- This I Believe
- The Importance of Law
- Prescriptive and Proscriptive Law
- Law versus Convention
- Multiple Systems of Law
- Meta Law
- Law and Software
- Law and Object-Oriented Programming
- Law and Mind
This I BelieveSome years ago NPR started running a series called This I Believe as a tribute to Edward R. Murrow and his original 1951 radio program of the same name. As I commuted I would occasionally catch an episode and hear an essay about the topic in which a contributor believed. I would listen to an essay around a weighty topic as God, Love, Funerals, Good and Evil or Public Service and think, "no", "maybe", or "yeah, sure". Then one day I heard Michael Mullane's essay on The Rule Of Law and I thought "Yes! This I believe!"
I particularly liked Michael's point that the Tinkerbell effect applies to the Rule of Law. As he says, God exists (or does not exist) whether or not you or I believe that to be so, but with the Rule of Law, it can only exist if almost all of us believe in it and follow it. As Death says to a human near the end of Terry Pratchett's Discworld book Hogfather, "YOU NEED TO BELIEVE IN THINGS THAT AREN'T TRUE. HOW ELSE CAN THEY BECOME?" (Death always talks IN CAPITAL LETTERS.)
The Importance of LawWhy is law important? The American Declaration of Independence asserts that "all men are created equal" and The Universal Declaration of Human Rights asserts that "all human beings are born free and equal in dignity and rights." To support that position we need a system of law that in fact treats all people equally. But even if the law does not protect all of the fundamental human rights, it can provide an important benefit to its society: stability through predictability.
To be predictable, the system of laws must be:
- Understandable - the laws can be understood by most people.
- Consistent - individual laws do not conflict with each other.
- Extensive - the laws cover all common situations and a large portion of less common situations.
Prescriptive and Proscriptive LawPrescriptive laws are those that tell us what we must do, such as Honour thy father and thy mother. Proscriptive laws are those that tell us what we must not do, such as "Thou shalt not kill".
You can think of prescriptive law as additive manufacturing: you can start with nothing, and add pieces until you get something useful, like building up a sculpture by adding little pieces of clay, or 3D printing.
Proscriptive law is more like subtractive manufacturing: you start with a block of something and carve away pieces until you get the desired result, like starting with a chunk of marble and carving a sculpture out of it, or machining.
(But don't try searching for additive law or subtractive law unless you are working with primary colors. :-) )
Given the assumption of freedom in both of the Declarations above, it's easier to start by saying people can do anything, then add proscriptive laws specifying what they can't do. Compared to the complete freedom and anarchy of a society with no laws, you can get pretty far down the road to stability just with proscriptive laws. Of the Ten Commandments, eight are proscriptive and only two are prescriptive.
Law versus ConventionWhile the Rule of Law normally refers to the explicit and codified laws on the books, which can be enforced by the state, there is another set of rules that most of us live by which are not legally mandated. These conventions include social guidelines that prescribe how to behave and communicate, including when and how it is appropriate to touch (such as shaking hands or a pat on the back), to ask for something (with "please" and "thank you"), to offer advice ("true/kind/necessary") or apologies, and many other behaviors.
These conventions don't have the force of law. If you break these rules, you won't be sent to jail or be forced to pay someone monetary damages - but you might find that you are a little less successful and your life might be a little less pleasant. Like laws, conventions are only useful if most of us agree on them, and like laws, a widely accepted and understood set of conventions helps make the world a little bit more predictable, which in turn makes it a little bit easier for people to make plans and be successful.
In effect, social conventions are simply another layer of "laws" that sit below the constitutional laws and the statute laws (and in reality the American legal system has many other levels than just those two).
Multiple Systems of LawI am intrigued by the fact that we have so many different implementations of the Rule of Law. Every nation on Earth that abides by the Rule of Law has its own system of law. The ways in which the laws of nations interact is as varied as the relationships between the nations. For example, American Law has specific sections dealing with the fact that there are Native American "domestic dependent nations" within its borders that have their own laws.
Similarly, every nation has a different set of social conventions, those unwritten rules that lubricate our everyday interactions.
On top of all those different systems of law, we have International Law, with the intent of providing structure for interactions between nations when those nations have different and possibly incompatible systems of laws. Two aspects of International Law that I find particularly thought-provoking are the Law of War, and Jurisdiction.
(For an interesting bit of history about Jurisdiction, read about Peine forte et dure.)
Meta LawIn order to be predictable, the laws must be stable and not change often; but the laws must sometimes be changed in order to cover new situations or to correct problems in existing laws. One approach to improving the predictability of the system of laws while still allowing for change is to use a layered approach, where some laws are considered more important than others and are thus harder to change. The set of harder-to-change laws typically includes the rules on how to change the laws. This is the basis of the constitutional model, as is used in the United States, in which the most important laws are embodied in the constitution, with rules that make those laws much harder to change than regular laws. A constitution will typically include rules on how both "normal" rules and the rules embodied in the constitution can be changed.
