Information Theory

Nor is sense gratification considered “bad.” Sense gratification comes and goes as a natural occurrence of the senses. For example, one cannot eat without tasting. The point is that a life that is centered around sense enjoyment, that makes sense enjoyment the goal, is a wasted life. Economic development is necessary for the maintenance of the body; so therefore it cannot be neglected. But to seek economic development simply for the sake of endlessly increasing sensual pleasure is foolish. No amount of sensual pleasure will ever really satisfy a person, so no amount of economic development will ever be considered “enough.” This is why people in modern Western societies are still not satisfied, even though they are so economically advanced and thus have so much facility for sense enjoyment. They always want more.
Science of Identity Foundation – Chris Butler Speaks
Information Theory

Now to come to the point: Information Theory casts a shadow of doubt over the belief that chance alone is at the root of the life process. Whenever matter is arranged in a systematic or orderly fashion, in addition to the raw ingredients, a certain amount of information is also required so that the components become arranged correctly. In scientific terms, the quantity of information is expressed in binary units called “information bits” and the sum total of these bits for any given system (be it a living cell, an automobile, a skyscraper building, etc.) is called the "information content" of that system.

Now the information content of a given system is not synonymous with the component parts of that system, but exists in addition to these parts. This implies that for the initial vegetative or generative process to come into being, there must have existed, in addition to the ingredients of that system, the information to facilitate their proper arrangement.

Of course, in the case of a physical system with a very low information content, there is, of course, the possibility that chance could cause the parts of that system to come together in a given design. For example, say you have two pieces of wood in a large box; one in the shape of a peg, and one in the shape of a block with a hole in it. If you shake the box up again and again, the chance manner in which the pieces of wood interact with one another may eventually result in the peg fitting into the hole. But the odds against even such a simple construction process occurring by chance are very unfavorable.

Sometimes, people make games out of this sort of thing, and even then find it difficult with conscious effort to get the peg in the hole, or to cause a little ball to follow the proper pathway through a maze.