# List of Unfinished Interesting Esolangs

Here are some designs for esoteric programming languages that I've worked on, but which have turned out to be a bit resistant to joining the ranks of the completed. You could describe them as "open problems" in esolang design — but that would suggest that the completed designs would be "solutions" to something. (Ha!)

I've disseminated what little I have for these designs here because it looks unlikely that I'll have the time and resources to complete them in the near future, and I am a gracious individual who wouldn't want to hoard these potentially beautiful things.

If you would like to continue the work on any of these designs, feel free. Of course, if you do manage to complete something based on one of them, I would appreciate being given some credit (since you are a gracious individual as well, right?)

### AINSNIA

• acronym-for: AINSNIA Is Not SETL, Nor Is AINSNIA
• genre: Esolang
• summary: fundamentally based on sets

When I first heard of SETL, the "SET Language", I was intrigued, but when I looked into it, I found it just wasn't based on sets fundamentally enough for my taste.

AINSNIA would be the remedy for that. In AINSNIA, functions take sets, return sets, and are built up from sets. The key idea to achieve this is encode ordered pairs (a,b) as Kuratowski pairs {{a}, {a,b}}.

This could probably be put into a Scheme-like framework. Instead of (ordered) s-expressions, you have (unordered) set-expressions. So instead of `(list 1 2 3)` you have `(set 1 2 3)`. But actually this should be at the lowest level, so that `(quote (1 2 3))` is a set. You would do the Kuratowski thing to encode order, but you'd have to do it everywhere, which would get, wow.

On the other hand, `map` and friends stay mostly the same, they just work on sets now.

### Belabour

• genre: Esolang
• summary: 'relative entropy meets Prolog: a crossword logic game'
• inception-date: ca 2006

While in Vancouver, I came across a copy of that classic book on Information Theory, The Mathematical Theory of Communication (Claude Shannon and Warren Weaver, University of Illinois Press, 1969), and found this quoted on page 14:

"...[I]t is interesting to note that a language must have at least 50 per cent of real freedom (or relative entropy) in the choice of letters if one is to be able to construct satisfactory crossword puzzles. If it has complete reedom, then every array of letters is a crossword puzzle. If it has only 20 per cent of freedom, then it would be impossible to construct crossword puzzles in such complexity and number as would make the game popular. Shannon has estimated that if the English language had only about 30 per cent redundancy, then it would be possible to construct three-dimensional crossword puzzles." — Warren Weaver, Recent Contributions to the Mathematical Theory of Communication

So let us consider another puzzle game based on another language. The language is not so strange; take Prolog's semantics and cast them in Forth's syntax (Reverse Polish Notation — RPN.) That includes identifiers — to construct the atom `cat` you might say `ca.t.`, or equally well, `tca..`. To express a Horn clause like `gp(X,Y) :- p(X,Z), p(Z,Y)`, you might say `XY,gp.*ZY,p*XZ,p*&:`, or any of a number of other valid permutations.

Now, let us say that that clause need not only be read left to right, but, like a crossword puzzle entry, could be read top to bottom. And that a set of such clauses shall be cast into a grid, with the rows and columns both being clauses in the logic program, even though they are overlapping. And, just to keep it feasible, we provide in the language a symbol `#` which does nothing except waste space.

So, here is the game: I give you a logic puzzle, hopefully of some moderate "interestingness", like that old chestnut about the farmer with his goose and his fox who's trying to smuggle them onto a boat into Eurozone, or get them to market, or something. You give me a n×n square grid of symbols which contains a Belabour program which solves this puzzle. You get points for making n small; you have points deducted for using `#`.

What would this game tell us about the percent of relative entropy in logic? If nothing so profound could learned about "pure logic", per se, then what about Horn-clause-based logic programming — and is that not still an interesting question?

### Boo-yah!

• genre: Esolang
• summary: overlapping instructions in 2 dimensions
• inception-date: ca 1998

This thing's terminally undesigned. I started thinking about it in the late nineties — possibly as early as 1998 — in Winnipeg.

