1 00:00:05,368 --> 00:00:07,750 ERIK DEMAINE: I think fun is a very important part 2 00:00:07,750 --> 00:00:10,890 to life in general, and in particular, work. 3 00:00:10,890 --> 00:00:13,420 Maybe not so common to view it that way, 4 00:00:13,420 --> 00:00:15,909 but I think if you have fun, if you enjoy, 5 00:00:15,909 --> 00:00:17,700 and if you're passionate about what you do, 6 00:00:17,700 --> 00:00:19,050 then you'll do it well. 7 00:00:19,050 --> 00:00:20,880 And you'll be super-productive. 8 00:00:20,880 --> 00:00:23,390 And people will love you for it. 9 00:00:23,390 --> 00:00:27,260 And so my guiding principle in the research that I do 10 00:00:27,260 --> 00:00:31,646 has been to always pursue what I view as fun. 11 00:00:31,646 --> 00:00:34,020 And sometimes it's things that are very relatable as fun, 12 00:00:34,020 --> 00:00:35,492 like games and puzzles. 13 00:00:35,492 --> 00:00:36,950 Sometimes it's more obscure things, 14 00:00:36,950 --> 00:00:38,610 but I personally find them really fun. 15 00:00:38,610 --> 00:00:41,160 And maybe they're more practical. 16 00:00:41,160 --> 00:00:43,400 And so it's also nice to have a mixture. 17 00:00:43,400 --> 00:00:47,900 But in teaching, I think learning should also be fun. 18 00:00:47,900 --> 00:00:50,730 My dad raised me this way when he was homeschooling me-- 19 00:00:50,730 --> 00:00:53,870 and that always, you should learn 20 00:00:53,870 --> 00:00:55,170 what you're curious about. 21 00:00:55,170 --> 00:00:58,020 And so conversely as a teacher, I 22 00:00:58,020 --> 00:01:02,680 want to make material really interesting and intriguing 23 00:01:02,680 --> 00:01:06,590 and just fun to learn about, because I think students will 24 00:01:06,590 --> 00:01:08,760 be more excited and engage more with the material 25 00:01:08,760 --> 00:01:10,190 if they enjoy it. 26 00:01:10,190 --> 00:01:12,090 Seems natural. 27 00:01:12,090 --> 00:01:14,320 And so in this class, I really tried 28 00:01:14,320 --> 00:01:16,930 to bring lots of fun examples-- I mean, 29 00:01:16,930 --> 00:01:19,977 maybe there are some more serious problems 30 00:01:19,977 --> 00:01:21,560 that people have proved hard, and then 31 00:01:21,560 --> 00:01:23,222 there's more entertaining problems 32 00:01:23,222 --> 00:01:24,430 that people have proved hard. 33 00:01:24,430 --> 00:01:27,320 So I often cover both. 34 00:01:27,320 --> 00:01:29,120 But given the choice, I would prefer 35 00:01:29,120 --> 00:01:31,504 the one that's more entertaining and something 36 00:01:31,504 --> 00:01:34,170 that people can relate to, like, yeah, I played that video game. 37 00:01:34,170 --> 00:01:35,060 And it was really tough. 38 00:01:35,060 --> 00:01:36,976 And now we can actually prove that it's tough, 39 00:01:36,976 --> 00:01:40,040 then that's what makes it exciting. 40 00:01:40,040 --> 00:01:41,970 And so it's really nice-- I mean, 41 00:01:41,970 --> 00:01:45,670 I view teaching as kind a entertainment of sorts. 42 00:01:45,670 --> 00:01:48,357 I think it's nice to have that as a goal. 43 00:01:48,357 --> 00:01:50,440 And if people are entertained, they'll be engaged. 44 00:01:50,440 --> 00:01:51,370 And they'll learn the material. 45 00:01:51,370 --> 00:01:52,911 And they'll care more deeply about it 46 00:01:52,911 --> 00:01:56,140 and hopefully do research in the field and all that. 47 00:01:56,140 --> 00:01:58,750 When I was younger, when I was a graduate student, 48 00:01:58,750 --> 00:02:02,150 a lot of my more senior colleagues, other professors, 49 00:02:02,150 --> 00:02:07,780 would warn me that it was maybe dangerous to pursue fun things, 50 00:02:07,780 --> 00:02:09,509 that people would not view it as serious. 