My granddaughters live in Glasgow and one time when I was up there we went for a walk and they took a few fat chalks with them. We had stopped for a rest and they began to make chalk drawings on a road that went through the local park. It seemed to be such an obvious and natural thing to do and it took my mind back to the 1950s when as children we used to draw in the road using any broken bits of stone that would make a mark. Most of the drawing was done in my day to aid the playing of games. This might be hopscotch if there were girls involved or football and cricket if it was boys. But we also drew people and things including roads and other places for our toys to inhabit, tiny towns like those play-mats you can now buy from the shops. There were far less cars about in those days and streets were as much for children to play in, as for ease of automobile transport.
Hopscotch was always a favourite game and like so many games its origins lie in warfare. It was originally a way for Roman soldiers to train in full uniform and with heavy equipment on their back, hopping was a way that they could learn to keep their balance and dexterity when laden down. If you can't remember the rules, they go like this: each player needs a marker of some kind either a rock, stick, or some other object like a glove or hat to pickup when they return. The first player throws the marker into the first square without it touching any of the lines. If it touches the lines or goes out of bounds they are out and it’s the next players turn.
Once a player has successfully thrown the marker, they hop on one leg (often through squares 1, 2, 3) or two, (when two squares are side by side as above, 4/5) until the course is complete, always avoiding touching the lines. The game can be made more challenging by hopping on one foot throughout the course to the end of the first leg. Players must only make one jump into the last double foot square. Therefore in order to be set up for the return, players must jump from the second to last square and spin 180 degrees to land in the top (in the case above the 7/8) squares facing the starting point. From what I remember, the game got faster and faster as it went on and this was how the best players were finally eliminated.
Tony Luciani: Elia Luciani plays hopscotch
The artist Tony Luciani was still working with his mother, when she was 93 and had dementia. By engaging with her around the game of hopscotch, his mother could get both physical and mental exercise. Tony was also able to make an image that contracts time, the game being one his mother remembered playing as a girl and as he worked with her to make his images, she was brought into his world, rather than being excluded because of her condition. Hopscotch allows Luciani's mother to return to the innocence of play, her dementia allowing her access to an inner child, her adult life being gradually erased. What we tend to see as a terrible illness perhaps in some cases is a journey back into a time of innocence, a time before the cares of life have weighed us down.
Frances Alys has for years been filming children playing games. He filmed 'Hopscotch' in the Sharya Refugee Camp in Iraq. Children are forever inventive and able to construct imaginative worlds out of whatever and wherever they find themselves. In amongst a situation that could drive them to the edges of despair, these children remind us that we are all born with the ability to play games and that the simple ability to mark out ground can lead to a communal idea, perhaps even more easily than lines scratched into the earth to demarcate ownership.
Frances Alys: Hopscotch 2016
Hopscotch somewhere sandy
Just as children will draw in the sand, so will artists.
Picasso
The artist Andres Amador also makes drawings on the beach, drawings that he is happy to see being washed away by the tide. Using a drone, he takes a picture of the work from above once completed, his geometric structures in many ways resembling lines of giant hop scotch squares. Perhaps he is reliving his childhood, being an artist gives you the licence to be a child, or as Picasso put it, “Every child is an artist.The problem is how to remain an artist once we grow up.”
Andres Amador
When boys we often made makeshift goals by roughly drawing an outline on a wall. These outlines are everywhere if you keep a lookout for them, I pass some on my way into the university every time I walk in and sometimes scratched lines in regular use become traced over with chalks or even painted, to form a slightly more permanent idea.
Sometimes I am reminded of the history of art by things you can see in the street. In the case of the image below the painted football goal is on a plaster skimmed wall and we are very aware of this because the plaster is breaking away and the image is already incomplete. So much of our historical reference to painting is on similar surfaces.
From photographer Michael Kirkham's 'Football Goals'
A damaged fresco
Just as the painting of a football goal is now revealed to have been done on plaster that was itself laid on to cover a brick wall, the damage to the fresco above has revealed the layers of its making. The football goal it could be argued is rather like a minimalist abstract painting, the construction of it being very similar to that of fresco painting.
Cricket stumps
Cricket stumps used to be as common an urban image as football goals, but recently I have noticed a decline, I suspect this means that the game is in decline too, but not invention. In the case of the wheeled bin, a rupture has occurred between an object and its intended function; object and meaning are destabilised and the cricket bat leaning against the bin, reinforces this, the bin is no longer primarily for waste disposal, it is now operating as an adjunct to the game of cricket.
The streets are where we used to play and where play begins so does art. Perhaps we need to reclaim our streets from the car. In the late1990s Methley Terrace in Leeds was greened to see what would happen if the cars were taken out. So it is possible.
Turfing the Methley's
Kolams, an art using rice flour laid down as drawings on the ground in front of homes by women gives sanctity to the spot where they are drawn. These drawings are a welcoming sign to the Goddess Lakshmi who is believed to bring wealth and prosperity.
