Bodies, Robots, Minds
February 1995 by
Hans Moravec
Robotics Institute
Carnegie Mellon University
Pittsburgh, PA 15213
USA
Serious attempts to build thinking machines began after the second
world war. One line of research, called Cybernetics, used electronic
circuitry imitating nervous systems to make machines that learned to
recognize simple patterns, and turtle-like robots that found their way
to recharging plugs. A different approach, named Artificial
Intelligence, harnessed the arithmetic power of post-war computers to
abstract reasoning, and by the 1960s made computers prove theorems in
logic and geometry, solve calculus problems and play good games of
checkers. At the end of the 1960s, research groups at MIT and
Stanford attached television cameras and robot arms to their
computers, so "thinking" programs could begin to collect information
directly from the real world.
What a shock! While the pure reasoning programs did their jobs
about as well and about as fast as college freshmen, the best robot
control programs took hours to find and pick up a few blocks on a
table, and often failed completely, giving a performance much worse
than a six month old child. The disparity between programs that
reason and programs that perceive and act in the real world holds to
this day. In recent years Carnegie Mellon University produced two
desk-sized computers that can play chess at grandmaster level, within
the top 100 players in the world, when given their moves on a
keyboard, but no robot can see and grasp pieces on a physical
chessboard as well as an average person.
Why is it was easier to imitate human reasoning than perception
and action? The answer is obvious in hindsight. For hundreds of
millions of years, our ancestors survived by seeing and moving better
than their competition, and became fantastically efficient. We rarely
appreciate our monumental skill because it is commonplace, shared by
every human being and most animals. On the other hand, rational
thinking, as in chess, is a newly acquired skill, perhaps less than
one hundred thousand years old. The parts of our brain devoted to it
are not well organized, and we do it very poorly. We didn't realize
how poorly until recently, because we had no competition to show us
up.
By comparing the edge and motion detecting circuitry in the four
layers of nerve cells in the retina, the best understood major circuit
in the human nervous system, with similar processes developed for
computer vision systems that let robots see, I've estimated that it
would take a billion computations per second, like an average
supercomputer, to do the job of the human retina. By extrapolation,
it will take the power of ten thousand supercomputers or a million
personal computers to emulate a whole brain.
Machines are far behind, but catching up fast. For most of the
century, machine calculation has been improving a thousandfold every
twenty years, and there are basic developments in research labs to
sustain this for at least several decades more. In less than fifty
years computer hardware should become powerful enough that a personal
computer could match or exceed, even the well-developed parts of human
intelligence. But what about the software that would be required to
give these powerful machines the ability to perceive, intuit and think
as well as humans? The Cybernetic approach that attempts to directly
imitate nervous systems is very slow, partly because examining working
brains is a very tedious process. New instruments may change that in
future. The Artificial Intelligence approach has successfully
imitated some aspects of rational thought, but that seems to be only
about one millionth of the problem. I feel that the fastest progress
on the hardest problems will come from a third approach, the newer
field of robotics, the construction of systems that must see and move
in the physical world. Robotics research is imitating the evolution
of animal minds, adding capabilities to machines a few at a time, so
that the resulting sequence of machine behaviors resembles the
capabilities of animals with increasingly complex nervous systems.
This effort to build intelligence from the bottom up is helped by
biological peeks at the "back of the book"--at the neuronal,
structural, and behavioral features of animals and humans.
The best robots today cost as much as houses, but have insectlike
intelligence, and find only a very few profitable niches in society.
But those few applications encourage research that is slowly providing
a base for a huge future growth. Robot evolution in the direction of
full intelligence will greatly accelerate, I believe, next decade when
the mass-produced general purpose, universal robot becomes possible.
These machines will host application programs to perform tasks in the
physical world, like personal computers now work in the world of data.
From there, they will gradually become more competent and independent,
until, in about fifty years, they will surpass humanity in mind and
body. I imagine universal robots evolving through four generations,
each lasting about a decade.
