Showing posts with label SyntheticWorlds. Show all posts
Showing posts with label SyntheticWorlds. Show all posts

Sunday, May 21, 2017

Insurgence, by Ken MacLeod

Ken MacLeod's The Corporation Wars: Insurgence, is the second book of a trilogy. It (along with the first book in the series, Dissidence, is a finalist for the Prometheus award this year.

Insurgence continues the story of awakened robots struggling for freedom, and uploaded human ex-combatants fighting to retake the planetary system the robots had been mining and exploring.

This installment focuses less on the robots' claim to be agents worthy of separate respect, and more on the uploaded warriors struggle to figure out the nature of the reality they inhabit while mostly following orders to fight the battles their supervisors are pursuing. Their ultimate worry is that they don't have enough information to tell which side they're fighting on or who they are battling to subdue. When you live in a simulation (particularly when you can tell that someone else has access to the control panel) it's a little difficult to be sure that your choices aren't effectively controlled by someone else.

Next, cracks appear in the simulation, and "real" revived people see the shortcomings, but non-player-characters (MacLeod calls them philosophical zombies) think everything is normal, so the real people can tell who's just a simulated person. The idea of zombies in philosophy (sometimes "p-zombies") is an exploration of the idea of consciousness. What if there were beings that acted just like people, but had no consciousness? Would it make a difference to them? Should we accord them lesser rights?

I consider the idea of p-zombies to be incoherent, but many smart people treat the question as exploring an important distinction. MacLeod here undercuts the point of the argument since there are actual behavioral differences. It isn't an exploration of whether consciousness matters, it's just that some characters in the story are imperfect simulations without an inner life, and the actual thinking beings can tell who they are. At the same time, MacLeod makes sure we notice that the robots and AIs who are active in the battles and the scheming do have an inner dialogue, and are making plans and collaborating with others to get things done.

The starting position for the agencies that represent the current Earth government and act under its protection is that only humans are allowed to be sentient. Even AIs' powers are circumscribed. Whenever self awareness arises otherwise, it must be stamped out. It's not clear why this would be a plausible stance, since it's clearly the case that the AIs can become self-aware for short periods, and autonomously operating robots have the capacity for spontaneous self awareness given the right trigger. So they must be constantly battling to defeat uprisings, and track down newly minted sophonts who either try to escape from control, or hide in occupied systems. It would make more sense to forbid use of tools with the capacity for self awareness, than to constantly try to stomp them out. I'd also have a hard time going along with a regime that wanted to outlaw and destroy a class of beings because they were self aware. Self aware and hostile is a separate thing, but that's not the distinction they've settled on.

Before one of the final battles, one of the leaders of the simulated humans challenges the combatants to each eat a slice of p-zombie flesh to prove that they believe they're in a simulation, and that there can't be any moral issues with simulated eating of simulated meat from simulated people that were never actually alive or aware. Except for a few who object to the initiation-ceremony aspect of the act, they all partake.

So there's a lot of exploration here of of philosophical questions of identity, and what it means to be human. The questions of liberty are mostly focussed on what kinds of agents deserve respect as actual people, though I think MacLeod fumbled some of the issues. The action is interesting and the conflict exciting. Besides there are also weaponized communications packets, interrogations of potentially hostile agents by sending them into a dungeon simulation, double and triple agents, and terraforming. It's a pretty good read, and the lead-in to part three, of course leaves a few things to be resolved.

Monday, February 18, 2013

Surface Detail: Iain M. Banks

Iain M. Banks's Surface Detail is an exploration of hell on a couple of different levels. The main conflict in the story is between civilizations that believe in using hell as a real threat to keep sinners in line, and those that are opposed to the practice. According to the story, there are enough societies with a hell in their religion to have made it a common practice, once "people" started moving into simulations, that many created "hell" simulations and sentenced people to spend time there as a judicial punishment.

Most species and societies have a creation myth. The idea of a soul is also common, even if advanced civilizations mostly outgrow belief in it. Once you add in virtual reality, and then the ability to copy minds and host them in a simulation, the idea that virtual afterlives should resemble the cultural traditions' ideas of either heaven of hell seems obvious. The problem is that as people (sophonts of whatever stripe) grow more sophisticated (see Pinker's book on violence) many stop believing that perpetual hell could be a reasonable punishment.