51 00:02:09,509 --> 00:02:13,040 And maybe you won't get a job when you graduate. 52 00:02:13,040 --> 00:02:15,970 And I kind of ignored those people. 53 00:02:15,970 --> 00:02:19,540 And it was a bit of a bold guess. 54 00:02:19,540 --> 00:02:22,240 But it worked out well for me. 55 00:02:22,240 --> 00:02:24,250 And later, those same people apologized 56 00:02:24,250 --> 00:02:26,340 for making that suggestion. 57 00:02:26,340 --> 00:02:30,086 I think, again, if you do things you're passionate about, 58 00:02:30,086 --> 00:02:31,210 you'll do them really well. 59 00:02:31,210 --> 00:02:32,460 And you'll be very productive. 60 00:02:32,460 --> 00:02:37,250 And so you can make up for the topics being 61 00:02:37,250 --> 00:02:40,810 more recreational by showing that they're 62 00:02:40,810 --> 00:02:44,410 really powerful and really deep mathematically. 63 00:02:44,410 --> 00:02:48,080 And that's turned out to work for me. 64 00:02:48,080 --> 00:02:53,060 Since being at MIT, it was, again, like well, like, tenure. 65 00:02:53,060 --> 00:02:55,180 Will people appreciate the fun side of things? 66 00:02:55,180 --> 00:02:57,175 And I do lots of serious things in addition 67 00:02:57,175 --> 00:02:58,130 to lots of fun things. 68 00:02:58,130 --> 00:02:59,560 But it worked out. 69 00:02:59,560 --> 00:03:00,580 I got tenure. 70 00:03:00,580 --> 00:03:06,360 And in fact, I think it's an important part of who I am. 71 00:03:06,360 --> 00:03:08,840 One analogy is to Martin Gardner. 72 00:03:08,840 --> 00:03:10,130 He's sort of an idol of mine. 73 00:03:10,130 --> 00:03:11,630 I never got to meet him, although we 74 00:03:11,630 --> 00:03:13,740 corresponded a little bit. 75 00:03:13,740 --> 00:03:18,040 And he is called the father of recreational mathematics. 76 00:03:18,040 --> 00:03:21,270 He wrote a column for Scientific American for decades. 77 00:03:21,270 --> 00:03:24,830 And it really influenced a lot of present day mathematicians 78 00:03:24,830 --> 00:03:26,980 and computer scientists to get into the field, 79 00:03:26,980 --> 00:03:28,230 because they read this column. 80 00:03:28,230 --> 00:03:29,810 And it's talking about open problems, 81 00:03:29,810 --> 00:03:30,960 but in a very accessible way. 82 00:03:30,960 --> 00:03:32,334 He wasn't really a mathematician. 83 00:03:32,334 --> 00:03:34,770 He just learned from mathematicians 84 00:03:34,770 --> 00:03:37,630 that he knew and wrote about the cool problems, very accessible 85 00:03:37,630 --> 00:03:41,170 problems, and fun problems, that people were working on 86 00:03:41,170 --> 00:03:43,660 and what kind of solutions they had. 87 00:03:43,660 --> 00:03:46,600 And so Martin Gardner's kind of a model-- 88 00:03:46,600 --> 00:03:48,370 although I do it more in the teaching side 89 00:03:48,370 --> 00:03:50,680 than in the writing side-- of a way 90 00:03:50,680 --> 00:03:54,600 to engage new people into the field, 91 00:03:54,600 --> 00:03:56,090 get people excited about science, 92 00:03:56,090 --> 00:03:58,490 and technology, and mathematics. 93 00:03:58,490 --> 00:04:01,350 And I think MIT appreciates that a lot, 94 00:04:01,350 --> 00:04:04,450 that by working on fun problems, you can reach a broad audience. 95 00:04:04,450 --> 00:04:06,760 And when we proved Super Mario Brothers as NP complete, 96 00:04:06,760 --> 00:04:10,120 all the newspapers were covering it, like, wow. 97 00:04:10,120 --> 00:04:12,166 Hard Nintendo games really are hard. 98 00:04:12,166 --> 00:04:14,540 You know, mathematicians proved this thing everyone knew. 99 00:04:14,540 --> 00:04:18,620 It sounds funny, and so it makes for good press. 