Category: musings

Recreational Cannabis in Washington State

Active recreational marijuana business licenses across the state, as of March 10th, 2015. Shown are 402 Producers, 359 Processors, and 127 Retail stores. Created on Google MyMaps, based on publicly available information from WSLCB.

Marijuana in America is quite a hot topic these days. With the majority of Americans now in support of full legalization, we are poised to finally end seven decades of cannabis prohibition, and the enforcement of drug policies that have been accused of being racially discriminatory, violating individual freedoms to choose your lifestyle, as well as indirectly funding criminal cartels by forcing the entire economy into the black market. Over those many years, millions have been jailed, countless lives ruined, dis-proportionally large number of them minorities, many billions of dollars wasted on campaigns across the world.

It’s about time that things changed. I won’t go into the whole history here, but let’s note that while things are changing quickly now, it’s been quite a long road to get here.

Growing Support for Marijuana Legalization
http://www.pewresearch.org/fact-tank/2014/11/05/6-facts-about-marijuana/

Few predicted the rapid speed at which legal regulatory frameworks have spread since Washington and Colorado first passed citizen-driven initiatives. Let me take a moment to say, I love democracy as conducted out here. Whereas Illinois has no method of passing citizen-driven legal initiatives, Washington is one of 24 states that have methods for citizens to get issues directly on the ballot, bypassing the legislature and all of its political nonsense, and in 2012, used this method to drive home initiatives to legalize both gay marriage, and recreational marijuana. The story of the campaign pushed by Allison Holcomb is told in Evergreen, an awesome crowd-funded documentary covering the issues of 2012, and the days leading up to election day. (View it on Netflix here!).

While federal policy lags behind, states, as the laboratories of democracy that they are, are moving forward and trying out a variety of legal frameworks. These are far more than decriminalization measures that were discussed in previous decades, where possession wouldn’t lead to charges, but production and distribution still carried hefty sentences–rather, I-502 in Washington, and Proposition 64 in Colorado, created entire legal frameworks for licensing, taxing, and sale of cannabis allowing the legal recreational industry to be born. In 2014, Alaska, Oregon, and Washington DC also passed similar measures, and more are predicted for 2016. Far from being a state experiment, legalization of cannabis in the 2010s is shaping up to be a full movement. The general consensus among government watchers is that this genie is not going back into the bottle.

http://www.washingtonpost.com/blogs/wonkblog/wp/2015/03/10/the-senate-marijuana-reform-bill-would-bring-federal-policy-in-line-with-medical-research/

 

In Washington, the state Liquor Control Board has been tasked with developing and managing the legal framework, and has been moving at a cautious pace, having only opened up sales in July of 2014. Unlike Colorado, which essentially extended it’s medical market to allow for recreational sales, Washington created an entirely new economic model for I-502, separating out businesses into Producers, Processors, and Retailers, which basically work like this:

  • Producers (Growers): These are the growers of material; they have physical property where they grow seeds or clones and manage the raw material through harvest. They can sell unfinished product in the form of flower directly to retailers, but they cannot reproduce other products without a processing license.
  • Processors (Product makers): These are the product developers and makers that provide added value to raw materials. They can only buy raw material from producers, and sell only to retailers (no sales to consumers)
  • Retailers (Store owners): These are the only business that can sell to the end customer. They are forbidden from having an “economic interest” in either producers and processors.

As of March 2015, nearly a thousand businesses have been issued licenses, all trying to make it big in this new legal world. While there is much fanfare and enthusiasm, as well as mutual support in the industry while everyone tries to figure out the landscape, I expect to see quite a bit of churn, given the variability in price, supply, and the eventual commoditization of the majority of the products. While the market isn’t exactly cutthroat, the price pressure from the unstable supply, along with rather burdensome tax requirements have brought about unique challenges to many businesses operating in the space. Interesting figures include seasonal variability in price, as well as the significantly higher numbers of tourists than expected making up the customer base, upward of 50% of total sales, and closer to 80% of the retailers close to border states.

Legalization has also brought out innovative thinkers and venture capitalists looking to invest in the next big thing, producing products that otherwise might never have seen the light of day. Non-commodity products, like this marijuana-infused sex lubricant, to mainstream brands contemplating entry into the market may offer unique brands a chance to thrive, however, I do expect the majority of producers to find themselves in a price war to the bottom.