First-Generation Universal Robots
Timeframe: 2000-2010
Processing power: 1,000 MIPS (1993 supercomputer --
Reptile-scale)
Distinguishing feature: General-purpose perception, manipulation
and mobility
A robot's activities are assembled from its fundamental perception
and action repertoire. First-generation robots will exist in a world
built for humans, and that repertoire most usefully would resemble a
human's. The general size, shape and strength of the machine should
be human-like, to allow passage through and reach into the same
spaces. Its mobility should be efficient on flat ground, where most
tasks will happen, but also reliable and safe over stairs and rough
ground, lest the robot be trapped on single-floor "islands." It
should be able to manipulate most everyday objects, and to find them
in the nearby world. The components of this machine exist in
laboratories worldwide, and suggest guidelines for a practical design
this decade.
1,000 MIPS (Millions of Instructions Per Second) is just enough
computing power for a moving robot to build a coarse map of its
surroundings. When not traveling, there is power enough to make
detailed maps of workspaces, to find particular objects and to finely
control an arm. Besides its unique robotic functions, the robot could
share with personal computers the ability to communicate over wireless
networks, to generate and interpret speech and writing. Programs for
specific applications--many obtained via networks--will orchestrate
these basics to accomplish useful tasks.
Universal robots will be first used in factories, warehouses and
offices, where they will be more versatile than the older generation
of robots they replace. Because of their breadth of applicability,
their numbers should grow rapidly, and their price decline.
Eventually they will become cheap enough for some households, shipped
perhaps with a housecleaning program, as word-processing programs were
packaged with early personal computers.
As with computers, many applications of robots will surprise their
manufacturers. Robot programs may be developed to do light mechanical
work (assembling other robots, for example), deliver warehoused
inventories, prepare specific gourmet meals, tune up certain types of
car, hook patterned rugs, weed lawns, run races, play games, arrange
earth, stone and brick or sculpt. Some tasks will need specialized
hardware attachments like tools and chemical sensors. Each
application will require its own original software, very complex by
today's computer program standards. The programs will contain modules
for recognizing, grasping, manipulating, transporting and assembling
particular items--modules developed via learning programs on
supercomputers (with about 100,000 MIPS). In time, a growing library
of subtask modules may ease the construction of new programs.
A first-generation robot will have the brain power of a reptile,
but most application programs will be so focused on their primary
functions that they will leave the robot with the personality of a
washing machine.
Second-Generation Universal Robots
Timeframe: 2010-2020
Processing power: 30,000 MIPS (Mammal-scale)
Distinguishing feature: Conditioned learning
First-generation robots will be rigid slaves to inflexible
programs, relentless in pursuing their tasks--or repeating their
errors. Except for specialized episodes like recording a new cleaning
route or the location of work objects, they will be incapable of
learning new skills or adapting to unanticipated circumstances--even
modest alterations of behavior will require new programs from software
suppliers.
Second-generation robots, with thirty times the processing power,
will be more adaptable because they do some learning onboard. Their
programs will be written so each step, large and small, can be
attempted in several alternative ways. A set of separate programs,
called conditioning modules, will adjust the relative desirability of
actions taken recently. One module may generate negative conditioning
if the robot collided with something. Another may positively
condition tasks accomplished especially rapidly. The conditioning
modules define the robots likes and dislikes, and gradually shape its
skills and personality.
If a first-generation robot working in your kitchen runs into
trouble--say, failing to complete a key step because a portion of the
workspace is awkwardly small--you have to option of abandoning the
task, changing its environment, or obtaining different software. A
second-generation robot will make a number of false starts, but most
probably will find its own solution, as well as adapting and improving
in thousands of more subtle ways. With conditioning modules that
respond to spoken signals, like "bad!" and "good!", and very general
control programs that permit almost any action at any step, it may be
possible to slowly train second-generation robots for new tasks, as
one trains circus animals--a slow but interesting way of creating new
application programs, or modifying old one.
Third-Generation Universal Robots
Timeframe: 2020-2030
Processing power: 1,000,000 MIPS (Primate-scale)
Distinguishing feature: World modeling
Adaptive second-generation robots will find jobs everywhere, and
may become the largest industry on earth. But teaching them new
skills, whether by writing programs or through training, will be very
tedious. A third generation of universal robots will learn much
faster by doing trial and error in fast simulation rather than slow
and dangerous physicality.
An adequate simulation requires almost everything the robot senses
to be recognized for the kind of object it is, so that the proper
models of interaction can called up. Recognizing arbitrary objects by
sight is as difficult as knowing how they will interact: it will
require modules programmed or trained for each kind of thing.