100 00:04:18,620 --> 00:04:21,360 And I think people are intrigued by, oh, what does that mean? 101 00:04:21,360 --> 00:04:24,560 Then they can go and read the paper or take this class, 102 00:04:24,560 --> 00:04:27,250 and it covers how do you prove something like that? 103 00:04:27,250 --> 00:04:29,190 And how do you actually-- it's really 104 00:04:29,190 --> 00:04:31,570 fun to prove that Super Mario Brothers is hard. 105 00:04:31,570 --> 00:04:35,830 You basically construct little levels that build a computer. 106 00:04:35,830 --> 00:04:37,750 So you build a Super Mario Brothers level that 107 00:04:37,750 --> 00:04:39,010 represents an entire computer. 108 00:04:39,010 --> 00:04:41,187 And that's a fun thing to do. 109 00:04:41,187 --> 00:04:42,770 And I think it can get a lot of people 110 00:04:42,770 --> 00:04:45,470 excited about computer science. 111 00:04:45,470 --> 00:04:48,270 When I first came to MIT, I used this 112 00:04:48,270 --> 00:04:52,610 as a principle to get new graduate students started. 113 00:04:52,610 --> 00:04:55,190 So they're trying to find a problem to solve. 114 00:04:55,190 --> 00:04:57,440 They don't really know what they're interested in. 115 00:04:57,440 --> 00:04:59,460 So often, I'll suggest a game or a puzzle. 116 00:04:59,460 --> 00:05:00,826 Hey, let's prove this hard. 117 00:05:00,826 --> 00:05:02,200 One of the first ones was Tetris. 118 00:05:02,200 --> 00:05:06,540 That was done with two MIT students back in 2003, I think, 119 00:05:06,540 --> 00:05:08,079 just after I started. 120 00:05:08,079 --> 00:05:10,120 It's like, I've always been curious about Tetris. 121 00:05:10,120 --> 00:05:11,830 It seems really tricky. 122 00:05:11,830 --> 00:05:13,990 And then together, we proved that it was hard. 123 00:05:13,990 --> 00:05:15,570 And that was their first paper. 124 00:05:15,570 --> 00:05:17,950 And it got them kind of psyched up and ready 125 00:05:17,950 --> 00:05:19,800 to solve more problems. 126 00:05:19,800 --> 00:05:22,490 They don't do hardness of games anymore, 127 00:05:22,490 --> 00:05:25,030 but it was like a nice warmup to build their confidence 128 00:05:25,030 --> 00:05:26,814 and show that they can do this. 129 00:05:26,814 --> 00:05:28,230 So I think a lot of these problems 130 00:05:28,230 --> 00:05:30,690 are it's hard just made easy. 131 00:05:30,690 --> 00:05:32,530 It becomes quite accessible. 132 00:05:32,530 --> 00:05:35,560 One of the things that really made me happy about this class 133 00:05:35,560 --> 00:05:39,260 is-- I teach a lot of advanced theory classes. 134 00:05:39,260 --> 00:05:42,600 And each one of them has a final project at the end. 135 00:05:42,600 --> 00:05:45,420 And this class also had a final project. 136 00:05:45,420 --> 00:05:47,280 And there are many types you can do. 137 00:05:47,280 --> 00:05:49,540 But the type I'm always most excited about 138 00:05:49,540 --> 00:05:51,700 is to solve an open problem. 139 00:05:51,700 --> 00:05:56,280 And in this hardness proof class, most of the student 140 00:05:56,280 --> 00:05:57,850 solved an open problem. 141 00:05:57,850 --> 00:06:01,580 Compared to any other class I've taught or seen, 142 00:06:01,580 --> 00:06:03,510 many more students solve the open problems, 143 00:06:03,510 --> 00:06:05,980 because a lot of them are relatively accessible. 144 00:06:05,980 --> 00:06:08,585 You can take a game or puzzle that just you like playing 145 00:06:08,585 --> 00:06:10,860 and you have expertise in, but no one else 146 00:06:10,860 --> 00:06:12,800 has tried to analyze mathematically. 