Utilisateur:Daiima/Principe d'indépendance du support

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en:Simulism


Origines du simulisme[modifier | modifier le code]

Le principe d'indépendance du support est né en 2003 sous sa forme actuelle, avec la publication d'un article de Nick Bostrom[1] qui suscita un grand intérêt, en raison de l'idée selon laquelle la réalité pourrait être une simulation informatique telle que décrite dans la trilogie Matrix (1999-2003). Toutefois, de nombreux synopsis de science-fiction plus anciens avaient déjà incorporé de tels éléments d'intelligence artificielle, et l'idée selon laquelle la réalité serait effectivement une fiction remonte à l'époque de Platon, si elle n'est pas plus ancienne encore.


Dans la culture populaire[modifier | modifier le code]

On peut trouver cette idée selon laquelle la réalité est une illusion dès la Grève antique, et l'on peut estimer que plusieurs des thèmes de Matrix - le destin contre le libre-arbitre, l'existence d'entités exogènes au monde humain contrôlant celui-ci - se retrouve très tôt dans la littérature et l'œuvre dramatique de Grèce ancienne, notamment dans Œdipe et l'Iliade. Au cours du 20e siècle, le théâtre comme le cinéma ont utilisé les concepts de réalité alternative, comme dans le Théâtre de l'absurde, le film La Vie est belle ou la série Le Prisonnier. Le caractère flou de la frontière entre fiction, réalité et réalités alternatives, a conduit à l'apparition de différents éléments dans la culture populaire : les soap opera mettant en scène la vie réelle, la télé réalité visant à montrer de "vraies" personnes dans de "vraies" situations, et les docufictions qui mélangent fiction et réalité. The Truman Show (1998) est un exemple fictionnel montrant l'extension logique de cette tendance, dans laquelle le personnage central est capturé au sein d'une simulation physique. Au cours des 20 années passées, la science-fiction s'est hissée au sommet de la culture populaire, mettant en valeur des thèmes comme la réalité virtuelle, l'intelligence virtuelle et le jeu vidéo, tous relatifs au simulisme.

Jeux de rôle et wargames[modifier | modifier le code]

Les jeux de rôle ont une longue histoire qui remonte à l'Antiquité, et ont toujours été utilisés de manière extensive à des fins pédagogiques (droit, médecine, économie...) comme en politique intérieure et étrangère. [2]. Dans de telles simulations, "les participants assument des rôles sociaux dans un groupe social hypothétique tout en expérimentant la complexité d'établir et de prendre en compte des buts particuliers générés par le système" [3]. Les simulations invoquant le jeu de rôle ont aussi un rôle thérapeutique en psychothérapie, sous la forme des psychodrames développés par Jacob L. Moreno dans les années 20 - ce qui fut ultérieurement renommé "thérapie du jeu".

Le jeu de rôle est également une part importante de l'entraînement militaire. Le terme allemand pour ce type d'exercice d'entraînement et d'évaluation est Kriegspiel, et en anglais Wargame, mot-à-mot jeux de guerre. Une utilisation similaire de jeu de rôle est une fonction essentielles de l'Incident Command System mis au point par de nombreuses organisations d'aide d'urgence afin d'évaluer les solutions possibles à des incidents complexes. Les reconstitutions historiques, pratiquées pendant des millénaires, impliquent également le concept de jeu de rôle mais dans un but de divertissement.

L'histoire des jeux de rôle modernes se forme avec l'apparition des wargames de fantasy. Différentes formes de jeu de rôle apparaissent, parmi lesquelles les jeux de rôle grandeur nature, jeux de rôle dramatiques, jeux de rôle freeform, jeux de rôle amateurs, ou les jeux de storytelling, tous nécessitant de la part des participants d'assumer les rôles de leur spersonnages et de créer des histoires collaborativement en utilisant le système du jeu de rôle. De tels jeux peuvent également requérir de la part des joueurs de "rentrer dans la peau" de leurs personnages, ou autoriser le métajeu en restant en dehors du personnage. Les participants ne sont pas forcément tous présent simultanément dans l'espace et le temps, grâce aux jeu par mail (tel le populaire Yahoo! Play-by-mail des années 1990) ou au jeu sur forums.