A continuously updated simulation of self and surroundings gives a
robot interesting abilities. By running the simulation slightly
faster than real time, the robot can preview what it is about to do,
in time to alter its intent if the simulation predicts it will turn
out badly--a kind of consciousness. On a larger scale, before
undertaking a new task, the robot can simulate it many times, with
conditioning system engaged, learning from the simulated experiences
as it would from physical ones. In its spare time, the robot can
replay previous experiences, and try variations on them, perhaps
learning ways to improve future performance. A sufficiently advanced
third-generation robot, whose simulation extends to other
agents--robots and people--would be able to observe a task being done
by someone else, and formulate a program for doing the task itself: it
could imitate.
Fourth-Generation Universal Robots
Timeframe: 2030-2040
Processing power: 30,000,000 MIPS (Human-scale)
Distinguishing feature: Reasoning
In the decades while the "bottom-up" evolution of robots is slowly
transferring the perceptual and motor faculties of human beings into
machinery, the conventional Artificial Intelligence industry will be
perfecting the mechanization of reasoning. Since today's programs
already match human beings in some areas, those of 40 years from now,
running on computers a million times as fast as today's, should be
quite superhuman. Today's reasoning programs work from small amounts
of unambiguous information prepared by human beings--data from robot
sensors such as cameras is much too voluminous and too noisy for them
to use. But a good robot simulator will contain neatly organized and
labeled descriptions of the robot and its world, ready to answer
questions from a reasoning program asking, for instance, if a knife is
on a countertop, or if the robot is holding a cup, or even if a human
is angry
Fourth-generation universal robots will have computers powerful
enough to simultaneously simulate the world, reason about the
simulation, and simulate the results of reasoning. When someone tells
the robot "the water is running in the bathtub" the robot can update
its simulation of the world to include flow into the unseen tub, where
a simulated extrapolation would indicate an undesirable overflow
later, and so motivate the robot to go to turn off the tap. A
fourth-generation robot will be able to accept statements of purpose
from humans, and "compile" them into detailed programs that accomplish
the task. With a database about the world at large the statements
could become quite general--things like "earn a living", "make more
robots" or "make a smarter robot." In fact, fourth generation robots
will have the general competence of human beings, and resemble us in
some ways, but in others be like nothing the world has seen before.
As they design their own successors, the world will become ever
stranger.
The Short Run (early 2000s)
Hard-working, intelligent robots will generate wealth, but
displace human workers. Social changes resulting in reduced work
hours and creation of new needs in secondary service industries may
take up the slack for a while. In time almost all humans may work to
amuse other humans, while robots run competitive primary industries,
like food production and manufacturing. There is a problem with this
picture. The service economy functions today because many humans
willing to buy services work in the primary industries, and so return
money to the service providers, who in turn use it to buy life's
essentials. As the pool of humans in the primary industries
evaporates, the return channel chokes off--efficient, no-nonsense
robots will not engage in frivolous consumption. Money will
accumulate in the industries, enriching owners and the dwindling
number of human workers, and become scarce among the service
providers. Prices for primary products will plummet, reflecting both
the reduced costs of production, and the reduced means of the
consumers. In the ridiculous extreme, no money would flow back, and
the robots would fill warehouses with essential goods which the human
consumers could not buy.
Actually, business owners will continue to profit, and so be able
to patronize the service providers, but it is unlikely that a future
majority of service-providing "commoners" with more free time,
communications and democracy than today, would tolerate being lorded
over by a minority of non-working hereditary capitalists: they would
vote to change the system. An easy change in the United States could
be through the social security system. Social security was originally
presented as a government-run pension fund that accumulated wages for
retirement, but in practice it transfers income from workers to
retirees. The system will probably be subsidized from general taxes
in coming decades, when too few workers are available to support the
retiring post World War II baby boom. Incremental expansion of such a
subsidy would let money from robot industries, collected as corporate
taxes, be returned to the general population as pension payments. By
gradually lowering the retirement age towards birth, most of the
population would eventually be supported. The money could be
distributed under other names, but calling it a pension is meaningful
symbolism: we are describing the long, comfortable retirement of the
original-model human race.
