Yes, you read that right, they plan to sell data on our trash. Of course. We should have known that BellSouth was just another megacorporation waiting in the wings to swoop down on the data revealed once its fellow corporate cronies spychip the world.I mean, I agree entirely with the message of this book, having warned of modest steps in that direction eleven years before its publication, but prose like this makes me feel like I'm driving down the road in a 1964 Vance Packard getting all righteously indignant about things we'd be better advised to coldly and deliberately draw our plans against. This shouldn't be so difficult, in principle: polls show that once people grasp the potential invasion of privacy possible with RFID, between 2/3 and 3/4 oppose it. The problem is that it's being deployed via stealth, starting with bulk pallets in the supply chain and, once proven there, migrated down to the individual product level. Visibility is a precious thing, and one of the most insidious properties of RFID tags is their very invisibility. Is there a remotely-powered transponder sandwiched into the sole of your shoe, linked to the credit card number and identity you used to buy it, which “phones home” every time you walk near a sensor which activates it? Who knows? See how the paranoia sets in? But it isn't paranoia if they're really out to get you. And they are—for our own good, naturally, and for the children, as always. In the absence of a policy fix for this (and the extreme unlikelihood of any such being adopted given the natural alliance of business and the state in tracking every move of their customers/subjects), one extremely handy technical fix would be a broadband, perhaps software radio, which listened on the frequency bands used by RFID tag readers and snooped on the transmissions of tags back to them. Passing the data stream to a package like RFDUMP would allow decoding the visible information in the RFID tags which were detected. First of all, this would allow people to know if they were carrying RFID tagged products unbeknownst to them. Second, a portable sniffer connected to a PDA would identify tagged products in stores, which clients could take to customer service desks and ask to be returned to the shelves because they were unacceptable for privacy reasons. After this happens several tens of thousands of times, it may have an impact, given the razor-thin margins in retailing. Finally, there are “active measures”. These RFID tags have large antennas which are connected to a super-cheap and hence fragile chip. Once we know the frequency it's talking on, why we could…. But you can work out the rest, and since these are all unlicensed radio bands, there may be nothing wrong with striking an electromagnetic blow for privacy.
EMP,
EMP!
Don't you put,
your tag on me!
Let an ultra-intelligent machine be defined as a machine that can far surpass all of the intellectual activities of any man however clever. Since the design of machines is one of these intellectual activities, an ultraintelligent machine could design even better machines; there would then unquestionably be an “intelligence explosion”, and the intelligence of man would be left far behind. Thus the first ultraintelligent machine is the last invention that man need ever make.(The idea of a runaway increase in intelligence had been discussed earlier, notably by Robert A. Heinlein in a 1952 essay titled “Where To?”) Discussion of an intelligence explosion and/or technological singularity was largely confined to science fiction and the more speculatively inclined among those trying to foresee the future, largely because the prerequisite—building machines which were more intelligent than humans—seemed such a distant prospect, especially as the initially optimistic claims of workers in the field of artificial intelligence gave way to disappointment. Over all those decades, however, the exponential growth in computing power available at constant cost continued. The funny thing about continued exponential growth is that it doesn't matter what fixed level you're aiming for: the exponential will eventually exceed it, and probably a lot sooner than most people expect. By the 1990s, it was clear just how far the growth in computing power and storage had come, and that there were no technological barriers on the horizon likely to impede continued growth for decades to come. People started to draw straight lines on semi-log paper and discovered that, depending upon how you evaluate the computing capacity of the human brain (a complicated and controversial question), the computing power of a machine with a cost comparable to a present-day personal computer would cross the human brain threshold sometime in the twenty-first century. There seemed to be a limited number of alternative outcomes.