La théorie GNS, développé à l'origine par Ron Edwards, est un essai de documentation sur le fonctionnement du jeu de rôle. Elle divise les participants entre trois catégories : les joueurs qui sont attirés par la compétition et le challenge, les narrateurs qui sont attirés par l'histoire et le thème, et les simulationistes qui recherchent plutôt l'esprit du jeu.[4]

Computer games and simulations[modifier | modifier le code]

Computer Gaming has a long history, originating in the late 1940's [5], when Thomas T. Goldsmith Jr. and Estle Ray Mann, were granted a patent for what was, to all intents and purposes, a video game. During the 1950's and the 1960's various such games were developed [6], and by the early 1970's such games were becoming commercially viable[7]. The first generation of personal computer games were often text adventures or interactive fiction[8], in which the player communicated with the computer by entering commands through a keyboard. By the mid-1970s, games were being developed and distributed through magazines, such as Creative Computing and Computer Gaming World [9]

Fichier:Wizardry1.png
The Apple II version of Wizardry was one of the earliest computer role-playing games not hosted on PLATO.

The development of computer role-playing games began in the mid 1970's, when stand-alone computer role-playing games were being developed as an offshoot of mainframe text-based role-playing games on PDP-10 and Unix-based computers. Amongst the first of these were pedit5 and dnd [10], whose name derives from an abbreviation of Dungeons & Dragons (D 'n' D), the original role-playing game which had been published earlier in 1974. This gave rise to a whole genre of dungeon crawl games. In 1980, probably the most seminal of this genre, Rogue was released, inspiring a host of roguelike clones [11]. Two notable examples of these were Ultima (1980) [12] and Wizardry (1981)[13].

Innovations in these games eventually became standards of almost all console role-playing games and Role-playing video games produced for the personal computer market. Later games such as Dungeon Master (1987) introduced realtime gameplay and several user-interface innovations, for example, direct manipulation of objects and the environment with the mouse. Later developments in this genre have tended to involve on-line interaction with other players (see below), rather than played on stand-alone machines. One variant, computer-assisted gaming, is still very much alive [14]; here the games are only partially computerized, but actively regulated by a human referee[15]. It is claimed that there are Cultural differences in computer and console role-playing games between Eastern and Western versions [16].

Online gaming and virtual worlds[modifier | modifier le code]

The origins of today's virtual worlds and virtual communities lie in the interactive fiction and adventure games of the 1970s. The first text-based computer-based interactive fiction was Colossal Cave Adventure created by Will Crowther in 1975 (later extended by Don Woods). In 1976, Dungeon was a version of Dungeons & Dragons, a role-playing game based on a medieval fantasy scenario. This was followed in 1978 by Multi-User Dungeon, a text-based multi-player on-line role playing game. However it took the advent of Usenet in 1980 as a distributed community, to allow the idea to develop effectively. From these early beginnings came several variants on the gaming theme: MUCK, MUSH and MOO (collectively MU* ), all developed out of TinyMUD (1989) a social game variant of the original MUD. In the early 1990s these became more sophisticated and found uses outside gaming, particularly in education.[17]

The growth of Second Life from Jan 2006 to Mar 2007.

In 1985 the Whole Earth eLectronic Link was founded as a virtual community. This was one of the precursors to the Internet. Initially online games were primarily text-based; however, in 1994 WebWorlds (later called ActiveWorlds) was created as the first on-line 3D virtual reality platform. This was quickly followed in 1996 by The Palace, which provided graphical chat rooms with a flexible avatar system. The 1980s and 1990s also saw the development of Massively Multiplayer Online Role-Playing Games, growing out of initial offerings such as MUD (1978) which were text-based, but then developed through Rogue (1980) and other similar games, such as Islands of Kesmai (1984), to using ASCII graphics. In the 1990s, games such as Neverwinter Nights (1991) and the later Ultima Online (1997) were primarily visual-graphics based.

Since 2000, Massively Multiplayer On-line Gaming has developed in various directions. Computer simulations such as VATSIM and IVAO offer the user the ability to fly virtual planes in a world wide air traffic control simulation. Virtual communities such as MySpace (2003) use social software to facilitate social interaction and networking. Massively Multiplayer Online Social Games such as The Sims Online (2002), There (2003) and Second Life (2003) which are virtual reality environments where the user is represented by an avatar have developed from earlier offerings such as Habbo Hotel (2000). These focus on socialization instead of objective-based gameplay, and might best be described as Multi-User Virtual Environments. MMORPGs, such as World of WarCraft (2004) have also become interactive communities but based more on fantasy worlds rather than real-world scenarios. Such communities are sometimes called metaverses, a term taken from the 1992 novel Snow Crash by Neal Stephenson.