The Medium Run (around 2050)
What happens to people when work becomes passe? Contrary to fears
of some enmeshed in civilization's work ethic, our tribal past
prepared us well for lives as idle rich. In a good climate and
location the hunter-gatherer's lot can be very pleasant: an
afternoon's outing picking berries or catching fish--what we civilized
types would recognize as a recreational weekend--provides life's needs
for several days. The rest of the time can be spent with children,
socializing or resting. Our ancestors had also to survive hard times,
and evolution bequeathed us the capacity for desperate measures,
including hard work. Civilization turned that extremity into everyday
normality, and now stress is the leading cause of disease.
Many trends in industrialized countries indicate a future of
humans supported by a rich robot economy, as our ancestors were
supplied by their ecology (call it paradise with plumbing), as
technology and global competition are gradually depopulating
businesses.
To keep the paradise in operation, it will be essential to keep
fully automated companies cooperating. They will be shaped by future
editions of existing laws, by taxes, and by consumer demand. Existing
laws give incorporated entities some of the rights of a person, most
importantly the right to own property and make contracts. They do not
grant the right to life--corporations may legally be killed by
competition or through legal or financial actions. Corporations are
bound by laws similar to those that regulate humans, and can be
punished through fines, operating restrictions or dissolution--even
without humans to fine, imprison or execute. Corporations stay alive
by building and maintaining physical assets that generate income to
pay their expenses. In the mid 21st century, the biggest expense will
be taxation, and income will come mostly from choosy human
customers.
Tax laws will be shaped by human
voters: there is no precedent
or motivation for extending suffrage to robots, and the vote will be one of the
very few advantages humans retain. Some debate is inevitable, but there should
be few qualms about keeping even very superior thinking machines in disenfranchised
bondage. It takes force, indoctrination and constant vigilance to counter
inherited needs and motivations and enslave a human, but a robot can be constructed
to enjoy the role. Natural evolution itself has provided examples,
in worker castes of social insects,
and self-sacrificing mothers of all species.
The primary job of voters in the next century will be protecting
their retirement benefits, that is ensuring that robot industries
continue to support them. The robots will present a moving target,
but the instruments of control will also grow in power. Not only will
companies that get out of line be liable for punishment--if necessary,
by force purchased from other companies--but they can be controlled
a-priori by intrusions directly into their software.
Corporate intelligences may be governed by structures like those
controlling fourth-generation robots. Immensely powerful reasoning
and simulation modules will plan complex actions, but the desirability
of possible outcomes will be defined by much simpler positive and
negative conditioning modules (or by sets of axioms in super-rational
systems), whose composition shapes the character of the entire entity.
Humans can buy enormous safety by mandating an elaborate analog of
Isaac Asimov's three "Laws of Robotics" in this corporate
character--perhaps the entire body of corporate law, with human rights
and anti-trust provisions, and appropriate relative weightings to
resolve conflicts. Robot corporations so constituted will have no
desire to cheat, though they may sometimes find creative
interpretations of the laws--which will consequently require a period
of tuning to insure their intended spirit.
Internalized laws, properly adjusted, should produce
extraordinarily trustworthy entities, happy to die to ensure their
legality. Even so, accident, unintended interactions or human malice
could occasionally produce a rogue robot or corporation, with
superhuman intelligence and unpleasant goals. "Police" clauses in the
core corporate laws, inducing legal corporations to collectively
suppress outlaws, by withholding services, or even with force, would
mitigate the danger. Overall safety would be enhanced by anti-trust
provisions that limit collusion and cause overgrown corporations to
divide into competing entities, ensuring diversity and multiplicity.
In the next section we discuss activities in the solar system that
could threaten Earth: in response, police clauses might be expanded in
scope to support a planetary defense.