I take it for granted that there are potential good and bad aspects to an intelligence explosion. For example, ending disease and poverty would be good. Destroying all sentient life would be bad. The subjugation of humans by machines would be at least subjectively bad.…well, at least in the eyes of the humans. If there is a singularity in our future, how might we act to maximise the good consequences and avoid the bad outcomes? Can we design our intellectual successors (and bear in mind that we will design only the first generation: each subsequent generation will be designed by the machines which preceded it) to share human values and morality? Can we ensure they are “friendly” to humans and not malevolent (or, perhaps, indifferent, just as humans do not take into account the consequences for ant colonies and bacteria living in the soil upon which buildings are constructed?) And just what are “human values and morality” and “friendly behaviour” anyway, given that we have been slaughtering one another for millennia in disputes over such issues? Can we impose safeguards to prevent the artificial intelligence from “escaping” into the world? What is the likelihood we could prevent such a super-being from persuading us to let it loose, given that it thinks thousands or millions of times faster than we, has access to all of human written knowledge, and the ability to model and simulate the effects of its arguments? Is turning off an AI murder, or terminating the simulation of an AI society genocide? Is it moral to confine an AI to what amounts to a sensory deprivation chamber, or in what amounts to solitary confinement, or to deceive it about the nature of the world outside its computing environment? What will become of humans in a post-singularity world? Given that our species is the only survivor of genus Homo, history is not encouraging, and the gap between human intelligence and that of post-singularity AIs is likely to be orders of magnitude greater than that between modern humans and the great apes. Will these super-intelligent AIs have consciousness and self-awareness, or will they be philosophical zombies: able to mimic the behaviour of a conscious being but devoid of any internal sentience? What does that even mean, and how can you be sure other humans you encounter aren't zombies? Are you really all that sure about yourself? Are the qualia of machines not constrained? Perhaps the human destiny is to merge with our mind children, either by enhancing human cognition, senses, and memory through implants in our brain, or by uploading our biological brains into a different computing substrate entirely, whether by emulation at a low level (for example, simulating neuron by neuron at the level of synapses and neurotransmitters), or at a higher, functional level based upon an understanding of the operation of the brain gleaned by analysis by AIs. If you upload your brain into a computer, is the upload conscious? Is it you? Consider the following thought experiment: replace each biological neuron of your brain, one by one, with a machine replacement which interacts with its neighbours precisely as the original meat neuron did. Do you cease to be you when one neuron is replaced? When a hundred are replaced? A billion? Half of your brain? The whole thing? Does your consciousness slowly fade into zombie existence as the biological fraction of your brain declines toward zero? If so, what is magic about biology, anyway? Isn't arguing that there's something about the biological substrate which uniquely endows it with consciousness as improbable as the discredited theory of vitalism, which contended that living things had properties which could not be explained by physics and chemistry? Now let's consider another kind of uploading. Instead of incremental replacement of the brain, suppose an anæsthetised human's brain is destructively scanned, perhaps by molecular-scale robots, and its structure transferred to a computer, which will then emulate it precisely as the incrementally replaced brain in the previous example. When the process is done, the original brain is a puddle of goo and the human is dead, but the computer emulation now has all of the memories, life experience, and ability to interact as its progenitor. But is it the same person? Did the consciousness and perception of identity somehow transfer from the brain to the computer? Or will the computer emulation mourn its now departed biological precursor, as it contemplates its own immortality? What if the scanning process isn't destructive? When it's done, BioDave wakes up and makes the acquaintance of DigiDave, who shares his entire life up to the point of uploading. Certainly the two must be considered distinct individuals, as are identical twins whose histories diverged in the womb, right? Does DigiDave have rights in the property of BioDave? “Dave's not here”? Wait—we're both here! Now what? Or, what about somebody today who, in the sure and certain hope of the Resurrection to eternal life opts to have their brain cryonically preserved moments after clinical death is pronounced. After the singularity, the decedent's brain is scanned (in this case it's irrelevant whether or not the scan is destructive), and uploaded to a computer, which starts to run an emulation of it. Will the person's identity and consciousness be preserved, or will it be a new person with the same memories and life experiences? Will it matter? Deep questions, these. The book presents Chalmers' paper as a “target essay”, and then invites contributors in twenty-six chapters to discuss the issues raised. A concluding essay by Chalmers replies to the essays and defends his