Neal Stephenson - Cryptonomicon

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Cryptonomicon: краткое содержание, описание и аннотация

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WWII, year 1943. The allies have already cracked all the Nazi codes. They know where the military convoys are going and where enemy submarines are hiding. But if British destroyers will start finding and sinking Nazi submarines every time without any problems, Germans will figure out that their codes have been broken and will change them. That's why it's necessary to fool the enemy. For that reason, the special British-American secret unit 2702 was created…
“The Bible” of cyberpunk (or cypherpunk? :) about the creation of the computer world. There is everything in it: love, war, betrayal, treasures on the bottom of the sea, and even exile from Eden…

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When a new master's degree candidate named Andrew Loeb walked into the ILL office one day, with a certain glint in his eye, and produced a three-inch-thick stack of precisely typed request forms from his shitty old knapsack, he was recognized immediately as being of a particular type, and shunted in the direction of Randy Waterhouse. It was an instant meeting of minds, though Randy did not fully realize this until the books that Loeb had requested began to arrive on the trolley from the mail room.

Andy Loeb's project was to figure out the energy budgets of the local Indian tribes. A human body has to expend a certain amount of energy just to keep breathing and to maintain its body temperature. This figure goes up when it gets cold or when the body in question is doing work. The only way to obtain that energy is by eating food. Some foods have a higher energy content than others. For example, trout is highly nutritious but so low in fat and carbohydrates that you can starve to death eating it three times a day. Other foods might have lots of energy, but might require so much work to obtain and prepare that eating them would be a losing proposition, BTU-wise. Andy Loeb was trying to figure out what foods had historically been eaten by certain Northwest Indian tribes, how much energy they expended to get these foods and how much they obtained by eating them. He wanted to do this calculation for coastal Indians like the Salish (who had easy access to seafood) and for inland ones like the Cayuse (who didn't) as part of an extremely convoluted plan to prove some sort of point about the relative standards of living of these tribes and how this affected their cultural development (coastal tribes made lots of fantastically detailed art and inland ones occasionally scratched stick figures on rocks).

To Andrew Loeb it was an exercise in meta-historical scholarship. To Randy Waterhouse, it sounded like the beginnings of a pretty cool game. Strangle a muskrat and you get 136 Energy Points. Lose the muskrat and your core temp drops another degree.

Andy was nothing if not methodical and so he had simply looked up every book that had ever been written on such topics, and every book mentioned in those books' bibliographies, yea, even unto four or five generations; checked out all of them that were available locally; and ordered the rest from ILL. All of the latter passed across Randy's desk. Randy read some and skimmed all. He got to learn about how much blubber the Arctic explorers had to eat in order to keep from starving to death. He perused detailed specifications for Army C-rations. After a while, he actually began sneaking into the photocopy room and making copies of key data.

In order to run a realistic fantasy role-playing game, you had to keep track of how much food the imaginary characters were getting and how much trouble was involved in getting it. Characters passing across the Gobi desert in November of the year 5000 B.C. would have to spend more time worrying about food than, say, ones who were traveling across central Illinois in 1950.

Randy was hardly the first game designer to notice this. There were a few incredibly stupid games in which you didn't have to think about food, but Randy and his friends disdained them. In all of the games that he participated in, or that he himself designed, you had to devote a realistic amount of effort to getting food for your character. But it was not easy to determine what was realistic. Like most designers, Randy got over the problem by slapping together a few rudimentary equations that he basically just pulled out of thin air. But in the books, articles, and dissertations that Andrew Loeb was borrowing through ILL, he found exactly the raw data that a mathematically inclined person would need to come up with a sophisticated rules system based on scientific fact.

Simulating all of the physical processes going on in each character's body was out of the question, especially in a game where you might be dealing with armies of a hundred thousand men. Even a crude simulation, tracking only a few variables and using simple equations, would involve a nightmarish amount of paperwork if you did it all by hand. But all of this was happening in the mid-1980s, when personal computers had become cheap and ubiquitous. A computer could automatically track a large database and tell you whether each character was well-fed or starving. There was no reason not to do it on a computer.

Unless, like Randy Waterhouse, you had such a shitty job that you couldn't afford a computer.

Of course, there's a way to dodge any problem. The university had lots of computers. If Randy could get an account on one of them, he could write his program there and run it for free.

Unfortunately, accounts were only available to students or faculty members, and Randy was neither.

Fortunately, he started dating a grad student named Charlene at just about this time.

How the hell did a generally keg-shaped guy, a hard scientist, working a dead-end Clerk Typist job, and spending all his spare time in the consummately nerdy pastime of fantasy role-playing games, end up in a relationship with a slender and not unattractive young liberal arts student who spent her spare time sea kayaking and going to foreign films? It must have been one of those opposites-attract kind of deals, a complementary relationship. They met, naturally, in the ILL office, where the highly intelligent but steady and soothing Randy helped the highly intelligent but scattered and flighty Charlene organize a messy heap of loan requests. He should have asked her out then and there, but he was shy. Second and third opportunities came along when the books she'd requested began to filter up from the mailroom, and finally he asked her out and they went to see a film together. Both of them turned out to be not just willing but eager, and possibly even desperate. Before they knew it, Randy had given Charlene a key to his apartment, and Charlene had given Randy the password to her free university computer account, and everything was just delightful.

The university computer system was better than no computer at all. But Randy was humiliated. Like every other high-powered academic computing network, this one was based on an industrial-strength operating system called UNIX, which had a learning curve like the Matterhorn, and lacked the cuddly and stylish features of the personal computers then coming into vogue. Randy had used it quite a bit as an undergraduate and knew his way around. Even so, learning how to write good code on the thing required a lot of time. His life had changed when Charlene had come along, and now it changed more: he dropped out of the fantasy role-playing game circuit altogether, stopped going to meetings of the Society for Creative Anachronism, and began to spend all of his free time either with Charlene or in front of a computer terminal. All in all, this was probably a change for the better. With Charlene, he did things he wouldn't have done otherwise, like getting exercise, or going to see live music. And at the computer, he was learning new skills, and he was creating something. It might be something completely useless, but at least he was creating.

He spent a lot of time talking to Andrew Loeb, who actually went out and did the stuff he was writing programs for; he'd disappear for a few days and come back all wobbly and haggard, with fish scales caught in his whiskers or dried animal blood under his fingernails. He'd ram down a couple of Big Macs, sleep for twenty-four hours, then meet Randy in a bar (Charlene wasn't comfortable with having him in the house) and talk learnedly of the difficulties of day-to-day life, aboriginal style. They argued about whether aborigines would eat the more disgusting parts of certain animals or throw them away. Andrew voted for yes. Randy disagreed—just because they were primitive didn't mean they couldn't have taste. Andrew accused him of being a romantic. Finally, to settle it, they went up into the mountains together, armed with nothing but knives and Andrew's collection of exquisitely crafted vermin snares. By the third night, Randy found himself seriously thinking about eating some insects. “Q.E.D.,” Andrew said.

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