Science fiction themes[modifier | modifier le code]

One of the first references to simulations occurred in the 1959 novel Time out of Joint by Philip K. Dick. In this the central character is trapped in a "bubble" of 1950s small town America. Simulacron-3 (1964) by Daniel F. Galouye (alternative title: Counterfeit World) tells the story of a virtual city developed as a computer simulation for market research purposes, in which the simulated inhabitants possess consciousness; all but one of the inhabitants are unaware of the true nature of their world.


Permutation City (1994) by Greg Egan explores quantum ontology via the various philosophical aspects of artificial life and simulations of intelligence. Other Egan novels, such as Diaspora (1997) and Schild's Ladder (2002) also involve simulated consciousness.

Recent feature films whose plot lines have explicitly involved the Simulism Hypothesis:

Cellular automata and digital physics[modifier | modifier le code]

Artificial Intelligence & Virtual Reality[modifier | modifier le code]

Although the idea of an automaton has been in existence since the time of the ancient Greeks, both in fact and fiction, the first use of the term robot was in 1921, derived from the title of a play by Karel Capek called R.U.R. (Rossum's Universal Robots). While Capek's creatures have intelligence, they are biological rather than mechanical, similar to the replicants in Blade Runner.

Types of Reality Simulation[modifier | modifier le code]

Simulation of reality is currently a fictional technology, and non-fictional examples are limited to reality TV or computer simulations of specific events and situations. Current technology in the form of virtual, augmented or mixed reality is very limited in comparison to what would be needed to achieve a convincing simulation of reality. The following typology of the different forms of reality simulation is drawn from examples from both science fiction and futurology. One may usefully distinguish between two types of simulation: in an extrinsic simulation, the consciousness is external to the simulation, whereas in an intrinsic simulation the consciousness is entirely contained within it and has no presence in the external reality.

Extrinsic Consciousness Simulations[modifier | modifier le code]

Physical Simulation[modifier | modifier le code]

Here, the body and functions of participants remain intact, entering into a simulation and participating using their normal physical body. Examples range from Reality TV shows such as The Big Brother House which are social simulations , through online social network services such as Second Life and Massively On-Line Role Playing Games to fictional simulations such as the Star Trek Holodeck. In the extreme case as fictionally portrayed in the original Star Trek episode The Menagerie, participant's minds were convinced not only of a simulated reality, but also that their physical bodies had been transformed.

Brain-computer interface[modifier | modifier le code]

Fichier:SimulatedReality MorpheusAndNeoInSmallSimulation.jpg
Morpheus teaches Neo inside a small simulated reality

In a brain-computer interface simulation, participants enter the simulation from outside, directly connecting their brain to the simulation computer, but normally keeping their physical form intact. The computer transfers sensory data to them and reads their desires and actions back; in this manner they interact with the simulated world and receive feedback from it. The participant may even receive adjustment in order to temporarily forget that they are inside a virtual realm, sometimes called "passing through the veil", a term borrowed from Christianity, which describes the supposed passage of a soul from an earthly body to an afterlife. While inside the simulation, the participant can be represented by an avatar, which could look very different from the participant's actual appearance. The Cyberpunk genre of fiction contains many examples of brain-computer interface simulated reality; most notably, this type of simulation was featured in The Matrix trilogy.

Brain-in-a-Vat[modifier | modifier le code]

Illustration of the brain-in-a-vat concept

A variant of the brain-computer-interface simulation is the brain-in-a-vat. This is often used in philosophy as part of thought experiments to draw attention to particular issues, notably the idea of solipsism, a philosophical position claiming that knowledge of anything outside the mind cannot be determined. In this simulation variant a disembodied brain is connected to the real world by a series of wires, and the simulated reality is fed to the brain. There is a large number of references to Brains in Vats in popular science fiction.

Emigration[modifier | modifier le code]

In an emigration simulation, the participant would enter the simulation from an outer reality, via a brain-computer interface, but to a much greater degree. On entry, the participant is subject to mind transfer which temporarily relocates their mental processing into a virtual-person which holds their consciousness. Their outside-world presence remains in stasis during the simulation. After the simulation is over, the participant's mind is transferred back into their outer-reality body, along with all new memories and experiences gained. Mind transfer is portrayed in Science Fiction novels such as Mindswap (1966) by Robert Sheckley and the TV series Quantum Leap; most notably, mind transfer was the primary mechanism by which consciousness was transferred in The Thirteenth Floor (1999).