arguments against objections to them by their authors. The essays, and their authors, are all over the map. One author strikes this reader as a confidence man and another a crackpot—and these are two of the more interesting contributions to the volume. Nine chapters are by academic philosophers, and are mostly what you might expect: word games masquerading as profound thought, with an admixture of ad hominem argument, including one chapter which descends into Freudian pseudo-scientific analysis of Chalmers' motives and says that he “never leaps to conclusions; he oozes to conclusions”. Perhaps these are questions philosophers are ill-suited to ponder. Unlike questions of the nature of knowledge, how to live a good life, the origins of morality, and all of the other diffuse gruel about which philosophers have been arguing since societies became sufficiently wealthy to indulge in them, without any notable resolution in more than two millennia, the issues posed by a singularity have answers. Either the singularity will occur or it won't. If it does, it will either result in the extinction of the human species (or its reduction to irrelevance), or it won't. AIs, if and when they come into existence, will either be conscious, self-aware, and endowed with free will, or they won't. They will either share the values and morality of their progenitors or they won't. It will either be possible for humans to upload their brains to a digital substrate, or it won't. These uploads will either be conscious, or they'll be zombies. If they're conscious, they'll either continue the identity and life experience of the pre-upload humans, or they won't. These are objective questions which can be settled by experiment. You get the sense that philosophers dislike experiments—they're a risk to job security disputing questions their ancestors have been puzzling over at least since Athens. Some authors dispute the probability of a singularity and argue that the complexity of the human brain has been vastly underestimated. Others contend there is a distinction between computational power and the ability to design, and consequently exponential growth in computing may not produce the ability to design super-intelligence. Still another chapter dismisses the evolutionary argument through evidence that the scope and time scale of terrestrial evolution is computationally intractable into the distant future even if computing power continues to grow at the rate of the last century. There is even a case made that the feasibility of a singularity makes the probability that we're living, not in a top-level physical universe, but in a simulation run by post-singularity super-intelligences, overwhelming, and that they may be motivated to turn off our simulation before we reach our own singularity, which may threaten them. This is all very much a mixed bag. There are a multitude of Big Questions, but very few Big Answers among the 438 pages of philosopher word salad. I find my reaction similar to that of David Hume, who wrote in 1748:
If we take in our hand any volume of divinity or school metaphysics, for instance, let us ask, Does it contain any abstract reasoning containing quantity or number? No. Does it contain any experimental reasoning concerning matter of fact and existence? No. Commit it then to the flames, for it can contain nothing but sophistry and illusion.I don't burn books (it's некультурный and expensive when you read them on an iPad), but you'll probably learn as much pondering the questions posed here on your own and in discussions with friends as from the scholarly contributions in these essays. The copy editing is mediocre, with some eminent authors stumbling over the humble apostrophe. The Kindle edition cites cross-references by page number, which are useless since the electronic edition does not include page numbers. There is no index.
Secrets Are LiesTo Mae's family and few remaining friends outside The Circle, this all seems increasingly bizarre: as if the fastest growing and most prestigious high technology company in the world has become a kind of grotesque cult which consumes the lives of its followers and aspires to become universal. Mae loves her sense of being connected, the interaction with a worldwide public, and thinks it is just wonderful. The Circle internally tests and begins to roll out a system of direct participatory democracy to replace existing political institutions. Mae is there to report it. A plan to put an end to most crime is unveiled: Mae is there. The Circle is closing. Mae is contacted by her mysterious acquaintance, and presented with a moral dilemma: she has become a central actor on the stage of a world which is on the verge of changing, forever. This is a superbly written story which I found both realistic and chilling. You don't need artificial intelligence or malevolent machines to create an eternal totalitarian nightmare. All it takes a few years' growth and wider deployment of technologies which exist today, combined with good intentions, boundless ambition, and fuzzy thinking. And the latter three commodities are abundant among today's technology powerhouses. Lest you think the technologies which underlie this novel are fantasy or far in the future, they were discussed in detail in David Brin's 1999 The Transparent Society and my 1994 “Unicard” and 2003 “The Digital Imprimatur”. All that has changed is that the massive computing, communication, and data storage infrastructure envisioned in those works now exists or will within a few years. What should you fear most? Probably the millennials who will read this and think, “Wow! This will be great.” “Democracy is mandatory here!”