The Culture took a fairly active stance (unusual for them) against the hells, and after some galactic period of time, there was a relative stalemate, in which two factions had very strong opinions that the other side was wrong. "Eventually, though, a war was agreed on as the best way to settle the whole dispute". A virtual war, of course, with both sides agreeing that the outcome on the virtual battlefield would determine the victor in the real world. There's a sub-plot for the virtual battles and another for the political and logistical maneuvering that leaks into the real world.

There's another sub-plot that takes place in one of the simulated hells. Banks does a really good job of envisioning what it would take to make a truly scary hell. In a civilizations that does have hell simulations, but which tries to keep their existence from being generally known [I think hells are like Dr. Strangelove's Doomsday device: "the whole point of a Doomsday Machine is lost, if you *keep* it a *secret*!"] there are some muckraking journalists who want to convince everyone that the stories are true, so they volunteer to infiltrate. Things don't turn out well for them, and this gives Banks the opportunity to really turn the screws and come up with more and more unbearable tortures.

The major plot involves an evil industrialist who kept a defeated rival's daughter as a slave, and eventually killed her. She gets a chance to come back and try to take revenge. The "coming back" requires a trip across the galaxy with a culture Abominator class ship the "Falling Outside The Normal Moral Constraints". FOTNMC is a real personality, and seems pretty unstoppable in a battle of wits or an actual battle.

I really like Banks' Culture stories, and even though this one is filled with plausible and explicit hells and some truly evil and some powerful and amoral characters, I thought it was both fun and had philosophical depth. The proprietor of hell has to deal with someone who can't be satisfactorily tortured because she has really given up all hope, so he comes up with a way to give her just enough hope to allow her to suffer again. Truly nasty.

Sunday, April 15, 2012

Ready Player One: Ernest Cline

Ernest Cline's Ready Player One takes place mostly inside a virtual reality/MMORPG, though as usual with the recent spate of books in this genre, the action bleeds back and forth with physical reality. The setting is pretty familiar: it's 2044, and the economy has bifurcated into haves and have-nots, and most people seem to spend the bulk of their time in the OASIS. James Halliday, the billionaire founder of the company that runs the OASIS has died, and has set up a contest inside the system that will determine who gets his company shares, his wealth, and control of the OASIS itself. It turns out Halliday was hugely into eighties trivia, and most of the story involves the main character, Parzival, and his on-line friends finding and devouring movie, music, video game, and science fiction trivia from that decade. If you're not averse to geeking out on this stuff, it's a fun romp.

Parzival is the first to find the Copper key, the first step on the quest that Halliday built. Others soon figure out how to backtrack on Parzival's location which gives them the clues they need to follow on his trail. This starts a race to complete the quest and beat Innovative Online Industries, a company that wants to win the contest in order to exploit OASIS's business possibilities. The action is fast-paced, the settings are widely varied, and I enjoyed the references to familiar games, movies, and bands. The character development is fairly shallow, with Parzival maintaining a close friendship with one fellow gamer and a crush on a female-named character that lasts throughout the story. He's convinced he knows that it's someone he could love in real life, and never takes seriously the idea that people can have very different personalities and appearance than their avatars.

Ready Player One is a finalist for this year's Prometheus Award, but I don't think it's a very strong contender. The major element of libertarianism is that the central struggle is over whether the game's virtual world will be under the control of the main character and his friends or the bad guys. If you think the OASIS will be all the reality that matters to most of its denizens, you might want to cast that as a struggle over governance. But the choice isn't between any kind of freedom and some kind of authoritarianism, it's between a faction that has one particular corporatist view of how things should be run, and another that has no explicit goals other than keeping the VR out of their control. No mechanism is suggested for preventing the games' owner from doing whatever he wants. Maybe that's a libertarian outcome, in that it's private property, but that's not what the story's struggle is about.