Intrinsic Consciousness Simulations[modifier | modifier le code]

Virtual World Simulation[modifier | modifier le code]

In a virtual world simulation, every inhabitant is a native of the simulated world. They do not have a 'real' body in the 'outside' reality. Rather, each is a fully simulated entity, possessing an appropriate level of consciousness that is implemented using the simulation's own logic (i.e. using its own physics). Typical of such a simulation at one extreme with no level of consciousness would be an artificial life simulation such as The Sims computer game. In many computer games, inhabitants lacking consciousness are referred to as NPCs (Non-Player Characters), or bots (see also Philosophical zombies). Where virtual entities achieve the level of artificial consciousness, they could be downloaded from one simulation to another, or even archived and resurrected at a later date. It is also possible that a simulated entity could be moved out of the simulation entirely by means of mind transfer into a synthetic body. Ancestor simulations as described by Nick Bostrom would fall into this category.

Virtual Solipsistic Simulation[modifier | modifier le code]

In this type of simulation, an artificial consciousness is created; the "world" participants perceive exists only within their minds. There are two possible variants of this: in the first, there is only a single solipsistic conscious entity in existence, and is the sole focus of the simulation; in the second, there are multiple conscious entities, but each receives a separate but globally consistent version of the simulation . This scenario is a counterpart of social constructivism which concerns the ways in which groups participate in the creation of their perceived reality.

Intermingled Simulations[modifier | modifier le code]

An intermingled simulation would support both extrinsic and intrinsic types of consciousness: beings from an outer reality visiting or emigrating, and virtual-people who are natives of the simulation both artificial consciousnesses or bots, lacking any physical body in the outer reality. Sometimes this is termed a metaverse. The Matrix trilogy features an intermingled type of simulation: it contains not only human minds, but also the 'agents', who are sovereign software programs indigenous to the computed realm, and NPCs.

Philosophical Background[modifier | modifier le code]

The idea that the world is an illusory computer simulation, is on the surface a modern example of a skeptical hypothesis, a hypothetical situation posed in order to raise doubts which challenge epistemological theories. However, Nick Bostrom argues that the purpose of The Simulation Argument goes beyond such skepticism, claiming that "...we have interesting empirical reasons to believe that a certain disjunctive claim about the world is true", one of the disjunctive propositions being that we are almost certainly living in a simulation.[18]. Taking this position, one might view the simulation hypothesis as a logically possible world, which, according to the modal realism of David Lewis would be as valid as this world.

Chalmers, in The Matrix as Metaphysics agrees that this is not a skeptical hypothesis but rather a Metaphysical Hypothesis. [19]. Chalmers goes on to identify three separate hypotheses, which, when combined gives what he terms the Matrix Hypothesis; the notion that reality is but a computer simulation:

  • The Creation Hypothesis, that "Physical space-time and its contents were created by beings outside physical space-time" [19]
  • The Computational Hypothesis, that "Microphysical processes throughout space-time are constituted by underlying computational processes"[19]
  • The Mind-Body Hypothesis, that "mind is constituted by processes outside physical space-time, and receives its perceptual inputs from and sends its outputs to processes in physical space-time".[19]

Historical precedents[modifier | modifier le code]

The roots of skepticism can be traced back to the early 5th Century BC, in Parmenides' work The Way of Truth, in which he argued that the every-day perception of reality of the physical world is mistaken, and that the reality of the world is an unchanging, ungenerated, indestructible whole.[20]

Zeno[modifier | modifier le code]

Zeno of Elea, (c. 490 BC ) put forward three paradoxes concerning the nature of motion, and questioning the reality of what we see around us. In the final Paradox of the Arrow, he suggests:

If everything when it occupies an equal space is at rest, and if that which is in locomotion is always occupying such a space at any moment, the flying arrow is therefore motionless.[21]

The paradoxes taken together appear to support Parmenides' doctrine that "all is one" and that contrary to the evidence of our senses, motion is nothing but an illusion. The challenges offered by the paradoxes can be dealt with through the use of calculus; however, even as recently as the 1950s variants of these paradoxes were still causing puzzlement. (see for example, Thomson's lamp a paradox proposed by J.F.Thomson [22]

Plato[modifier | modifier le code]

Plato's Cave

Plato, (c. 428-348 BC) in the seventh book of The Republic relates the Allegory of the cave, in which a prisoner is chained to a wall in a cave lit by a fire, and can only see vague shadows on the wall caused by unseen hands moving statues. The prisoner's mind interprets these shadows, ascribing form and structure, and this is what the prisoner takes to be reality. When the prisoner is freed from the cave, he begins to understand that the shadows on the wall were not 'reality', and sees that he has been deceived. Outside, in the real world, the prisoner is initially blinded by the light of the sun, but then realises that real objects are illuminated by the sun, just as the shadows were lit by the fire in the cave, and what he thought was reality was merely an imitation of the real world. Plato's metaphor of the sun is thus understood to be intellectual illumination,

The prisoner's stages of understanding correlate with the levels on the so-called divided line, which is divided into the visible and intelligible worlds, with the divider being the Sun. In the cave, he is in the visible realm, receiving no sunlight and outside he is in the intelligible realm.