How will things change once the legal recreational market fully takes hold? I can only imagine that the impact of the industry will accelerate, I suspect in years hence, we’ll see new business models, new social activities (MJ games > drinking games), and other creative developments in what was previously a closet industry. In Seattle, a city councilman proposed a new legal concept–a licensed marijuana bar/vapor lounge.

Quite interesting times here!

More resources:

  • http://cannabisandsocialpolicy.org/
  • http://norml.org/
  • http://www.cannalawblog.com/

R.I.P. Maxis (1987-2015): In Defense of Simcity

I was originally writing this post to be a defense of Simcity, but in light of the recent shutdown of EA Maxis’s Emeryville studio, the headquarters of what was once Maxis, after years of poor management by EA, I felt the need to speak out on this travesty. There are more complete obituaries of Maxis online–notably this one, which I enjoyed reading; this one is my personal story with Maxis and their games.

I’ve been a long time fan of Simcity, having played every version since Will Wright’s original in elementary school. Each iteration attempted a daunting task and presented the challenge to the player: the simulation of an entire city and its various layers of operation. Nothing gives you more appreciation of urban planners around the world like a game that gives you exposure to various simulated aspects of city building. Maxis took this idea and wrapped it up with addictively fun game mechanic has no formal “end”.

The studio long had a reputation for fun and intellectually fascinating edu-tationment oriented simulation games, which I had become familiar through Scholastic Apple catalogs we’d get from school. I found nearly every offering compelling because, aside from the hugely interesting subject matter, nothing like it was out there (this was the early 1990s). The real lasting appeal to those who love to explore was that many of their games never needed to end and they encouraged you to explore the limits of the simulation. SimLife and SimCity in particular could be endlessly perfected, generating a fascinating steady state of a living ecosystem, whether an entire planet, or a booming metropolis. The Maxis of the 1990s provided great experiences through quirky games like SimAnt, SimLife, Unnatural Selection, SimTower, to smash hit simulations like SimCity 2000. I played each of those, and loved them all. It was the early ’90s and was the golden age of DOS and PC gaming.

Simant (1991) – This was the first game that I ever bought for my DOS computer – This was in second grade, so I was 7 years old, in 1992. The computer I played it on was our family PC, a 386SX 16MHz / 4 MB / 60 MB HDD, and the game came on a single 1.44 MB floppy. I still have the manual.

Being a weird nerdy kid, I loved reading manuals and guides to things, and I loved the literature that Maxis provided, both in their physical manuals and accompanying publications, but also their in-game “lore”, in the form of scientific summary. I learned more about ants while playing SimAnt than I did anywhere else. Oh, the good old days, when Maxis actually cared about the subject matter, and indeed, felt more authentic to the subject matter and left the game mechanics develop around it.

The story of Maxis is a prime example of the sad fate of independent artists and thinkers when forced to operate under a profit machine. Maxis, as one of the most quirky and inventive studios may have had no hope under a monotonizing corporate giant, and sealed its own fate when on July 28th, 1997, it signed away its soul to EA. A quick read through the comment thread of the Ars article shows that this move was little surprise to many:

http://arstechnica.com/gaming/2015/03/ea-closes-simcity-studio-maxis-emeryville/?comments=1
http://arstechnica.com/gaming/2015/03/ea-closes-simcity-studio-maxis-emeryville/?comments=1

 

The Tale of Two SimCities

My latest experience with a Maxis product was Simcity 2013, and the Cities of Tomorrow expansion. Having thoroughly enjoyed both, it’s quite a challenge to reconcile the experience with the online negativity surrounding the game. It has incredibly unique IP, a great game engine, wonderful content and replayability… yet collapsed under the collective weight of player expectations, and poor management by EA. If one came to appreciate it at it’s best, it’s an incredibly awesome simulation that is quite unlike any other mainstream game out there, but I guess in EA’s world, that’s the end of the line.