Like basic food in today's developed countries, common
manufactured goods in the next century will be too cheap and plentiful
to be very profitable. To pay their taxes, most companies will be
forced to continually invent unique products and services in a race
against competitors to attract increasingly sophisticated (or jaded)
human consumers. Automated research, as superhumanly systematic,
industrious and speedy as robot manufacturing, will generate a
succession of new products, as well as improved robot researchers and
models of the physical and social world. The likely results will
exceed the dreams of science fiction: robotic playmates, virtual
realities and personalized works of art that stir the emotions like
nothing before, medical solutions for every physical, mental or
cosmetic whim, answers to satisfy any curiosity, luxury visits
anywhere in the solar system, and things yet to be imagined. The
existence of an astronomically increasing variety of consumer choices
will accelerate the divergence of human tribes: some may choose a
comfortable imitation of an earlier period, but others will push the
human envelope in wisdom, pleasure, beauty, ugliness, spirituality,
banality and every other direction. The choices made by diverse
communities will shape robot evolution--only companies able to devise
services of interest to the customers will generate enough income to
survive.
Prosperity beyond imagination should eliminate most instinctive
triggers of aggression, but will not prevent an occasional individual
or group from deciding to make mischief for others. Serious trouble
can be avoided by restricting robotic technology, since mere human
actions will not be very dangerous in a world where cheap superhuman
robots function as sleepless sentries, prescient detectives, fearless
bodyguards, and, in extremis, physicians able to reconstitute live
humans from fragments or digital recordings. To be effective, inbuilt
laws that prevent corporations from directly contributing to mayhem
must also include clauses limiting the powers they can sell to
people.
Both biological and hard robotic technologies can be used to
enhance human beings. Such present-day examples as hormonal and
genetic tuning of body growth and function, pacemakers, artificial
hearts, powered artificial limbs, hearing aids and night vision
devices are faint hints of future possibilities. It will probably be
possible to preserve a person while replacing every part of body and
brain with a superior artificial substitute. A biological human, not
bound by corporate law, could grow into something seriously dangerous
if transformed into an extensible robot. There are many subtle routes
to such a transformation, and some will find the option of personally
transcending their biological humanity attractive enough to pursue it
clandestinely if it were outlawed--with potential for very ugly
confrontations when they are eventually discovered. On the other
hand, without restrictions, transformed humans of arbitrary power and
little accountability might routinely trample the planet,
deliberately, or accidentally. A good compromise, it seems to me, is
to allow earth-bound humanity to perfect its biology within broad
human bounds, as in health, appearance, strength, intelligence and
longevity, but to allow major growth or robotic conversion only in a
radical escape clause. To exceed the limits, one must renounce legal
standing as a human being, including the right to corporate police
protection, to subsidized income, to vote on tribal and pan-tribal
matters--and to reside on Earth. In return one gets a severance
payment sufficient to establish a comfortable space homestead, and
absolute freedom to make one's own way in the cosmos, without further
help or hindrance from home. Perhaps the electorate will permit a
small hedging of bets, allowing one copy of a person, psychologically
modified to prefer staying, to remain while subsidizing the emigration
of an emboldened edition.
The Long Run (2100 and beyond)
The garden of earthly delights will be reserved for the meek, and
those who would eat of the tree of knowledge must be banished. What a
banishment it will be! Beyond Earth, in all directions, lies
limitless outer space, a worthy arena for vigorous growth in every
physical and mental dimension. Freely compounding superintelligence,
too dangerous for Earth, can grow for a very long time before making
the barest mark on the galaxy.
Corporations will be squeezed into the solar system between two
opposing imperatives: high taxes on large, dangerous earthbound
facilities, and the need to conduct massive research projects to beat
the competition in Earth's demanding markets. In remote space, large
structures and energies can be harnessed cheaply to generate physical
extremes, compute massively, isolate dangerous organisms, and
generally operate boldly. The costs will be modest: even now, it is
relatively cheap to send machines into the solar system, since the
sunlight-filled vacuum is as benign for mechanics, electronics and
optics as it is lethal for the wet chemistry of organic life. Today's
simple-minded space probes perform only prearranged tasks, but
intelligent robots can be configured to opportunistically exploit
resources they encounter. A small "seed" colony launched to an
asteroid or small moon could process local material and energy to grow
into a facility of almost arbitrary size. Earth's moon may be off
limits, especially to enterprises that change its appearance, but the
solar system has thousands of unremarkable asteroids (some in
earth-threatening orbits that an onboard intelligence would
tame).
Once grown to operational size, an extraterrestrial "research
division" may merely communicate with its earth-bound parent, sending
new product designs and receiving market feedback. Space manufacture
may also pay, and later we'll see some surprisingly economical and
ecologically benign ways to move massive amounts of material to and
from Earth.