Sharing Is Caring
Privacy Is Theft
Again our computations have been flushed and the LM is still flying. In Cambridge someone says, “Something is stealing time.” … Some dreadful thing is active in our computer and we do not know what it is or what it will do next. Unlike Garman [AGC support engineer for Mission Control] in Houston I know too much. If it were in my hands, I would call an abort.As the Lunar Module passed 3000 feet, another alarm, this time a 1201—VAC areas exhausted—flashed. This is another indication of overload, but of a different kind. Mission control immediately calls up “We're go. Same type. We're go.” Well, it wasn't the same type, but they decided to press on. Descending through 2000 feet, the DSKY (computer display and keyboard) goes blank and stays blank for ten agonising seconds. Seventeen seconds later another 1202 alarm, and a blank display for two seconds—Armstrong's heart rate reaches 150. A total of five program alarms and resets had occurred in the final minutes of landing. But why? And could the computer be trusted to fly the return from the Moon's surface to rendezvous with the Command Module? While the Lunar Module was still on the lunar surface Instrumentation Laboratory engineer George Silver figured out what happened. During the landing, the Lunar Module's rendezvous radar (used only during return to the Command Module) was powered on and set to a position where its reference timing signal came from an internal clock rather than the AGC's master timing reference. If these clocks were in a worst case out of phase condition, the rendezvous radar would flood the AGC with what we used to call “nonsense interrupts” back in the day, at a rate of 800 per second, each consuming one 11.72 microsecond memory cycle. This imposed an additional load of more than 13% on the AGC, which pushed it over the edge and caused tasks deemed non-critical (such as updating the DSKY) not to be completed on time, resulting in the program alarms and restarts. The fix was simple: don't enable the rendezvous radar until you need it, and when you do, put the switch in the position that synchronises it with the AGC's clock. But the AGC had proved its excellence as a real-time system: in the face of unexpected and unknown external perturbations it had completed the mission flawlessly, while alerting its developers to a problem which required their attention. The creativity of the AGC software developers and the merit of computer systems sufficiently simple that the small number of people who designed them completely understood every aspect of their operation was demonstrated on Apollo 14. As the Lunar Module was checked out prior to the landing, the astronauts in the spacecraft and Mission Control saw the abort signal come on, which was supposed to indicate the big Abort button on the control panel had been pushed. This button, if pressed during descent to the lunar surface, immediately aborted the landing attempt and initiated a return to lunar orbit. This was a “one and done” operation: no Microsoft-style “Do you really mean it?” tea ceremony before ending the mission. Tapping the switch made the signal come and go, and it was concluded the most likely cause was a piece of metal contamination floating around inside the switch and occasionally shorting the contacts. The abort signal caused no problems during lunar orbit, but if it should happen during descent, perhaps jostled by vibration from the descent engine, it would be disastrous: wrecking a mission costing hundreds of millions of dollars and, coming on the heels of Apollo 13's mission failure and narrow escape from disaster, possibly bring an end to the Apollo lunar landing programme. The Lunar Module AGC team, with Don Eyles as the lead, was faced with an immediate challenge: was there a way to patch the software to ignore the abort switch, protecting the landing, while still allowing an abort to be commanded, if necessary, from the computer keyboard (DSKY)? The answer to this was obvious and immediately apparent: no. The landing software, like all AGC programs, ran from read-only rope memory which had been woven on the ground months before the mission and could not be changed in flight. But perhaps there was another way. Eyles and his colleagues dug into the program listing, traced the path through the logic, and cobbled together a procedure, then tested it in the simulator at the Instrumentation Laboratory. While the AGC's programming was fixed, the AGC operating system provided low-level commands which allowed the crew to examine and change bits in locations in the read-write memory. Eyles discovered that by setting the bit which indicated that an abort was already in progress, the abort switch would be ignored at the critical moments during the descent. As with all software hacks, this had other consequences requiring their own work-arounds, but by the time Apollo 14's Lunar Module emerged from behind the Moon on course for its landing, a complete procedure had been developed which was radioed up from Houston and worked perfectly, resulting in a flawless landing. These and many other stories of the development and flight experience of the AGC lunar landing software are related here by the person who wrote most of it and supported every lunar landing mission as it happened. Where technical detail is required to understand what is happening, no punches are pulled, even to the level of bit-twiddling and hideously clever programming tricks such as using an overflow condition to skip over an EXTEND instruction, converting the following instruction from double precision to single precision, all in order to save around forty words of precious non-bank-switched memory. In addition, this is a personal story, set in the context of the turbulent 1960s and early ’70s, of the author and other young people accomplishing things no humans had ever before attempted. It was a time when everybody was making it up as they went along, learning from experience, and improvising on the fly; a time when a person who had never written a line of computer code would write, as his first program, the code that would land men on the Moon, and when the creativity and hard work of individuals made all the difference. Already, by the end of the Apollo project, the curtain was ringing down on this era. Even though a number of improvements had been developed for the LM AGC software which improved precision landing capability, reduced the workload on the astronauts, and increased robustness, none of these were incorporated in the software for the final three Apollo missions, LUMINARY 210, which was deemed “good enough” and the benefit of the changes not worth the risk and effort to test and incorporate them. Programmers seeking this kind of adventure today will not find it at NASA or its contractors, but instead in the innovative “New Space” and smallsat industries.