After buying the game on a whim at the end of 2013, I’ve been pleasantly surprised can say that if you try to enjoy it for what it is, rather than what previous Simcity has taught you expect, or what else you want it to be, then you can come to appreciate that it is an incredibly intricate simulation of a city, that has an incredible amount of dynamic activity that come together in fascinating, sometimes unexpected ways–often in the form of snarling traffic.

Indeed, I too have had many frustrating issues, and the issues that plagued Simcity at launch continued intermittently throughout my play time. A lot of forgiveness later, there still is a thoroughly enjoyable game that is well worth whatever fire sale price it can be had at now. I’ve played quite a bit, and over time, I’ve gotten quite good at building wealthy, highly educated, virtual cities, with wacky transportation options:

Simcity - Endeavour City

Simcity - Endeavour City-2

I won’t address those criticisms individually, but I can say that the game is much more enjoyable when creating an ecosystem of cities, rather than a single gigantic one, and as i got better at engineering entire urban regions, the strategic element of game play became quite rich and enjoyable. As I came to understand the model behind the game, I became increasingly appreciative to the intricacies of what was being simulated. Dan Moskovitz gave a great talk at GDC 2013 on the SimCity engine, Glassbox, after which, I much better understood how to work with the underlying engine.

The game itself, when it works right, is quite fun, and like I mentioned before, is quite like managing a living, breathing entity in some sort of equilibrium. My favorite times in the game would be when I rescued a struggling city, and built it up into a stable steady state, and i could sit back and watch it go. I would say it has the same therapeutic benefit as tending to a garden or watching fish in an aquarium. It helps that the game has a stellar soundtrack, which alone is worth the purchase price for me–I particularly love the soundtrack from the expansion:

All of which, makes the bungled launch, the excessive in-app-purchase like add-on content, and the incomplete feature set at launch (no single player mode?), seem like a series of publisher date/design-meeting compromises, along with an odd review-score changing incident that ultimately dinged the game so badly that I can only imagine that sales must have suffered. A shame really, as it likely was the final excuse EA needed to axe what was left to go fund cheaper projects like EA Sports: XYZ 2016.

In the end, what’s left is an odd lesson on corporate acquisitions and the impact on one’s identity and soul. None of this should be news to any studios today, but Maxis, for it’s long personal history with me, is one that I’ll remember passing. As for Simcity, it’s truly unfortunate that it’s legacy is going to be the one that self-destructed under EA, but for what it’s worth, I know history will remember Maxis for the incredible contributions it made to millions of kids like me, growing up to love games and tinkering around with systems and agents.

But as you’ll notice that the internet has since dumped it’s hate on the review score. Oh well, thus is the life and end of EA franchises. I hope the spirit can live on.

Mars Proficiency: 10 Techs to Master

One of the greatest themes of Interstellar (2014) is the notion that to avoid the tragedy of the commons and make the big picture best decisions, is that we need to “think less as a human, and more as a species”.

For reasons supported by many, and well expressed in the film Interstellar (2014), the extinction of the human race is an inevitability if we stay on Earth. Many of these concerns are beyond timescales of our own lives, but as a civilization and a branch of life, certainly. That said, I don’t think this should be our main drive for colonization of planets, but rather, for it’s long-term economic viability and component of an interplanetary society.

These types of discussion used to be purely the realm of science fiction, but there’s definitely something to be said for planning, and the framework for these missions may only be years to decades away at most. As the only technological species on the planet, should something occur, it would either be of our own doing, or it would leave us as the only species with the means to do something about it, for the sake of much of Earth’s ecosystems.

Why Mars?

Many discussions have been made about some sort of base at a Lagrangian point, either between the Earth-Moon as a local or Earth-Sun as deep space station. I suspect it may be of use at some point if asteroid mining really takes off (2020s?), in which case, local processing, mining on site and processing at a Lagrangian point would be far cheaper energetically (not to mention safer) than hauling a massive rock to a near-Earth processing facility. It’s an interesting thought, but I believe most of this system would be automated. Space drones, mini orbiters and robots would likely do most of the dangerous zero-G mining work, though I suppose a few individuals might love the remoteness and isolation that a remote asteroid mining town could foster.