The science fiction element in this story, like a lot of this genre, is thin. The particular capabilities of the VR software are beyond what we can do today, but not very far. The economy and society depicted outside the OASIS aren't a straight-line extrapolation from today, but they bear a strong resemblance to what some mild pessimists seem to expect. It fits the criterion mostly by being the kind of story that members of the LFS would be likely to read and appreciate.

If you like that kind of thing, it's fairly well done, and worth the read.

Friday, January 27, 2012

The Restoration Game: Ken MacLeod

Ken MacLeod's The Restoration Game is yet another entry in this year's bounty of books dominated by MMORPGs and set in a near-future real world. I've read at least three and I think I have another three in progress or at the top of my stack. MacLeod's stands out for having some actual science fiction, which (though it has significant implications for the characters' interpretation of reality) doesn't actually effect the story much. Any other Macguffin would have served as well; it is only revealed at the end of the story, and other than searching for it, its exact nature didn't affect the characters' motivations.

The MMORPG in question is being developed by Lucy Stone during the course of events (which is also not unusual in this year's crop of books.) In this case, Lucy is working for a game design company building a more prosaic MMORPG, and they are contracted to build a special purpose variant that will be used to promulgate certain destabilizing ideas among the population of Krassnia, an ex-soviet bloc region that is ripe for a revolution. Lucy's mother was a spy, so Lucy is used to working undercover and making her way unnoticed in the real world. She also has a few friends who seem to be connected to shady and unscrupulous characters.

The action is exciting and the characters' need to travel around Europe and visit the ex-Soviet bloc give MacLeod plenty of opportunities to compare places and the kinds of activities going on there. Krassnia is a dingy place, but the young people there are vibrant and exploring new business ideas and ignoring their elders who have habits developed and honed behind the Iron Curtain. Lucy herself had some scary run-ins with high officials while she was growing up there. That and her mother's book on the history and folk tales of the country give her a leg up when she has to sneak in and look for the MacGuffin.

Restoration Game is, of course, nominated for the Prometheus Award. It's very well written, and has at least a modicum of science fiction (which gives it an edge over Stephenson's Reamde). The libertarian elements are subtle—There's a popular revolution going on in the background, and government agents are trying to stop Lucy's progress. Lucy isn't explicitly libertarian, but libertarians will like her; she's a strong, responsible individual, trying to make her own way. There isn't a prominent struggle with important libertarian themes, though those seem to be generally lacking in this year's nominees. It's definitely worth a read if you haven't overdone the MMORPG-influenced genre yet.

Thursday, December 07, 2006

Edward Castronova: Synthetic Worlds

Edward Castronova's Synthetic Worlds provides a good explanation of why social spaces constructed in software will be an important part of our future. But first, Castronova takes the time to give us a feel for what it's like to spend time there, so that we'll understand the inhabitants and what they do while online.

Castronova has a very engaging style; I particularly liked the way he keeps the reader apprised of the roadmap he is following and how each chapter and major section fit into the exposition. Castronova is an economist, but he didn't get into this subject expecting to prove an an economic theory—he was just playing games. After he had spent a significant amount of time in several social games, he thought of writing a tongue-in-cheek report on the economies he'd visited. But as he gathered enough data to lend verisimilitude to the joke, he found more and more depth to the real economic interactions going on inside the worlds and in external sites where people were selling in-world artifacts and identities for significant sums. He did eventually write the paper, though from a more serious viewpoint than he had originally envisioned. Within 6 months, it ended up being on of the most read papers available from SSRN, a major repository for serious academic work.

Since then Castronova has been the go-to guy for a serious social science view of these game worlds. He wrote this book to explain what he has learned. His most important conclusion is that the economic and social consequences of what transpires within these systems is real, and so it doesn't make any sense to call them virtual worlds. Not virtual reality, not virtual economies, not virtual goods, not virtual interactions. The interactions are real; the goods have value in the real world; the economies work just like the real world and they trade goods, services, and money across borders with real world economies. It's a real reality and events there have real effects on the inhabitants and everyone else in the same way we can be effected by the weather in the Gulf Coast or a fire or an earthquake in the Far East.

As Moore's law continues to increase computational power, these worlds will become attractive to more people, and more people will spend increasing amounts of time and productive effort there. Read Synthetic World for a glimpse of how it may effect you.