What was a daily morning ritual has recently spun off as a Chennai kolam competition. However this tourist trade development, has not destroyed the core motivation for ritual, reminding us that it is possible to inventively engage with the streets of our cities.
Murmurations: Lou Sheppard
During the time of Covid19, artists found that they were still needed, in particular as they were able to quickly and inventively rethink how people could interact with the surrounding environment, especially if there was a sense of some sort of ritual engagement. Lou Sheppard was one such artist. Murmurations: Scores for Social Distancing were a series of dance works based on bird flocking behaviour. The choreography required seven dancers to perform an interconnected set of movements while never coming within two meters of each other. As a public art work Murmurations consisted of the notation-directional markings that formed a choreographic score painted onto the road surface. The markings referenced the social distancing directions that began to be seen everywhere in public spaces. The work was in effect a visual score for the choreography of social distancing and it highlighted an awareness of the new collective public rituals that were being developed. I remembered Lou Sheppard's work because it was very similar to hopscotch, a game that I participated in when I was a boy. The ritual chanting of the girls, which if I remember was something like, "Wibbly-wobbly turn around. Wibbly-wobbly touch the ground. Wibbly-wobbly tie your shoe. Wibbly-wobbly that will do", set alongside the queuing up to wait your turn and the sound of the hopping feet, rasping breath, all set around the chalk drawn diagram for hopping. It was a ritual that I can still feel the excitement of, it continues to sit inside my body; the waiting for your turn, envisioning how to do the game faster and without mistakes and how this as an achievement would make me appear, even if only for a moment, a winner amongst my peers. I look back on those moments as being some of the best times of my life. Out of such games were being made social bonds, physical tests of skill and dexterity and group dynamics that were ritually being encoded. To paraphrase Bob Dylan:
! wish, I wish, I wish in vain That we could play simply in that street again Ten-thousand dollars at the drop of a hat I’d give it all gladly if our lives could be like that
Perhaps I'm thinking of hopscotch in these terms as a way of reflecting on my own loss of innocence. The photographer Andy Wright recorded the image below of a hopscotch layout in Barcelona. When I first saw it I was reminded of the fact that the shape of the drawn elements are very similar to the basic layout of the human body, the head in this case having being cut off by the drop. Whoever drew it was very aware of making an image to represent the end of innocence.
For my birthday recently my daughter Ruth sent me the rules of the game Three Men's Morris. In order for me to play the game, she also sent six small shells that she had picked up off a beach in Uist, three of a cool grey colour cast and three of a warmer colour. The game is played with three counters per person on a board with nine points. The objective is to be the first to get your three counters in a straight line, something that is called a "mill". Players take turns placing pieces until all six are on the board. Once all counters are placed, players move one per turn to an adjacent, empty intersection following the lines on the board, aiming to be the first to align their three pieces in a row; a move that wins the game.
It's an ancient game and its moves reminded me of the dynamics of the square as set out by Rudolf Arnheim. He believed that everything we see is part of a visual field of forces and these forces are attractors that force us to look in certain ways. Using drawings he demonstrated how the formal elements that underpin visual thinking are integrated into fields of visual force dynamics. His diagrams pointed to the fact that perception and thought act reciprocally and after reading his text and looking at his drawings, I did find that I had become much more aware of the energy fields that emerge from a geometric form's inner dynamics.
The field dynamics of a square according to Rudolf Arnheim
In the diagram above, the circles represent centres of attraction and how they reach out into the spaces around them and the lines visual forces and their direction.
Playing the game Three Men's Morris, in some ways re-enacts Arnheim's idea. You gaze at a board that is marked out in the same way as Arnheim's square's emergent energy fields. Each move in effect destabilises the dynamic and as you play you are constantly looking for patterns that seek cohesion, in the case of Three Men's Morris, joining three points together. In effect by playing the game you reveal the underlying structural skeleton of a square. The counters, or in my case small shells, appear to move along the structural axis of the overall form. As they do so they create a 'flow', that moves through the square's focal points, leading your eyes' movements through one part of the square to the next. This 'flow' is a beautiful example of Arnheim's idea that perception and thought act reciprocally, as you think of the next move, you are at exactly the same time 'seeing' the pattern that is both there and implied.
Perception and thought are tied together, but at some point within the timeframe of almost instantaneous action/reaction decisions, I suspect Bayesian probability theory could be applied by a statistician, in order to determine the probability of a particular move. However there are two types of approaches to Bayesian probability theory, objectivists interpret probability as an extension of logic, probability quantifying an answer that presumes we have a starting point or baseline that we tend to call common sense. However subjectivists, approach probability as something that corresponds to a personal belief. Therefore rationality is subject to substantial variation due to differing beliefs. The objective and subjective variants of Bayesian probability differ mainly in their interpretation and construction of the prior probability, i.e. where are we coming from in terms of an approach to reality? This is I think a vital question in a time of post truth.