The challenge is to design a 2-dimensional language similar to Befunge-93, except where each instruction is is composed, not of a single symbol, but of a 2×2 square of symbols. As in Befunge, the IP should move at a rate of one cell per tick, and that means that each executed instruction must in general share two symbols with the previously executed instruction. In other words, in Boo-yah!, instructions overlap.

Symbols are drawn from the alphabet {`/`, `\`}. This two-symbol alphabet gives us 2^4 = 16 possible instructions. 4 of these instructions would be used to direct the flow of the IP like Befunge's `><^v`:

``````\\  //  /\  \/
//  \\  /\  \/
``````

That leaves 12 instructions to manipulate the state.

One of the reasons that this has gone undesigned for so long is the difficulty in selecting a sufficiently "sweet" combination of instructions: one which will allow the instructions to be overlapped, while also having the instructions manipulate the state of the program in useful and interesting and non-trivial ways.

It would be very tempting to just riff on brainfuck and have a tape, instructions that increment and decrement the current cell on that tape, and instructions that move back and forth on the tape. But I think that's a bit boring. Ideally, each instruction would affect several different bits of state in the runtime model simultaneously, and it should be possible to come up with a series of instructions in which most, but not all, of those state changes have been cancelled out, leaving only the desired change in state. Since this cancellation approach would naturally dovetail with overlapping, it would be a good fit for the language.

• genre: Joke language
• summary: programmagnetic induction
• inception-date: ca 2009

Execution of instructions in one program creates a "programmagnetic field" which induces the execution of instructions in another nearby program.

Now, I think that's a pretty good joke language, as is. But it could maybe even be developed into something usable. Of course, it would ideally adhere to as many of the rules of electromagnetic induction as possible — cross product of the flux, and all that jazz. Being able to wind a program around into a coil whose inductance can be measured in Turinghenries would be a bonus! (Would it add ringing to a computation of the Ackermann function...?)

### GI

• genre: Esolang
• summary: execution entails solving instances of GI
• inception-date: ca 2010

So we have a set of instructions, say two dozen or so. So far, so good, right?

Each of the instructions is identified by an undirected, unlabeled graph. The program is a sequence of undirected graphs. Each graph in the program is, in sequence, matched up with the instruction whose graph is isomorphic, and that instruction is executed.

The result of this is that recognizing each instruction requires solving an instance of the graph isomorphism problem. This is an interesting problem, because (last I checked) no one knows whether this problem can be solved in polynomial time, nor whether it is NP-complete, so it has been given its own complexity class, GI. The idea here is that the complexity of programs in the GI language needs to be expressed in terms of the GI complexity class.

But there is a small problem with this design; namely, if all the graphs in the program are statically defined, an optimizing implementation could statically analyze the program, find matching instructions for each graph in the program beforehand, and cache them. This would diminish the complexity of running the program to a finite number of instances of GI, plus whatever the "usual" complexity of the program is.

To defeat that, we can basically force the graphs in the program to be dynamically defined: some subset of the instructions allows constructing a new graph (by creating an empty graph in some kind of "graph accumulator", adding nodes and edges, etc); newly assembled graphs can be executed via some kind of "eval" instruction; and newly assembled graphs must be executed, in a "quining" fashion, in order to enact repetition, a la Muriel.

Since new graphs would then be continually being generated, perhaps in chaotic and undecidable ways, the ability of an implementation to recognize and cache them would be severely limited, meaning that the complexity of a GI program really would need to be effectively measured in terms of GI. For extra fun, some instruction could re-define the graphs which identify the instructions; while this certainly doesn't make it any easier to optimize a GI program, I don't think it's a strictly necessary step to defeat caching.

(Oh, and each of the undirected, unlabeled graphs which represents an instruction could be termed a "dogtag". Get it? Get it? GI, get it?)

Note, however, that there are some problems with any "quining" language which requires multiple instructions to quine a single instruction. That should be obvious if you think about it, but it didn't occur to me until now. I'll think about this a bit more. See also Expload.