For a larger human settlement though (dozens, or hundreds, or more), a planetary body is a much more practical destination, and while the outer solar system is host to some other interesting destinations, many are close to a decade away at near-term technologies, rendering them on practical terms, “too far”. Thus, for the near future (by which I mean 2030s), human settlement will likely be confined to the inner solar system, of which only Mars is a solid candidate. But indeed it is a fine candidate, at least compared to current alternatives, and is a great stepping stone for more advanced skills we would need beyond Mars. It’s proximity to the asteroid belt may also make it more advantageous for asteroid mining, possibly a key future industry to Mars settlements.

While there has been substantial focus by public agencies on the “exploration” of Mars, the flag-planting that NASA has planned for the 2030s fall far short of establishing a permanent, self-sustaining population on the Red Planet. There are many reasons for the lack of ambition in our public agencies–being overly influenced by politics, lack of technical imagination and of course, being stymied by political gridlock, concerns of cost, and the need to justify returns on investment–but this leaves humanity without a plan for expanding beyond Earth in the 21st century.

The accelerating privatization of near-Earth orbit over this decade has shown that the economic model for space is poised for change, allowing the efficiency of private “New Space” entities to produce industry-shaking innovations to replace the old public-financed “Old Space” world. By deriving technical and economic models based on first principles, and despite not having the benefit of cost-plus contracting, these new upstarts now provide access to space as a service. These lessons suggest to me that a privately-led venture, or a multitude of ventures, would be more viable for establishing a permanent, self-sustaining colony on Mars than any existing public initiative.

Our long-term goal is to establish Mars as a colony where the general human population can participate, and this project aims to bring together thought leaders and potential stakeholders to develop a clear roadmap, technical integration, and requisite partnerships to make this vision a reality. By opening up Mars as a place that humans can call home, we can help ensure that humanity is on a roadmap to becoming an interplanetary species.

The organizational needs for establishing such a colony would be substantial, but within the realm of reason. Other interesting sociological questions arise that we can discuss today, including the governance structure of such a colony, the expected capacity, the length of individual stays, what skills would be necessary, what problems could be faced, etc… Indeed, these are the kinds of questions that I’d like to see raised as it’s been demonstrated repeatedly that the public is interested, and that this is the right time; but we need the compelling contributions of all people to push forward our civilizations next great work.

(On a side note, I’ve been following Jumpstartfund.com, a startup dedicated to building commercial enterprises from ideas. At least, it is as of now. There, I’ve posted on my thoughts on Mars, and hope to engage some interested folks to enable this great endeavor!)

Walls to climb

If it hasn’t been clear, I’m a bit of a fan of strategy games, and no it’s not just the Korean side of me. I also like to make game references. So, if this Mars Colony was a “Great Work” of humanity, what would be its prerequisite technologies? How much would it cost? I’m no uber-scientist, but I love to brainstorm–here are a few that come to mind:

1. Solar power and grid-level battery backup (DONE)

To survive effectively on Mars, any colony needs a reliable source of electricity to support it’s needs. Mars receives less sunlight than Earth affecting PV effectiveness somewhat, and occasional dust storms will likely affect solar availability as well, but assuming flux typical of what you’d expect on the surface of Mars, being optimistic and using current tech as a model ~5 square meters of feasibly could generate 1,000 W (ballpark figures–Mars receives about a third of Earth’s sunlight where we get a theoretical 1,300 W / sqm at equator, max solar efficiency that I’ve seen is ~44%). This must be stored in order to allow use through dark periods, through some type of battery.

2. Power Efficiency (DONE)

Assuming that early colonies don’t rely on nuclear power (unlikely, given the necessary weight of a reactor), solar with battery backup will likely be the main source of power. And unlike Earth, where you can at least still survive without electricity for a while, on Mars, losing power would mean pending death unless recovered. As a result, expect the first Martian colonies to ration power like blood. Thankfully, we don’t heat up our homes light incandescent bulbs anymore, and from LED lighting, to low-power mobile devices, we made huge strides in reducing our power usage, at least in America and Western Europe. In the US, power peaked around 2006 before the recession, and despite the recovery, and a meaningful increase in population since then, we’ve actually decreased power consumption since then. Remarkable what we can do when you have the will and the means.