Finally, demand for fab labs as a research project, as a collection of capabilities, as a network of facilities, and even as a technological empowerment movement is growing beyond what can be handled by the initial collection of people and institutional partners that were involved in launching them. I/we welcome your thoughts on, and participation in, shaping their future operational, organizational, and technological form.Well, I am but a humble programmer, but here's how I'd go about it. First of all, I'd create a “Fabrication Trailer“ which could visit every community in the United States, Canada, and Mexico; I'd send it out on the road in every MIT vacation season to preach the evangel of “make” to every community it visited. In, say, one of eighty of such communities, one would find a person who dreamed of this happening in his or her lifetime who was empowered by seeing it happen; provide them a template which, by writing a cheque, can replicate the fab and watch it spread. And as it spreads, and creates wealth, it will spawn other Fab Labs. Then, after it's perfected in a couple of hundred North American copies, design a Fab Lab that fits into an ocean cargo container and can be shipped anywhere. If there isn't electricity and Internet connectivity, also deliver the diesel generator or solar panels and satellite dish. Drop these into places where they're most needed, along with a wonk who can bootstrap the locals into doing things with these tools which astound even those who created them. Humans are clever, tool-making primates; give us the tools to realise what we imagine and then stand back and watch what happens! The legacy media bombard us with conflict, murder, and mayhem. But the future is about creation and construction. What does An Army of Davids do when they turn their creativity and ingenuity toward creating solutions to problems perceived and addressed by individuals? Why, they'll call it a renaissance! And that's exactly what it will be. For more information, visit the Web site of The Center for Bits and Atoms at MIT, which the author directs. Fab Central provides links to Fab Labs around the world, the machines they use, and the open source software tools you can download and start using today.
These include beliefs, memories, plans, names, property, cooperation, coalitions, reciprocity, revenge, gifts, socialization, roles, relations, self-control, dominance, submission, norms, morals, status, shame, division of labor, trade, law, governance, war, language, lies, gossip, showing off, signaling loyalty, self-deception, in-group bias, and meta-reasoning.But for all its strangeness, the book amply rewards the effort you'll invest in reading it. It limns a world as different from our own as any portrayed in science fiction, yet one which is a plausible future that may come to pass in the next century, and is entirely consistent with what we know of science. It raises deep questions of philosophy, what it means to be human, and what kind of future we wish for our species and its successors. No technical knowledge of computer science, neurobiology, nor the origins of intelligence and consciousness is assumed; just a willingness to accept the premise that whatever these things may be, they are independent of the physical substrate upon which they are implemented.
This view of the human prospect is very odd indeed, and to this reader more disturbing (verging on creepy) than the approach of a technological singularity. What we encounter here are beings, whether augmented humans or software intelligences with no human ancestry whatsoever, that despite having at hand, by the end of the century, mental capacity per individual on the order of 1024 times that of the human brain (and maybe hundreds of orders of magnitude more if quantum computing pans out), still have identities, motivations, and goals which remain comprehensible to humans today. This seems dubious in the extreme to me, and my impression from Singularity is that the author has rethought this as well.