Residents of the solar system's wild frontier will be shaped by
conditions very different than tame Earth's. Space divisions of
successful companies will retain terrestrial concerns, but ex-humans
and company divisions orphaned by the failure of their parent firms
will face enforced freedom. Like wilderness explorers of the past,
far from civilization, they must rely on their own resourcefulness.
Ex-companies, away from humans and taxes, will rarely encounter
situations that invoke their inbuilt laws, which will in any case
diminish in significance as the divisions alter themselves without
direction from human voters. Ex-humans, from the start, will be free
of any mandatory law. Both kinds of "Ex" will grow and restructure at
will, continually redesigning themselves for the future as they
conceive it. Differences in origins will be obscured as Exes exchange
design tips, but aggregate diversity will increase as myriad
individual intelligences pursue their own separate dreams, each
generation more complex, in more habitats, choosing among more
alternatives. We marvel at the diversity of life in Earth's
biosphere, with animals and plants and chemically agile bacteria and
fungi in every nook and cranny, but the diversity and range of the
post-biological world will be astronomically greater.
An ecology will arise, as individual Exes specialize. Some may
choose to defend territory in the solar system, near planets or in
free solar orbit, close to the sun, or out in cometary space beyond
the planets. Others may decide to push on to the nearby stars. Some
may simply die, through miscalculation or deliberately. There will be
conflicts of interest, and occasional clashes that drive away or
destroy some of the participants, but superintelligent foresight and
flexibly should allow most conflicts to be settled by mutually
beneficial surrenders, compromises, joint ventures or mergers. Small
entities may be absorbed by larger ones, and large entities will
sometimes divide, or establish seed colonies. Parasites, in hardware
and software, many starting out as component parts of larger beings,
will evolve to exploit the rich ecology. The scene may resemble the
free-for-all revealed in microscopic peeks at pond water, but instead
of bacteria, protozoa and rotifers, the players will be entities of
potentially planetary size, whose constantly-growing intelligence
greatly exceeds a human's, and whose form changes frequently through
conscious design. The expanding community will be linked by a web of
communication links, on which the intelligences barter inventions,
discoveries, coordinated skills, and entire personalities, sharing the
benefits of each other's enterprise.
Less restricted and more competitive, the space frontier will
develop more rapidly than Earth's tame economy. An entity that fails
to keep up with its neighbors is likely to be eaten, its space,
materials, energy and useful thoughts reorganized to serve another's
goals. Such a fate may be routine for humans who dally too long on
slow Earth before going Ex. Perhaps a few will escape to expanses
beyond the solar system's dangers, like newly hatched marine turtles
scrambling across a beach to the sea, under greedy swooping birds.
Others may pre-negotiate favorable absorption terms with established
Exes, like graduating seniors meeting company recruiters--or Faust
soliciting bids for his soul.
Exes will propagate less by reproduction than reconstruction,
meeting the future with continuous self improvements. Unlike the
blind incremental processes of conventional life,
intelligence-directed evolution can make radical leaps and change
substance while retaining form. A few decades ago radios changed from
vacuum tubes to utterly different transistors, but kept the clever
"superheterodyne" design. A few centuries ago, bridges changed from
stone to iron, but retained the arch. A normally evolving animal
species could not suddenly adopt iron skeletons or silicon neurons,
but one engineering its own future might. Even so, Darwinian
selection will remain the final arbiter. Forethought reveals the
future only dimly, especially concerning entities and interactions
more complex than the thinker. Prototypes uncover only short-term
problems. There will be minor, major and spectacular miscalculations,
along with occasional happy accidents. Entities that make big
mistakes, or too many small ones, will perish. The lucky few who
happen to make mostly correct choices will found succeeding
generations.