There are clear parallels here with the plot line of The Matrix, in which Neo initially thinks that he is living in the real world, but then is freed by Morpheus, who gives him understanding that what he took to be reality was in fact a computer simulation.

Hindu & Buddhist Philosophy[modifier | modifier le code]

In Advaita Vedanta a branch of Hindu philosophy, the 'reality' which our everyday consciousness experiences is the result of Maya, a complex illusionary power, disguising the real nature of Brahman, the true, unitary self & cosmic spirit. Maya has two main functions — one is to 'veil' Brahman from the human minds, and the other is to present the material world in its stead. Maya is believed to be a temporary state and is destroyed with 'true knowledge or by the 'lifting of the veil'. The concept of Maya is expounded in the Upanishads (Hindu Scriptures); see, for example the Bhagavad Gita 7.14 .

A related concept, Bodhi is found in Buddhism. Bodhi is the awakening experience attained by Gautama Buddha, the awareness of the true nature of the universe. After attainment, it is believed one is freed from the cycle of Samsara, that of birth, suffering, death and rebirth to reach nirvana. The Nirvana Sutra teaches that:

"The attributes of Nirvana are eightfold. What are these eight? Cessation (nirodha), Wholesomeness / Loveliness (shubha), Truth (satya), Reality (bhuta) / (tattva), Eternity (nitya), Bliss (sukha), Self (atman), and Purity (parishuddhi): that is Nirvana."[23].

Descartes[modifier | modifier le code]

Descartes (1596-1650) is one of the first 'modern' thinkers to attempt to provide a philosophical framework of mind and the world we perceive around us, seeking a fundamental set of truths. In his writings, Descartes employs a version of methodological skepticism , the first precept of which he states is "never to accept anything for true which I did not clearly know to be such".[24]

Descartes' Meditations

In his work Meditations on First Philosophy, he writes that he can only be sure of one thing: thought exists - cogito ergo sum , normally translated as "I think, therefore I am". [25]. One of the fundamental ideas explored by Descartes is Mind-Body Dualism which impinges on the nature of reality as we perceive it, and concerns the relationship which exists between mental processes, and bodily states. Descartes mused whether his perception of a body was the result of a dream, or an illusion created by an evil demon. He reasons that: "The mind is a substance distinct from the body, a substance whose essence is thought." [25] From this stance, Descartes goes on to argue:

"I have a clear and distinct idea of myself as a thinking, non-extended thing, and a clear and distinct idea of body as an extended and non-thinking thing. Whatever I can conceive clearly and distinctly, God can so create." [25].

Descartes concludes that the mind, a thinking thing, can and does exist apart from its extended body. This relationship of the mind to the body, is arguably one of the central issues in the philosophy of mind.[26] Descartes also discussed the existence of the external world, arguing that sensory perceptions are involuntary, and are not consciously directed, and as such are evidence of a world external to the mind, since God has given him the "propensity" to believe that such ideas are caused by material things.[25]

Later critics responded to Descartes's 'proof' for the external world with the brain in a vat thought experiment, suggesting in that Descartes' brain might be connected up to a machine which simulates all of these perceptions. However, the vat and the machine exist in an external world, so one form of external world is simply replaced by another.

Later thinkers[modifier | modifier le code]

David Hume[modifier | modifier le code]

Hume (1711-1776) argued for two kinds of reasoning: probable and demonstrative (Hume's fork), and applied these to the skeptical argument that reality is but an illusion. He concludes that neither of these two forms of reasoning can lead us to belief in the continued existence of an external world. Demonstration by itself cannot establish the uniformity of nature (as laid out by scientific laws and principles), and reason alone cannot establish that the future will resemble the past (e.g. that the sun will rise tomorrow), Probable reasoning, which aims to take us from the observed to the unobserved, cannot do this either, as it also depends on the uniformity of nature, and cannot be proved without circularity by any appeal to uniformity. Hume concludes that there is no solution to the skeptical argument except, to ignore it.[27]

Immanuel Kant[modifier | modifier le code]

Immanuel Kant

Kant (1724-1804) was an advocate of Transcendental Idealism, that there are limits on what can be understood, and what we see as reality is merely how things appear to us, not how those things are in and of themselves. In his Critique of Pure Reason he notes:

"Everything intuited or perceived in space and time, and therefore all objects of a possible experience , are nothing but phenomenal appearances, that is, mere representations [and] have no independent, self-subsistent existence apart from our thoughts". [28]

An important theme in Kant's work is that there are fundamental features of reality that escape our direct knowledge because of the natural limits of our senses and faculties.[28]

Hegel, Husserl & Heidegger[modifier | modifier le code]

These three philospohers form the core of Phenomenological thought.