147 00:06:12,800 --> 00:06:15,470 And now, suddenly, you can bring these new tools to it 148 00:06:15,470 --> 00:06:19,340 and prove your result and write a paper. 149 00:06:19,340 --> 00:06:21,790 Fun is like the hook that gets you 150 00:06:21,790 --> 00:06:27,030 excited about the research, the problems, and the material. 151 00:06:27,030 --> 00:06:30,930 So we analyze a lot of games and puzzles. 152 00:06:30,930 --> 00:06:33,390 And most of them, to kind of keep it interesting, 153 00:06:33,390 --> 00:06:36,115 we analyze real world games and puzzles, like video games 154 00:06:36,115 --> 00:06:38,040 that people play. 155 00:06:38,040 --> 00:06:40,450 And one example is Super Mario Brothers, 156 00:06:40,450 --> 00:06:43,380 where we can prove that it's NP hard to figure out whether you 157 00:06:43,380 --> 00:06:44,930 can solve a given level. 158 00:06:44,930 --> 00:06:48,310 So there's no good algorithm to, given a Super Mario Brothers 159 00:06:48,310 --> 00:06:51,150 level, figure out how to solve it. 160 00:06:51,150 --> 00:06:54,170 This, I guess, becomes particularly relevant 161 00:06:54,170 --> 00:06:57,020 once you can make your own custom levels. 162 00:06:57,020 --> 00:07:01,980 So with the upcoming release of Super Mario Maker, now 163 00:07:01,980 --> 00:07:05,090 people can actually build their own levels. 164 00:07:05,090 --> 00:07:07,630 This'll be really fun from a research perspective, 165 00:07:07,630 --> 00:07:10,400 because we can take all the levels that we've designed. 166 00:07:10,400 --> 00:07:12,972 When we design them, we just arrange them as pixel art, 167 00:07:12,972 --> 00:07:15,180 so that you can see the level, but you can't actually 168 00:07:15,180 --> 00:07:16,964 experience the level. 169 00:07:16,964 --> 00:07:18,880 And in order to actually experience the level, 170 00:07:18,880 --> 00:07:20,780 you'd have to modify the ROM of the game. 171 00:07:20,780 --> 00:07:24,340 And it's very tricky and technically annoying, 172 00:07:24,340 --> 00:07:27,230 and maybe also illegal to do that. 173 00:07:27,230 --> 00:07:30,340 Super Mario Maker suddenly makes it accessible 174 00:07:30,340 --> 00:07:32,140 that everyone can make custom levels. 175 00:07:32,140 --> 00:07:34,140 I think it also makes the results more relevant. 176 00:07:34,140 --> 00:07:36,690 It says, hey, if you download a new level, 177 00:07:36,690 --> 00:07:39,330 figuring out how to solve it is going to be a real challenge. 178 00:07:39,330 --> 00:07:41,570 And I think this is a big reason why 179 00:07:41,570 --> 00:07:44,710 people find video games fun, because they 180 00:07:44,710 --> 00:07:45,915 find them challenging. 181 00:07:45,915 --> 00:07:48,040 I think if a game is too easy-- there are exception 182 00:07:48,040 --> 00:07:52,190 but if a game is too easy, it gets boring pretty quickly. 183 00:07:52,190 --> 00:07:54,872 And when there's this nice-- when 184 00:07:54,872 --> 00:07:56,580 you can set the difficulty of the problem 185 00:07:56,580 --> 00:07:59,600 so it's not impossible, but at least it's a big challenge 186 00:07:59,600 --> 00:08:03,710 to solve it, I think that's where you get 187 00:08:03,710 --> 00:08:05,970 the sweet spot in having fun. 188 00:08:05,970 --> 00:08:08,130 And this whole area of hardness proofs 189 00:08:08,130 --> 00:08:11,070 gives you a mathematical way of analyzing games and puzzles 190 00:08:11,070 --> 00:08:13,050 to show, yeah, they are really challenging. 191 00:08:13,050 --> 00:08:15,270 They're hard even for computers to solve them. 192 00:08:15,270 --> 00:08:19,000 So for humans, it could be also really challenging.