### Kig

• genre: Esolang
• summary: five points collapse and expand
• inception-date: ca 2006

Kig was an idea I had while living in Vancouver for an automaton based on a 2-dimensional, orthogonal, integral, Cartesian grid containing only a set of five points. The set of points would shrink until it could shrink no more, at which point it would explode, and begin to shrink again. The execution would be considered terminated once the pattern reached an obvious fixed point, i.e. when the points would cluster in the exact same way repeatedly before exploding.

The shrinking occured in the following manner. On each tick, pick the northwesternmost midpoint of two of the points, and call it the target. (There is a cute pigeonhole proof that, for 5 points with integral coordinates, such a midpoint with integral coordinates will always exist.) If the target is occupied by one other of the five points, stop — it's time to explode. Otherwise, move the furthest, northwesternmost point to the target, and repeat. Since there are still 5 points with integral coordinates, the midpoint property is preserved and the operation can be repeated as necessary. We can also prove, fairly straightforwardly, that this shrinking procedure always terminates, i.e. always reaches the "it's time to explode" state. (The "furthest, northwesternmost" condition is just to disambiguate, in the case that there are more than two points that have a midpoint.)

Unfortunately, although I'm sure I had something in mind while I was riding the 99 B-Line home once, I can't for the life of me remember now how the explode phase was supposed to work. Whatever it was, it would need to position the points far apart, based on their last shrink-phase configuration, in order to be interesting. Extremely far apart, like exponentially so, would be best. Even then, it's not clear if it would be possible to make this system Turing-complete. With 5 points, you do have 10 unbounded counters at your disposal — although your only real operation in the shrink-phase is something akin to division by two...

### Milab

• genre: Esolang
• summary: memory mapped, but where?
• inception-date: ca Sep 2009

In the vein of ZOWIE, some operation critical to Turing-completeness, like control flow, is memory-mapped. The twist is, you don't know where. It could be any memory location (out of an unlimited number), so you have to discover it in order to use it and write an arbitrary program.

The most obvious way to discover this memory location would be through systematic probing, much like you might probe for bad RAM. Such probing, however, would seem to necessitate a loop and a test of some kind, and with such operations available, chances are the language is already Turing-complete, or at least so darn close as to not be very interesting.

So the trick to making this a good design would be figuring out what to hide, and what to provide to find it without making it unnecessary.

### Naoko

• genre: Experimental language
• summary: everything is explicit
• inception-date: ca Sep 2008

While living in Hyde Park in Chicago, I had the idea to design a high-level programming language where everything is explicit. If you are reading that and thinking "how absurd", congratulations, your brain works! Every string of symbols has multiple possible interpretations, so there will always be some semantic function providing the interpretation; that function must either be implicit, or must be described in terms of some other system — i.e. some other strings of symbols — which suffers the exact same problem. So, if you try to make everything explicit, the best you can really do is make it circularly defined.

But still, it could be an interesting line of inquiry, if we tack onto "everything is explicit" a disclaimer like "insofar as this is possible," and pick a few especially significant things to make explcit. It could be interesting because, in programming, explicit phenomena are manageable phenomena — this is why I picked the name Naoko, which means "obedient child" in Japanese. It is also interesting because we are having it be a high-level language, and one of the hallmarks of being "high-level" is that many things are taken care of for the programmer, i.e. not explicit.

For Naoko, I planned to start with a simple eager functional language, similar to Scheme or Haskell (except eager), and aimed to make at least the following three things explicit:

• Lexical environments for variable binding.

This was to be done by annotating every variable name with the environment it comes from. Since environment are lexically nested, the variable `foo` in the immediate enclosing environment would be referred to by `foo^0`, the one from the next level up `foo^1`, and so forth.

• Control flow.

This was to be made explicit by continuations; functions could never return, but would be forced to continue a continuation as their final act. In addition, there could be no "call-with-current-continuation"-like construct, as the "current continuation" is naturally a somewhat implicit object. These two things would force the entire program to be written in a very verbose continuation-passing style.

• Memory management.

The plan was to add explicit allocation and deallocation operations. Explicit allocation does not add much except for, every time you create a list or closure you should put `new` in front of it. It's deallocation where it gets interesting. At the last use of a datum, you would need to mark it `free`, and if you make copies of it to pass to functions, you would need to explicitly mark them `copy`. There's kind of a simplistic syntactic linear typing thing going on.

