21 MAR 2018 by ideonexus

 Wargaming Allows a Safe Space to Learn and Experiment

Such is the power of wargames: They create a virtual world players can experience, learn from, and integrate into their tactical and strategic decision making. Let's repeat what we said at the outset. If you had the opportunity to probe the future, make strategic choices, and view the consequences of those choices in a risk-free environment before making expensive and irrevocable decisions. wouldn't you take advantage of it?
  1  notes

This is true of all games and why they are so low-stress as a learning environment. They give players an environment in which they can make mistakes without real-life repercussions.

10 FEB 2018 by ideonexus

 Applications for Simulated Worlds

Consider that applications of simulated worlds and simulated games to science and social science research are on the increase. Businesses build virtual worlds for commercial purposes. Scientists utilize video games to crowd-source solutions to protein folding, to invesfigate complexity theory and artificial life, to visualize the physics of black holes, and to research economic, social, and psychological behaviors. Call of Duty, Second Life, World of Warcraft—and the software that makes the...
  1  notes
11 JAN 2017 by ideonexus


pplapi.com (pronounced “people API”) is a web-based data service that provides access to a synthetic world population, n = 7, 171, 922, 938. Researchers can submit queries to pplapi.com using its Application Programming Interface (API) to obtain samples consisting of synthetic agents drawn from this population. Because researchers do not need to host the synthetic population themselves, pplapi.com reduces start-up costs associated with using synthetic agents in research. pplapi.com provid...
  1  notes
03 JUN 2016 by ideonexus

 Chances We are Living in a Simulation

The strongest argument for us being in a simulation probably is the following. Forty years ago we had pong. Like two rectangles and a dot. That was what games were. Now, forty years later, we have photorealistic, 3D simulations with millions of people playing simultaneously and it’s getting better every year. Soon we’ll have virtual reality, augmented reality. If you assume any rate of improvement at all, then the games will become indistinguishable from reality, even if that rate of ad...
Folksonomies: simulation video game
Folksonomies: simulation video game
 1  1  notes
09 APR 2015 by ideonexus

 Hints at Life Being a Simulation

Without going into unnecessary detail, we have built into the simulation a few telltale incoherencies—such as the idea that consciousness depends upon the brain, some logical paradoxes, and the measurement problem (etc) surrounding quantum physics. In SG the pieces are allowed to discover and reflect upon their “world” and to ask themselves whether it really makes any sense. Once they realize it doesn’t, the question is when they will hit on the correct explanation of their predicamen...
Folksonomies: simulation real life
Folksonomies: simulation real life
  1  notes
01 APR 2015 by ideonexus

 We are Living in an Ancestor Simulation

Now we get to the core of the simulation argument. This does not purport to demonstrate that you are in a simulation. Instead, it shows that we should accept as true at least one of the following three propositions: (1) The chances that a species at our current level of development can avoid going extinct before becoming technologically mature is negligibly small (2) Almost no technologically mature civilisations are interested in running computer simulations of minds like ours (3) You are...
 1  1  notes

See also Are You Living in a Computer Simulation? by the same author.

19 MAR 2015 by ideonexus

 We are the Dreams of a Future AI

An evolving cyberspace becomes effectively ever more capacious and long lasting, and so can support ever more minds of ever greater power. If these minds spend only an infinitesimal fraction of their energy contemplating the human past, their sheer power should ensure that eventually our entire history is replayed many times in many places, and in many variations. The very moment we are now experiencing may actually be (almost certainly is) such a distributed mental event, and most likely is ...
  1  notes

From Hans Moravec's "Pigs in Cyberspace"

27 JAN 2015 by ideonexus

 The Universe as a Simulation

‘Duh huh! That’s putting it mildly!’ Zinda purses her lips. ‘There are two problems, really. The first is that we can’t solve any hard problems. Not really. Anything that’s NP-complete. The Travelling Salesman. Pac-Man. They are all the same. All too hard. Even if we had a computer the size of the Universe! It drives the Sobornost crazy. We don’t mind it so much: that’s what makes most games fun. And we have quantum shortcuts for some special cases, like coordination. And for ...
  1  notes
24 JAN 2014 by ideonexus

 Computer Simulations Allow for Mistakes

. . in real life mistakes are likely to be irrevocable. Computer simulation, however, makes it economically practical to make mistakes on purpose. If you are astute, therefore, you can leam much more than they cost. Further¬ more, if you are at all discreet, no one but you need ever know you made a mistake.
  1  notes

Where mistakes in the real world don't allow do-overs.

24 DEC 2013 by ideonexus

 Causality as a Conceptual Tool

Causality itself is an evolved conceptual tool that simplifies, schematizes, and focuses our representation of situations. This cognitive machinery guides us to think in terms of the cause—of an outcome’s having a single cause. Yet for enlarged understanding, it is more accurate to represent outcomes as caused by an intersection, or nexus, of factors (including the absence of precluding conditions). In War and Peace, Tolstoy asks, “When an apple ripens and falls, why does it fall? Becau...
  1  notes

John Tooby on how causation is a way we simplify the world to more easily understand it, but it can also over-simplify.