Hegel ( 1770-1831) proposed a conception of knowledge, mind and reality in which the mind itself creates external forms and objects that stand outside of it or opposed to it. The mind recognizes itself in these external forms, so that they become simultaneously 'mind' and 'other-than-mind'.[29]

Husserl (1859-1938) observed that the 'natural standpoint' of our perception of the world and its objects is characterized by a belief that the objects exist and possess properties. Husserl proposed a way of looking at objects by examining how we "constitute" them as (seemingly) real objects, rather than simply figments of our imagination. In this Phenomenological standpoint, the object ceases to be "external", with mere indicators about its nature, its essence arising from the relationship between the object and the perceiver.[30]

Heidegger (1889-1976) in Being and Time questions of the meaning of Being, and distinguishes it from any specific thing "'Being' is not something like a being". [31] According to Heidegger, this sense of being precedes any notions of which beings exist, as it is a primary construct.

Phenomenalism[modifier | modifier le code]

Phenomenalism is the view that physical objects do not exist as things in themselves but only as perceptions or sensory stimuli (e.g. redness, hardness, softness, sweetness, etc.) situated in time and in space. In particular, phenomenalism reduces talk about physical objects in the external world to talk about bundles of sense-data. For a brief period, Bertrand Russell (1872-1970) held the view that all that we could be aware of was this sense data; everything else, including physical objects which generated the sense data, could only known by description, and not known directly.[32]

Contemporary Philosophy[modifier | modifier le code]

Modal Realism[modifier | modifier le code]

Modal realism asserts that all possible worlds are as valid as this world. A possible world is a term devised by Leibniz to enable logical analysis of propositions. The idea was first proposed in papers by David Lewis in the late 1960s[33], but elaborated upon in Counterfactuals (1973) [34]. This latter work contained an analysis of counterfactual conditionals in terms of the theory of possible worlds and modelled counterfactuals using the possible world semantics of modal logic. In On the Plurality of Worlds, (1991), Lewis argues that "the thesis that the world we are part of is but one of a plurality of worlds, ... and that we who inhabit this world are only a few out of all the inhabitants of all the worlds."

C.S.Lewis, author of The Chronicles of Narnia regarded possible worlds as a way of thinking about possibility and necessity. In the Chronicles, C.S.Lewis uses possible worlds in the form of a parallel universes to discuss various Christian themes. He says, in a 1958 letter: "What might Christ become like if there really were a world like Narnia?" [35] An interesting parallel here is the notion of pantheistic solipsism put forward by the Science Fiction writer Robert A. Heinlein in novels such as The Number of the Beast.[36]

Constructivism[modifier | modifier le code]

Ernst von Glasersfeld is a proponent of Radical Constructivism, which claims that knowledge is the result of a self-organizing cognitive process of the human brain. The process of constructing knowledge regulates itself, whereby knowledge is constructed rather than compiled from empirical data. It is therefore impossible in principle to know the extent to which knowledge reflects an external reality. “The function of cognition is adaptive and serves the organisation of the experiential world, not the discovery of ontological reality" [37]

Social constructivism is a sociological theory of knowledge which rose to prominence in 1966 with the publication of The Social Construction of Reality [38]. Social constructivism (or constructionism) attempts to uncover how individuals and groups participate and negotiate their perceived reality, and shared understanding; in this way reality is socially constructed. Paul Ernest (1991) summarises the main foundations of social constructivism as follows:

"Knowledge is not passively received but actively built up by the cognizing subject. The personal theories which result from the organization of the experiential world must fit the constraints imposed by physical and social reality. This is achieved by a cycle of theory - prediction - test - failure - accommodation - new theory. This gives rise to socially agreed theories of the world." [39]

Computationalism[modifier | modifier le code]

A Turing Machine consisting of an infinite tape and a tape reader.

Computationalism claims that cognition is a form of computation, and underpins much of the work in Artificial Intelligence. It is related to Functionalism, a philosophy of mind put forth by Hilary Putnam in 1960, inspired by the analogies between the mind and the theoretical Turing Machines, which according to the Church-Turing Thesis are capable of processing any given algorithm which is computable. Computationalism rests on two theses: (i) Computational Sufficiency, that an appropriate computational structure suffices for the possession of mind, and (ii) Computational Explanation, that computation provides a framework for the explanation of cognitive processes.[40].