Starting from the publication date of 1999, the book serves up surveys of the scene in that year, 2009, 2019, 2029, and 2099. The chapter describing the state of computing in 2009 makes many specific predictions. The following are those which the author lists in the “Time Line” on pp. 277–278. Many of the predictions in the main text seem to me to be more ambitious than these, but I shall go with those the author chose as most important for the summary. I have reformatted these as a numbered list to make them easier to cite.This is just so breathtakingly wrong I am at a loss for where to begin, and it was just as completely wrong when the book was published two decades ago as it is today; nothing relevant to these statements has changed. My guess is that Kurzweil was thinking of “intricate mechanisms” within hadrons and mesons, particles made up of quarks and gluons, and not within quarks themselves, which then and now are believed to be point particles with no internal structure whatsoever and are, in any case, impossible to isolate from the particles they compose. When Richard Feynman envisioned molecular nanotechnology in 1959, he based his argument on the well-understood behaviour of atoms known from chemistry and physics, not a leap of faith based on drawing a straight line on a sheet of semi-log graph paper. I doubt one could find a single current practitioner of subatomic physics equally versed in the subject as was Feynman in atomic physics who would argue that engineering at the level of subatomic particles would be remotely feasible. (For atoms, biology provides an existence proof that complex self-replicating systems of atoms are possible. Despite the multitude of environments in the universe since the big bang, there is precisely zero evidence subatomic particles have ever formed structures more complicated than those we observe today.) I will not further belabour the arguments in this vintage book. It is an entertaining read and will certainly expand your horizons as to what is possible and introduce you to visions of the future you almost certainly have never contemplated. But for a view of the future which is simultaneously more ambitious and plausible, I recommend The Singularity Is Near.If engineering at the nanometer scale (nanotechnology) is practical in the year 2032, then engineering at the picometer scale should be practical in about forty years later (because 5.64 = approximately 1,000), or in the year 2072. Engineering at the femtometer (one thousandth of a trillionth of a meter, also referred to as a quadrillionth of a meter) scale should be feasible, therefore, by around the year 2112. Thus I am being a bit conservative to say that femtoengineering is controversial in 2099.
Nanoengineering involves manipulating individual atoms. Picoengineering will involve engineering at the level of subatomic particles (e.g., electrons). Femtoengineering will involve engineering inside a quark. This should not seem particularly startling, as contemporary theories already postulate intricate mechanisms within quarks.
/sbin/iptables -A INPUT -p tcp --syn --dport 80 -m iplimit \ --iplimit-above 20 --iplimit-mask 32 -j REJECTAnybody who tries to open more than 20 connections will get whacked on each additional SYN packet. You can see whether this rule is affecting too many legitimate connections with the status query:
/sbin/iptables -L -vGeekly reading, to be sure, but just the thing if you're responsible for defending an Internet server or site from malefactors in the Internet Slum.
He was born Graf Heinrich Karl Wilhelm Otto Friedrich von Übersetzenseehafenstadt, but changed his name to Nigel St. John Gloamthorpby, a.k.a. Lord Woadmire, in 1914. In his photograph, he looks every inch a von Übersetzenseehafenstadt, and he is free of the cranial geometry problem so evident in the older portraits. Lord Woadmire is not related to the original ducal line of Qwghlm, the Moore family (Anglicized from the Qwghlmian clan name Mnyhrrgh) which had been terminated in 1888 by a spectacularly improbable combination of schistosomiasis, suicide, long-festering Crimean war wounds, ball lightning, flawed cannon, falls from horses, improperly canned oysters, and rogue waves.On p. 352 we find one of the most lucid and concise explanations I've ever read of why it far more difficult to escape the grasp of now-obsolete technologies than most technologists may wish.
(This is simply because the old technology is universally understood by those who need to understand it, and it works well, and all kinds of electronic and software technology has been built and tested to work within that framework, and why mess with success, especially when your profit margins are so small that they can only be detected by using techniques from quantum mechanics, and any glitches vis-à-vis compatibility with old stuff will send your company straight into the toilet.)In two sentences on p. 564, he lays out the essentials of the original concept for Autodesk, which I failed to convey (providentially, in retrospect) to almost every venture capitalist in Silicon Valley in thousands more words and endless, tedious meetings.
“ … But whenever a business plan first makes contact with the actual market—the real world—suddenly all kinds of stuff becomes clear. You may have envisioned half a dozen potential markets for your product, but as soon as you open your doors, one just explodes from the pack and becomes so instantly important that good business sense dictates that you abandon the others and concentrate all your efforts.”And how many New York Times Best-Sellers contain working source code (p, 480) for a Perl program? A 1168 page mass market paperback edition is now available, but given the unwieldiness of such an edition, how much you're likely to thumb through it to refresh your memory on little details as you read it, the likelihood you'll end up reading it more than once, and the relatively small difference in price, the trade paperback cited at the top may be the better buy. Readers interested in the cryptographic technology and culture which figure in the book will find additional information in the author's Cryptonomicon cypher-FAQ.