3. Electric everything (READILY FEASIBLE)

Due to the obvious fact that the Martian atmosphere is not going to let you burn anything, internal combustion just won’t work. Thankfully, a few companies have been devoting a great deal of resources into developing electric vehicles and charging infrastructure, so we can check this one off.

Nasa did the research! Blame them! :)
http://www.nasa.gov/mission_pages/msl/multimedia/pia16460.html

4. Radiation shielding (CHALLENGE)

Mars does not have an effective magnetic field or ozone layer to shield it from damaging charged particles and solar radiation. As a result, any long term habitat for humans will need to consider how to shield itself from radiation, and mitigate it’s effects on the surface. There are clever ways to do this, but the best shielding is to build underground. A colony build underground could be shielded from the solar effects–not to mention any concerns over the increased risk of micro-meteorites due to the thin atmosphere and proximity to the asteroid belt.

To build underground though… this may have to be the task of robots. Good thing we’re good at that already.

5. Advanced computer vision-enabled robotic systems allowing for autonomous excavation, mining, construction (ADVANCING)

We’re about partway through the academic cycle on this one. Regarding computer vision, its pretty obvious that it’s going to matter a lot for drones, and with drones becoming more autonomous, for non-lethal activities, it makes sense to have them manage themselves. In the mining industry, earth-moving scale mining operations commonly use robotic mining equipment, though still often managed remotely. To move this further to allow robotic operation on Mars beyond mining could yield many benefits, including construction of radiation safe habitats, maintenance to atmosphere facing sides of the habitat, resource gathering in the field, field repair of vehicles, regular ferry between Mars surface and orbit, and from Mars orbit to Earth orbit, etc…

6. 3d-printing, micro-manufacturing, digital goods (ADVANCING)

Given the difficulties in moving physical goods to and from Mars, the ability to manufacture new equipment on-site will be a crucial strategic asset on Mars. Nasa has recently equipped the ISS with a 3d printer and tested the ability to digitally send parts for printing in space. This, and further developments will help provide necessary proficiency in on-site manufacturing that will be essential on supply-limited Mars.

7. Extreme-Agriculture and food (ADVANCING)

Humans like to eat food. If it weren’t for this unfortunate problem, we’d be able to get by without this gigantic requirement. But, let’s take this in stride; any thriving Mars colony will likely have the freshest locally-grown organic goods imaginable. Such will be the norm when all the water you drink and the air you breathe is tightly managed and pollution-sensitive. I’ve mulled around whether creating a true biosphere makes sense on Mars, given the past failures, but realistically, that’s overkill. Hydroponics and recent innovations in vertical farming show that massive improvements have yet to be made in the art of growing food. Our innovations in water management for smart cities will in turn provide a foundation for efficiencies in space.

8. Latency-tolerant interplanetary internet, and mass planetside caching (PLANNING)

The propagation delays, even at lightspeed are in the realm of minutes between Earth and Mars; naturally, we would like to expand the notion of the internet from being geo-centric to a solar system wide entity, with minimal latency. Perhaps caching content across Earth and Mars internet nodes. Some leading minds are involving resources to this; given what we can do today already, I suspect this is almost a no brainer :).

9. Colony governance

Yet unclear is what the level of government we would establish in the initial colony. Due to the amount of shared spaces and resources, individual space would be severely compromised, as compared to the typical Western lifestyle. The small populations of the initial colonies suggest that it would rely extensively from outside economic support.

Still, as long as basic human needs are being met, I think many people will be able to adjust. Still, such long term habitation in a confined space will likely induce some stresses on the population. I would hope that folks are able to recognize the shared struggle that this venture is. Given the long term habitation

10. Survival sufficiency

Any need for supplies and personnel would take at least 7 months (when orbital alignment is most favorable) a life altering commitment by the person choosing to go. Despite reusable rockets, the current direction still looks like a 500 day round trip period when using the ideal window. Any other orbital transfer would take longer, or use more fuel. So this necessitates having a baseline level of expertise in the colony populace, and coverage of key colony health subjects.

In a way, the Mars colony, can be seen as the most remote human village ever created.

I’m sure other key barriers will be recognized that require addressing in the days ahead. Please suggest any to me, if there’s something missing that you feel should be on here.