Computationalism assumes the possibility of Strong AI, which would be required in order to establish even a theoretical possibility of a simulated reality. However, the relationship between cognition and phenomenal consciousness is disputed by Searle in an argument known as the Chinese Room[41]. Further critics have argued that it is possible that consciousness requires a substrate of "real" physics, and simulated people, while behaving appropriately, would be philosophical zombies[42].

Transhumanism[modifier | modifier le code]

Converging Technologies, (2002) explores the potential for technological improvements to human performance.

The first known use of the term "Transhumanism" was by Julian Huxley in 1957. During the 1980'a group of scientists, artists, and futurists began to organize into the transhumanist movement. Transhumanist thinkers postulate that human beings will eventually be transformed into beings with such greatly expanded abilities as to merit the label "posthuman".[43] Proponents draw on future studies and various fields of ethics such as bioethics, infoethics, nanoethics, neuroethics, roboethics, and technoethics, and are predominantly secular posthumanist and politically liberal.

Nick Bostrom, in A History of Transhumanist Thought (2005) [43] locates transhumanism's roots in Renaissance humanism and the Enlightenment. Transhumanism can be defined as:

  • The improvemnt of the human condition through applied reason, and technology to eliminate aging and greatly enhance human capacities.
  • The study of the technologies that will enable us to overcome fundamental human limitations, and the ethical issues involved in their use.[44]

The Simulation Argument [1] is part of the Transhumanist debate, located within Digital Philosophy.


Voir aussi[modifier | modifier le code]

References[modifier | modifier le code]