What would we expect to see if we inhabited a simulation? Well, there would probably be a discrete time step and granularity in position fixed by the time and position resolution of the simulation—check, and check: the Planck time and distance appear to behave this way in our universe. There would probably be an absolute speed limit to constrain the extent we could directly explore and impose a locality constraint on propagating updates throughout the simulation—check: speed of light. There would be a limit on the extent of the universe we could observe—check: the Hubble radius is an absolute horizon we cannot penetrate, and the last scattering surface of the cosmic background radiation limits electromagnetic observation to a still smaller radius. There would be a limit on the accuracy of physical measurements due to the finite precision of the computation in the simulation—check: Heisenberg uncertainty principle—and, as in games, randomness would be used as a fudge when precision limits were hit—check: quantum mechanics.Indeed, these curious physical phenomena begin to look precisely like the kinds of optimisations game and simulation designers employ to cope with the limited computer power at their disposal. The author notes, “Quantum Indeterminacy, a fundamental principle of the material world, sounds remarkably similar to optimizations made in the world of computer graphics and video games, which are rendered on individual machines (computers or mobile phones) but which have conscious players controlling and observing the action.” One of the key tricks in complex video games is “conditional rendering”: you don't generate the images or worry about the physics of objects which the player can't see from their current location. This is remarkably like quantum mechanics, where the act of observation reduces the state vector to a discrete measurement and collapses its complex extent in space and time into a known value. In video games, you only need to evaluate when somebody's looking. Quantum mechanics is largely encapsulated in the tweet by Aatish Bhatia, “Don't look: waves. Look: particles.” It seems our universe works the same way. Curious, isn't it? Similarly, games and simulations exploit discreteness and locality to reduce the amount of computation they must perform. The world is approximated by a grid, and actions in one place can only affect neighbours and propagate at a limited speed. This is precisely what we see in field theories and relativity, where actions are local and no influence can propagate faster than the speed of light. The unexplained. Many esoteric and mystic traditions, especially those of the East such as Hinduism and Buddhism, describe the world as something like a dream, in which we act and our actions affect our permanent identity in subsequent lives. Western traditions, including the Abrahamic religions, see life in this world as a temporary thing, where our acts will be judged by a God who is outside the world. These beliefs come naturally to humans, and while there is little or no evidence for them in conventional science, it is safe to say that far more people believe and have believed these things and have structured their lives accordingly than those who have adopted the strictly rationalistic viewpoint one might deduce from deterministic, reductionist science. And yet, once again, in video games we see the emergence of a model which is entirely compatible with these ancient traditions. Characters live multiple lives, and their actions in the game cause changes in a state (“karma”) which is recorded outside the game and affects what they can do. They complete quests, which affect their karma and capabilities, and upon completing a quest, they may graduate (be reincarnated) into a new life (level), in which they retain their karma from previous lives. Just as players who exist outside the game can affect events and characters within it, various traditions describe actors outside the natural universe (hence “supernatural”) such as gods, angels, demons, and spirits of the departed, interacting with people within the universe and occasionally causing physical manifestations (miracles, apparitions, hauntings, UFOs, etc.). And perhaps the simulation hypothesis can even explain absence of evidence: the sky in a video game may contain a multitude of stars and galaxies, but that doesn't mean each is populated by its own video game universe filled with characters playing the same game. No, it's just scenery, there to be admired but with which you can't interact. Maybe that's why we've never detected signals from an alien civilisation: the stars are just procedurally generated scenery to make our telescopic views more interesting. The author concludes with a summary of the evidence we may be living in a simulation and the objection of sceptics (such that a computer as large and complicated as the universe would be required to simulate a universe). He suggests experiments which might detect the granularity of the simulation and provide concrete evidence the universe is not the continuum most of science has assumed it to be. A final chapter presents speculations as to who might be running the simulation, what their motives might be for doing so, and the nature of beings within the simulation. I'm cautious of delusions of grandeur in making such guesses. I'll bet we're a science fair project, and I'll further bet that within a century we'll be creating a multitude of simulated universes for our own science fair projects.