As if each of these wasn't bad enough alone, their combination and interaction brings up a couple of further issues. I never addressed them fully, but similar ideas with similar interaction eventually materialized in my programming language Unlikely.

### Orbital

• genre: Experimental language
• summary: message queues are just queues
• inception-date: ca Dec 2012

Erlang's message-passing paradigm is a good one, but then sometimes I look around on Github and I see Erlang libraries for managing process pooling and stuff and I think, wait, Erlang supposedly so awesome for distributed computing, why isn't this a solved problem?

And this leads me to try to deconstruct what "message passing" actually is. Processes can send messages to other processes. When a process receives a message, it goes into its inbox until the process can deal with it.

The inbox is a message queue. And a message queue is a queue.

When I send a message, I don't really care who receives it as much as I care that the right thing happens in response to it.

So why not just have queues? If a queue is only every dequeued by a single process, fine, that's Erlang's model. But a queue could be dequeued by multiple processes. If the processes are stateless with respect to the queue, then there you have worker pooling right out of the box.

If this sounds similar to capabilities and/or Linda, it may well be. The problem of knowing "who to send a message to" is replaced by the problem of knowing "which queue to enqueue a message onto".

Of course, doing concurrency in languages which don't use Erlang's message-passing model, like say Java, requires that you build and use queues explicitly. But that's something of a degenerate case. A programming language which supports queues natively, like Erlang supports processes, would provide them as an abstraction, and they might not even be implemented as queues internally.

For example, you might have some functionality where you don't really care if it's done in-process or in another process. In that case, enqueuing a message may really not queue anything; it might cause a function to be immediately called on the message. In this way, message-passing (or more accurately, queue-filling) could be used as a single, unifying abstraction for modularizing processing, unlike say Erlang's separate functions and processes.

### Paneer

• genre: Experimental language
• summary: comprehensive compositional language system
• inception-date: ca 2008

A self-modifying programming language which is "input-universal". That is, a programming language which can transform itself in a way similar to how Mascarpone transforms itself, but which also makes the guarantee that it can "turn itself into any other language," meaning that after a finite number of prefix symbols from the input program have been interpreted, the remaining symbols can be interpreted as a program in any other Turing-complete programming language.

(Given a reasonable input alphabet, I suppose, and ignoring tedious and trivial details of encoding.)

This is a matroiska language, because the input can be divided into distinct languages. But it's possibly the most flexible possible matroiska language.

I'm not 100% certain that Mascarpone doesn't already qualify.

One part of this process — say, turning Mascarpone into Pascal — would be turning every symbol into a little state machine that scans and parses itself (when encountered in keyword context, or adds itself to a string constant if encountered between quotes.)

### Poerhinekh

• genre: Esolang
• summary: rectangles within rectangles
• inception-date: 2009

Imagine a nominally graphical programming language, where the only program element is the lowly rectangle. A program consists of an arrangement of rectangles; they may not overlap, but they may be nested inside other rectangles, and in this case they may butt up against the containing rectangle, so that they share a side. Size of a rectangle does not matter, not even relative size, except insofar as to permit or disallow nesting.

When a rectangle is nested within a larger containing rectangle, it can share 0, 1, 2, or 3 sides with the containing rectangle. (For 3 sides, we consider the larger of the two inner areas to be the nested rectangle.) When 0 sides are shared, there are no variations — position of the nested rectangle is immaterial. When 1 side or 3 sides are shared, there are four variations (top, left, right, bottom). When 2 sides are shared, there are four other variations (top-left, top-right, bottom-left, bottom-right). All in all there are 4+4+4+1=13 possibilities for nesting. This could map to 13 different instructions or program forms. In addition, the nesting is a natural hierarchical pattern for program formation, so could represent block structure or precedence or such.

### Potro

• genre: Esolang
• summary: programs form a ring
• inception-date: ca 2007

Since finishing the first design for Burro, I've been interested in languages where the set of all programs in the language forms an abstract algebraic structure (over a semantic equivalence relation) under some non-contrived binary operations.

