'''The entire careers of Philip K. Dick, Keith Laumer, Alfred Bester, Charles Harness, and Philip Jose Farmer were created or influenced by The World of Null-A, and so it is required reading for anyone who wishes to know the canon of SF classics.'''It is the year 2650 and Earth has become a world of non-Aristotelianism, or Null-A. This is the story of Gilbert Gosseyn, who lives in that future world where the Games Machine, made up of twenty-five thousand electronic brains, sets the course of people's lives. Gosseyn isn't even sure of his own identity, but realizes he has some remarkable abilities and sets out to use them to discover who has made him a pawn in an interstellar plot.