  1. a et b Erreur de référence : Balise <ref> incorrecte : aucun texte n’a été fourni pour les références nommées Bostrom 2003
  2. Voir par exemple le jeu "SimSoc", créé en 1966 par William A. Gamson
  3. Gredler, M. (1992), Designing and Evaluating Games and Simulations: A Process Approach, Kogan Page, London
  4. http://www.indie-rpgs.com/articles/3/ GNS and Other Matters of Role-Playing Theory, Chapter 2]
  5. A patent application was filed on January 25, 1947 and Modèle:US Patent was issued on December 14, 1948 to Thomas T. Goldsmith Jr. and Estle Ray Mann
  6. For example, Tennis for Two by William Higinbotham (1958), and Spacewar! (1962); the latter probably being the first computer video game, having been created a year earlier by Martin Graetz, Alan Kotok and Steve Russell on a PDP-1
  7. In 1971 Nolan Bushnell and Ted Dabney created Computer Space, the first commercial coin-operated video game.
  8. The first text-adventure, Adventure, was developed for the PDP-11 by Will Crowther in 1976, and expanded by Don Woods in 1977.Jerz, Dennis, « Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original 'Adventure' in Code and in Kentucky », Digital Humanities Quarterly, (consulté le )
  9. These magazines published reader-produced game code to be typed into a computer and played, and running software competitions. (en) « Computer Gaming World's RobotWar Tournament », Computer Gaming World,‎ october, 1982, p. 17 (lire en ligne [PDF])
  10. dnd (1974) was written in the TUTOR programming language for the PLATO System by Gary Whisenhunt and Ray Wood at Southern Illinois University ; enhancements were made by Dirk and Flint Pellett during the late '70's and early '80's.
  11. One of the most notable of these was the 1987 update, NetHack
  12. Ultima I: The First Age of Darkness (1980), created by Richard Garriott. The series has had many updates which are still being published. see: The official Ultima WWW Archive for information and files concerning the entire saga
  13. Wizardry: Proving Grounds of the Mad Overlord, the first of 8 titles published by Sir-Tech between 1981 and 2001.The game began life as a dungeon crawl written by Andrew C. Greenberg and Robert Woodhead, when they were students at Cornell University.
  14. see, for example Chore Wars, launched in July 2007, which offers a new slant on the entire RPG genre – housework!
  15. see: Mac-Assisted Role-Playing, for example.
  16. see: Spy/Counterspy Case File 07: RPGs - East vs. West , The Oblivion of Western RPGs: Can Oblivion save a genre it helped bury , and Kawaisa! A Naive Glance at Western and Eastern RPGs
  17. For example, LinguaMOO is an educational MOO, created in 1995 by Cynthia Haynes of the University of Texas at Dallas and Jan Rune Holmevik of the University of Bergen. see http://lingua.utdallas.edu:7000/
  18. This is a clarification by Nick Bostrom on The Simulation Argument Website; see FAQ 3
  19. a b c et d Davis J. Chalmers The Matrix as Metaphysics Dept of Philosophy, U. o Arizona; paper written for the philosophy section of The Matrix website. Erreur de référence : Balise <ref> incorrecte : le nom « M@M » est défini plusieurs fois avec des contenus différents.
  20. Parminedes' Way of Truth: The First Enquiry in Being
  21. Aristotle|Physics VI:9, 239b5}}
  22. Tasks and Super-Tasks J.F.Thomson, (1954), Analysis, Vol. 15, No. 1 (Oct., 1954), pp. 1-13 doi:10.2307/3326643
  23. Translation on The "Nirvana Sutra" , a website devoted to the "Mahayana Mahaparinirvana Sutra" - the sutra specialising in the Buddha's "Buddha-dhatu" ("Buddha Nature") / "Tathagatagarbha" ("Buddha-Matrix") and "True Self" teachings; quotaion is from the Mahayana Mahaparinirvana Sutra, translated into English by Kosho Yamamoto, edited and revised by Page, T. (2000), Nirvana Publications, London.
  24. Descartes, René, 1596-1650, Discourse on the Method of Rightly Conducting One's Reason and of Seeking Truth in the Sciences
  25. a b c et d Descartes, R. (1641) Meditations on First Philosophy, in The Philosophical Writings of René Descartes, trans. by J. Cottingham, R. Stoothoff and D. Murdoch, Cambridge: Cambridge University Press, 1984, vol. 2, 1-62. Erreur de référence : Balise <ref> incorrecte : le nom « Des » est défini plusieurs fois avec des contenus différents.
  26. Kim, J. (1995). in Honderich, Ted: Problems in the Philosophy of Mind. Oxford Companion to Philosophy. Oxford: Oxford University Press.
  27. (Hume, D. 1777, An Enquiry Concerning Human Understanding, XII, Part 2, p.128)
  28. a et b Immanuel Kant, Critique of Pure Reason, trans. and ed. by Paul Guyer and Allen W. Wood, Cambridge Univ. Press, 1988, Erreur de référence : Balise <ref> incorrecte : le nom « Kant » est défini plusieurs fois avec des contenus différents.
  29. G.W.F. Hegel, Phenomenology of Spirit, translated by A.V. Miller with analysis of the text and foreword by J. N. Findlay (Oxford: Clarendon Press, 1977) (ISBN 0-19-824597-1).
  30. Woodruff Smith, D. (2007). Husserl. Routledge
  31. Martin Heidegger, Being and Time, trans. by Joan Stambaugh (Albany: State University of New York Press, 1996)
  32. Ayer, A.J., Russell, 1972, Fontana, London (ISBN 0-00-632965-9).
  33. There are three separate papers where the theory of modal realism is suggestd: Lewis, K.D., (1968),Counterpart Theory and Quantified Modal Logic, Lewis, K.D. (1970), 'Anselm and Actuality', and Lewis, K.D.,(1971), 'Counterparts of Persons and their Bodies'
  34. Lewis, K.D, (1973)Counterfactuals
  35. Martindale, Wayne & Root (1990), The Quotable Lewis, Tyndale House, (ISBN 0-8423-5115-9)
  36. Heinlein, R.A. The Number of the Beast (novel), 1980, (ISBN 0-449-13070-3)
  37. Glasersfeld, E. von, 1989, Constructivism in Education, in Husen & Postlethwaite (eds), The International Encyclopaedia of Education Supplementary Volume, Oxford, Pergamon Press :p182)
  38. Peter L. Berger and Thomas Luckmann, The Social Construction of Reality : A Treatise in the Sociology of Knowledge (Anchor, 1967; (ISBN 0-385-05898-5))
  39. Ernest, Paul; The Philosophy of Mathematics Education; London: RoutledgeFalmer, (1991)
  40. A Computational Foundation for Study of Cognition, Chalmers, D.J. University of Arizona
  41. Minds, Brains, and Programs John R. Searle, 1980, from The Behavioral and Brain Sciences, vol. 3.
  42. Fetzer, J. (1996) ``Minds Are Not Computers: (Most) Thought Processes Are Not Computational," paper presented at the annual meeting of the Southern Society for Philosophy and Psychology, Nashville, April 5.
  43. a et b Modèle:Cite paper Erreur de référence : Balise <ref> incorrecte : le nom « Bostrom 2005 » est défini plusieurs fois avec des contenus différents.
  44. Modèle:Cite paper

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