Because of my daughter's gift, I've been stimulated to think about board games as a way of presenting ideas. I have dipped my toe into the territory before and I did make a game once and had it made up with ceramic pieces made in the form of small boats as counters.
Snakes and ladders type game 2016
I discovered this monkey game recently, which is a variant of The Game of the Goose, which was the first board game to be published commercially.
The new game of the monkey: By E. Wallis: 1820
I was fascinated by the new game of the monkey, as it seems to open doors for a wide range of stories, in particular those stories whereby there are no fixed formats. For instance in space 14 there is a monkey I think trying to seduce a woman with a saucepan for a hat and in space 23 there is a Little Red Riding Hood monkey. Both suggest a lascivious monkey, but without a particular narrative. This opens out the moments of action in the game into unknown territory. I have been using the figure of a monkey a lot recently, and was in particular thinking of the monkey's position as substitute for humans in scientific and medical experiments. My recent time in Gothenburg in particular re-alerting me to the way monkeys are used to test out the implications of new medical procedures before they are used on humans. Although initially working my ideas through as images and making the occasional ceramic, it is the game format that I'm hoping to develop.
Monkey studies
A board game can be a substitute for a life's journey and another of my go to concepts in terms of how we visualise a life's journey is the Wyrd. This old nordic vision is of the intricate web of fate. Imagine that your umbilical cord at birth has an invisible twin. This one is never cut and as your life unravels it unravels too, winding itself around first of all your immediate family and the landscape of your youth. It gradually wraps itself around all the experiences of life, until a fabric is woven that is your life cloth. It represents the interconnectedness of everything including the past, present and future. Individual lives extend out threads that weave a tapestry of their own destiny. The Norns spin, measure, and cut the threads of life for humans and gods alike.
The final cloth is the result of an amazingly complex decision tree. As I looked at playing Three Men's Morris, the decision tree for that is I thought a symbol, that could stand for the one that underpins the Wyrd.
A decision tree for Three Men's Morris visually maps all possible moves and outcomes, showing each decision point where a player can place or move a piece. It's a game tree that starts with an empty board and branches out with every possible move, leading to a win, loss, or draw for the players. Building this tree involves mapping out the game's two phases: the placement phase (the possibilities surrounding decisions made as all pieces are placed on the board) and the movement phase (pieces are moved to adjacent, empty spots). There are four aspects to the decision tree that need to be taken into consideration. The Nodes, which represent the places from where a player must make a choice. The Branches, that represent the possible moves a player can make from a given node. The Options, that indicate which player's turn it is and what their options are and the Outcomes, that show the result of the sequence of moves (win, loss, or draw).
A simple compact decision tree of a game of three men's morris is an interesting structure in itself.
Three Men’s Morris placement phase has 9 empty positions at the start, when player 1 places a piece, 8 open positions remain. When player 2 places a piece, 7 open positions remain, then when player 1 places a second piece, 6 open positions remain. This continues until player 2 places their third counter, which leaves 3 open positions. There are therefore9 × 8 × 7 × 6 × 5 × 4 × 3 = 181,440 possible placement sequences, all of which will have taken place before the game actually gets started. The decision tree that shows every placement sequence up to completion of the placement phase (the 6 initial placements), is set out below.
Three Men’s Morris placement phase decision tree
As the decision tree grows it reminds me of when I was getting fabrics made using a Jacquard loom. Although the loom I was getting my work made with no longer used a card file and was now driven by computer, I was very aware of the complexity that underpinned the process. We tend to forget how complex many of our computer programs must now be. For instance when BBC computers were introduced into the college back in the late 1970s, we were taught how to write code to place a dot into a position on a screen. Then we could join that dot to another by defining co-ordinates. Therefore just to draw one line we had to write several lines of code. Many years have passed since then, but deep down within the complexity of some 3D animation software there will still be the code for joining two points on a screen, but millions of operations have been conducted since then and it is unlikely that I will ever get even an inkling of what they entail. However that doesn't stop me from thinking of that complexity as being not unlike the woven tapestry of the Wyrd. Several people have observed in the past that complex technology when seen by people from non technological societies will seem like magic. Indeed Arthur C. Clarke in his essay, "Hazards of Prophecy: The Failure of Imagination", stated as the third of his laws for future prophecy, "Any sufficiently advanced technology is indistinguishable from magic". My present awareness of new technology is already making me worry that we are now entering a new magical era, whereby AI magicians will conjure new realities out of nothing.
Punched cards used to operate a Jacquard loom
The complex matrix of threads that are interwoven with punch card directions
As I play the game of Three Men's Morris, which is also my granddaughter's favourite game, I'm reminded of the wonderful complexity of life, of how from that initial moment of our conception, when a sperm fertilises an egg and they combine to form a zygote, that single cell will begin to multiply and a decision tree begins that will eventually be of such complexity that it is impossible to hold in the mind, except as an idea and in my case I still find the old nordic vision of the intricate web of fate as being as good as any other that humankind has produced.