So, for instance, Burro programs form a group under concatenation, which means that, for every Burro program, you can find some other Burro program that annihilates it (concatenating it to the first program yields a null program.)

A ring is a somewhat stricter algebraic structure: it is a set (of programs, in this case) with two binary operations (called the additive operation and the multiplicative operation). The operations could be any transformation that can be applied to any two programs to produce another program. They must meet certain constraints, however — algebraic properties which must hold for all members of the set. Rings build on groups (Abelian groups, actually) and extend them with a couple of further properties, including distributivity, which should look familiar from even high school algebra: (a + b) * c = (a * c) + (b * c).

I set out looking for a language whose programs form a ring under some appropriate operations, but I have yet to find one.

I tried using sequential composition as the multiplicative operation and parallel execution as the additive operation in Cabra, but the result was a slightly different algebraic structure, an idempotent semiring (also called a dioid.) Another, somewhat more experimental (and unpublished) design I toyed with treats a program as a map from a set of labels to basic blocks, with Cartesian product of label sets as the multiplicative operation, and set-union of label sets as the additive operation. This too is only a dioid.

So what semantics, specifically what choice of operations, would lead to a proper ring?

Obviously it'd be best if the operations weren't completely contrived. It's probably possible to have rather degenerate operations where the additive operation is based directly on addition of numbers, while the multiplicative operation is based on numerical multiplication. It's possible this could be done by extending addition and multiplication to unbounded arrays of numbers — that is, tapes — and have programs manipulate the tapes. But I don't think it's a very interesting route to explore.

The most natural (in some sense) choice for the mulitplicative operator is sequential composition (which corresponds to concatenation of program texts in many simple languages.) The problem is that when you sequentially compose two programs, the first program might never halt — so the second program doesn't ever run, and it doesn't matter what that program is. In algebraic terms, the first program absorbs the second during sequential composition: a * b = a, for any choice of b. But in ring theory, this implies a + a = a, and there is only one element for which that fits: a = 0. Moreover, we need x + 0 = x for some x that's not zero. That means we need some way to "ignore" a program which doesn't halt during addition, if it doesn't halt, but some way to pay attention to it if it does halt (to evaluate general statements like x + y = z.) The problem is, that means we need some way to tell if programs halt or not, which is (drum roll please) the Halting Problem.

(So why do dioid languages seem much easier to get than ring languages? Well, unlike rings, dioids do provide idempotency, as a property of addition — a + a = a for any choice of a — and that can be exploited here. It's also worth noting that there are some fundamental theoretical computer science concepts which are dioid-based; for example, regular expressions can be defined by Kleene algebras, which are dioids with an extra "Kleene star" operation.)

Even if we restrict ourselves to the programs that always halt, multiplicative sequential composition poses an extremely tricky problem when we try to address distributivity — in particular, right-distributivity. We need (a + b) * c = (a * c) + (b * c). If we think of the left side as combining the results of a and b, and then running c on those results, then the right side means that we ought to get the same thing if we combine the results of two runs: running a then c, and running b then c. Problem is, c can do all kinds of crazy things, even when it always halts. It could check that its input is the result of what you would get by running a only, or b only, but not anything else. The right side is then effectively c + c, and how do you in general enforce that combining some result with itself has the same semantics as combining two different results and possibly post-processing them?

I suspect that the underlying reason that getting a ring language is hard (at least when you insist on sticking to "intuitive" operations) is because a ring is starting to approach a structure (a Euclidean domain) in which you can perform the Euclidean algorithm and obtain greatest common denominators. Now, if you could perform that algorithm on programs, you'd be able to decompose every program into "prime subprograms". This sounds intuitively a little too powerful — you'd be able to find programs which are in some sense optimal! I'm not certain this would actually violate established undecidability results like Rice's theorem, but it certainly sounds like it's edging up against them.

### Praline

• genre: Experimental language
• summary: an imperative language with continuations (what a terrible summary)
• inception-date: ca Sep 2012

Observe that in a typical imperative language you are given keywords with which you can modify the control flow. You may have `break` and `continue` to stop or restart a loop, and you may have `return` to exit a function, and perhaps `exit` to terminate the entire program.

