, is why Creationism's unfalsifiability makes it useless.
Often, I call Creationism "The Random Theory of Randomness." If you think in terms of a dice experiment, I think it's quite apt: If you roll a die a million times and get all sixes, it's perfectly reasonable to think the die is weighted in a manner to come up six. That theory has a comparatively narrow set of predictions: If you keep rolling the die, you will get mostly sixes. The theory of randomness, that the die roll just happened to come up all sixes by chance alone, predicts any outcome pretty much equally.
If you rolled the die some more and get a roughly equal tally of all six numbers, that would cast heavy doubt about the die being weighted. If you continued to roll sixes, it would support the weighting theory, but the randomness advocates could just as readily claim that it's possible random chance still favors sixes. Of course, I would think any reasonable person would bank on the weighting theory.
The Ban List
It currently has one member: Gabriel. (WOMI was removed last time I changed the comment policy. He originally got on for doing a similar repetition act Gabe's doing now, only he was a Creationist.) The reason for his banning is essentially groaning boredom on the part of some of my readers, and I can't blame them: Gabriel hasn't learned anything about what we actually believe, and thus it's become pointless to read his repetition of straw men, ad hominem fallacies (why the hell does he think this is about So, Gabriel, included below are a few ways you can get yourself unbanned by submitting comments:
1. Post a criticism of my actual views on the topic of race. There's no shortage of my commentary in the various threads for you to read.
2. Define what you mean by "race," "white," and "black." Are they based on genetics in any way?
3. A link and/or citation of a study showing some sort of meaningful neurological differences between people of different races.
Anything else is subject to rejection. If you had any idea of what skepticism and science really are, you'd understand why you've been failing so hard. Try doing something different and interesting for a change. It's been fun seeing you flail about in a useless and predictable manner, but I think it's time to move on if you can't show me something unexpected.
Once a week, I may drop a comment in this thread summarizing what Gabe tries. I predict it'll just be a stream of redundancy, and we don't need space wasted on stuff we've already been over multiple times.
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