Back in 1982, a "constitution" game by Peter Suber called Nomic appeared in Douglas R. Hofstadter's column, "Metamagical Themas," in Scientific American. In this game, players take turns proposing changes to the rules of the game. The rules start out in two categories, "immutable" and "mutable", corresponding to the simple two-level "constitutional" and "statute" law that Americans are taught in civics classes. The rules of the game tell how a player wins the game, and also tell how the rules can be changed - including how to change the rules that tell how to win and how to change the rules. The Nomic game is intended to illustrate the mechanisms and possibilities described in Peter Suber's book The Paradox of Self-Amendment, available online. For the quickest read on the game, you can jump straight to the rules, but the game description, although somewhat lengthy, is also interesting.
In Suber's book he starts by asking how a legal system can deal with paradox, when there are laws that directly contradict each other, and he notes that "paradoxes come and go without much notice and are dealt with without much ado."
Given that systems of laws seem always to be self-referential (since they include rules about how to change the rules), attempting to craft a system of laws that is also complete and consistent would seem to run into a version of Gödel's Incompleteness Theorem. In practice, systems of laws are not really complete and still blithely violate consistency, yet manage to be quite useful despite their flaws.
Law and SoftwareThe title of this section might refer to laws that affect software, such as copyright law, or it might refer to the use of software to assist in the application of law, such as computerized law indexes or Regulation by Software; but in fact, I am referring to the use of law as a concept in defining how software works.
As in a society, a programming language is built on a set of rules that describe how statements in the language are interpreted by the computer. The developer uses his knowledge of these rules to create a program that instructs the computer to do something that is useful to the developer.
Imagine trying to program in a computer language with no rules. How could you get anything done? You could never predict the results of a statement, so you could never make a program that produced anything predictable.
Just as different societies each have their own set of rules, different programming languages each have their own set of rules. And just as with social conventions, different groups of programmers typically adopt programming conventions that are not enforced by the compiler but are intended to make life a bit simpler for the developers in the group.
In fact, all of the concepts discussed above are applicable to software. You can consider that as we take a look at what it means to define software in terms of laws.
Law and Object-Oriented ProgrammingBack in 1987 Naftaly Minsky and David Rozenshtein published "A Law-Based Approach to Object-Oriented Programming" (available for purchase on-line) in which they discussed how an object-oriented system can be described in terms of the laws that control the exchange of messages between objects. (Minsky has published quite a few other papers on related topics concerning law and software.)
They start by defining objects as containing state and program, with four primitive messages (prefixed by the octothorpe character, #) to create (#new) and destroy (#kill) objects and to get (#get) and set (#mutate) state. Messages are defined as a triplet of sender, message text, and target. Message delivery goes through the law system, which can take one of three actions:
- The message can be delivered to its target.
- The message text and/or target can be modified and then delivered.
- The message can be blocked and thus not delivered.
They then examine the effect of different kinds of laws, such as allowing primitive messages to be sent only by the same object. Through this approach they show how to implement common object-oriented features such as encapsulation, inheritance, and class variables as well as less common features such as multiple inheritance, exclusion of methods from inheritance, and triggers.
Given that the program is part of the state of the object, it can be modified with a #mutate message, so it is possible to describe self-modifying programs within this framework. The laws of the system control whether and how this message is allowed to be sent.
By defining the laws in objects that are themselves part of the system, those laws can then be changed. The system could start with a separate subset of laws that control how the laws can be changed, making this approach look very much like Suber's Constitution game.
The law system allows the laws to modify the content of a message or redirect it to a different target, allowing for the implementation of security checks and other forms of enforced delegation.
I am not aware of a production system that directly uses this style of law-based control of message passing, but there are some systems that use a conceptually similar method of applying a set of rules to some messages to control their delivery. For example, in the Java security model different environments can have different implementations of the SecurityManager, each with its own definition of the security policy (i.e. rules) that controls whether certain actions are allowed to be taken, which can be viewed as allowing the messages requesting those actions to be delivered. The OSGi security model goes further towards being a general law-based system, including the ability to specify rules via a string and to compose multiple security policies.
Law and MindFor both societies and software, laws are rules telling us what we must and must not do, or do differently, and conventions are rules telling us what we should and should not do, or do differently. By following these rules and conventions, a society or a software system can be far more productive than one with the same underlying capabilities but where the rules and laws are less cohesive and effective or are not followed.
Could it be that the same is true for our minds? According to Marvin Minsky's theory of the mind as set forth in Society of Mind, our minds are composed of many small agents communicating with each other. Minsky's agents are very small pieces, and the communication between them is below our level of awareness. Perhaps our minds use something like Naftaly Minsky's law-based message delivery mechanism to monitor and control these low-level communications between agents.
Maybe the biggest difference between people who are productive and those who are not is in the different internal rules the two minds follow, and not so much a difference in raw underlying capability. Maybe productive people have a better set of mental rules controlling the messages within their minds. And if that is true, that leads to an interesting question: to what extent is it possible for people to rewrite their own low-level internal communication rules to improve their performance, and how might that be accomplished?