But these have limitations. If you have a nested loop, you can't break out of the outer loop from the inner loop. And you can't write a little utility function that exits the function it's called from if some condition is true. And, although this is surely a minor point, you're stuck with whatever keywords the language designer chose.

But the fact is, these don't need to be keywords at all, because they all represent continuations. Instead, loops and functions can bind these continuations lexically to identifiers the programmer chooses at the top of the structure. This provides a solution to all of the problems listed above, and perhaps opens up some possibilities. Now, your loops look like this:

``````while (a > 5) [continue, break] {
b := something(a);
if (b > 10) break;
if (b > 100) { a := a * 2; continue; }
a := a - 1;
}
``````

It should be apparent that this allows breaking out of a nest of loops:

``````while (a > 5) [continue, break_outer] {
while (b > a * 7) [continue, break_inner] {
...
if (something(a, b)) break_outer;
}
}
``````

In a similar manner, your functions now look like:

``````function mul(a, b) [return] {
return(a * b);
}
``````

Assuming you can pass these continuations around, you can now write that little utility function:

``````function check(a, b, exit) [return] {
if (a > b) exit;
return(a * b);
}
function something() [return] {
...
c := check(17, 22, return);
d := check(5, 29, return);
...
}
``````

Of course, there are some issues with typing (what's the return value of the function you're exiting?) but that's the basic idea.

### Psogumma

• genre: Esolang
• summary: grammar self-modifies to accomodate program
• inception-date: 2011

The Psogumma language provides a small, fixed grammar to start, possibly:

``````Program ::= "+"* | "[" Program "]".
``````

However, when parsing a program, whenever there is a syntax error, the grammar is modified in a way which is pseudorandom, but always compatible with the input that caused the syntax error. New productions may be introduced, or existing productions may be modified, to accomodate the input. The semantics of the grammar modifications are similarly pseudorandomly generated at the moment they are applied. The pseudorandom number generator is deterministic, starting with a fixed seed, but is continually engaged (being called each time an input symbol is consumed).

The result is that all programs are parsable, and all programs have a well-defined meaning, although divining that meaning before parsing the program is at best an arduous task and at worst unpredictable (without having already parsed the program.)

### Seltzer Spigot

• genre: Esolang
• summary: computational ascii art
• inception-date: ca Dec 2008

Once, quite innocently, I ran a Perl script I was writing to produce a simple inverted index. Completely nothing special. But when I ran it, I was surprised to get the following beautiful output — it turns out I got a regular expression wrong (I always think whitespace is `\w` when it's really `\s`...) So, the challenge is to find a programming language in which this output is a meaningful program and, in general, programs look something like this:

``````:
:
:
../../:
/:
../../:
/:
\
:
++.:
-:
.:
/:
: :
``````

### YO_DAWG

• genre: Esolang
• summary: Yo dawg, I herd you like esolangs, so I put an esolang in your esolang so you can esolang while you esolang
• inception-date: ca 2012
• influences: Mascarpone

YO_DAWG is an esolang with first-class esolangs. You can create new Befunge-93 objects, brainfuck objects, Underload objects, and so forth, and probably stick them onto a stack, or into variables. Presumably, you can apply these objects to strings of characters, to run programs in those esolangs; but more interestingly, being first-class objects, esolangs in YO_DAWG can take esolangs as arguments, and return esolangs... and you can probably compose esolangs (in truly, truly pointless style) to form new esolangs.

Naturally, you can also create new YO_DAWG objects.

### Deturgenchry

• etymology: mangling of the words "detergent", "urgency", and "gentry"
• genre: Esolang
• summary: an object-oriented language with both `self` and `other`, and each of these is a continuation
• inception-date: 2011

Deturgenchry is an object-oriented language with both `self` and `other`, and each of these is a continuation (or something.)

Unlike most of the other languages on this list, work on a Deturgenchry reference distribution was actually started: the Deturgenchry distribution, But it has not gone much of anywhere. Thus it is more suited for inclusion in this list than in the list of the completed. Maybe if I finish it one day I'll move it back there.

### Pophery

• etymology: mangling of the word "porphyry"
• genre: Esolang