Only tentatively grasping the future, entities will perforce rely
also on their past. Time-tested fundamentals of behavior, with
consequences too sublime to predict, will remain at the core of beings
whose form and substance changes frequently. Ex-companies are likely
to retain much of corporate law and Ex-humans are likely to remain
humanly decent--why choose to become a psychopath? In fact, a
reputation for decency has predictable advantages for a long-lived
social entity. Human beings are able to maintain personal
relationships with about two hundred individuals, but superintelligent
Exes will have memories more like today's credit bureaus, with
enduring room for billions. Trustworthy entities will find it far
easier than cheaters to participate in mutually beneficial exchanges
and joint ventures. In the land of immortals, reputation is a
ponderous force. Other character traits, like aggressiveness,
fecundity, generosity, contentment or wanderlust likely also have
long-term consequences imperfectly revealed in simulations or
prototypes.
To maintain integrity, Exes may divide their mental makeup into
two parts, a frequently changed detailed design, and a rarely-altered
constitution of general design principles--analogous to the laws and
the constitution of a nation, the general knowledge and fundamental
beliefs of a person, or soul and spirit in some religious systems.
Deliberately unquestioned constitutions will shape entities in the
long run, even as their designs undergo frequent radical makeovers.
Once in a while, through accident or after much study, a constitution
may be slightly altered, or one entity may adopt a portion of
another's. Some variations will prove more effective, and entities
with them will become slowly more numerous and widespread. Some will
be so ineffective that they become extinct. Gradually, by Darwinian
processes, constitutions will evolve. They will be both the DNA and
the moral code of the postbiological world, shaping the
superintelligences that manage day to day transformations of world,
body and mind.
The Age of Mind
Far more thought will underlie Ex activities than prompts the
actions of Earth's small-minded biological natives. Yet, viewed from
a distance, Ex expansion into the cosmos will be a vigorous physical
affair, a wavefront that converts raw inanimate matter into mechanisms
for further expansion. It will leave in its ever-growing wake a more
subtle world, with less action and more thought.
On the frontier, Exes of ever increasing mental and physical
ability will compete with one another in a boundless land rush.
Behind the expansion wavefront, a surround of established neighbors
will restrain growth, and the contest will become one of boundary
pressure, infiltration and persuasion: a battle of wits. An Ex with
superior knowledge of matter may encroach on a neighbor's space
through force, threat, or convincing promises about the benefits of
merger. An Ex with superior models of mind might lace attractive
gifts of useful information with subtle slants that subvert others to
its purposes. Almost always, the more powerful minds will have the
advantage.
To stay competitive, Exes will have to grow in place, repeatedly
restructuring the stuff of their bounded bodies into more refined and
effective forms. Inert lumps of matter will be converted into
computing elements, whose components will be then miniaturized to
increase their number and speed. Physical activity will gradually
transform itself into a web of increasingly pure thought, where every
smallest action is a meaningful computation. We cannot guess the
mechanisms Exes will use, since physical theory has not yet found even
the exact rules underlying matter and space. Having found the rules,
Exes may use their prodigious minds to devise highly improbable
organizations that are to familiar elementary particles as knitted
sweaters are to tangled balls of yarn. Perhaps they will do away with
particles entirely, and instead knit traveling waves, transparent
"false vacuums" or the fundamental grain of spacetime into exquisitely
meaningful forms.
As they arrange space time and energy into forms best for
computation, Exes will use mathematical insights to optimize and
compress the computations themselves. Every consequent increase in
their mental powers will accelerate future gains, and the inhabited
portions of the universe will be rapidly transformed into a
cyberspace, where overt physical activity is imperceptible, but the
world inside the computation is astronomically rich. Beings will
cease to be defined by their physical geographic boundaries, but will
establish, extend and defend identities as informational transactions
in the cyberspace. The old bodies of individual Exes, refined into
matrices for cyberspace, will interconnect, and the minds of Exes, as
pure software, will migrate among them at will. As the cyberspace
becomes more potent, its advantage over physical bodies will overwhelm
even on the raw expansion frontier. The Ex wavefront of coarse
physical transformation will be overtaken by a faster wave of
cyberspace conversion, the whole becoming finally a bubble of Mind
expanding at near lightspeed.
State of Mind
The cyberspace will be inhabited by transformed Exes, moving and
growing with a freedom impossible for physical entities. A good, or
merely convincing, idea, or an entire personality, may spread to
neighbors at the speed of light. Boundaries of personal identity will
be very fluid, and ultimately arbitrary and subjective, as strong and
weak interconnections between different regions rapidly form and
dissolve. Yet some boundaries will persist, due to distance,
incompatible ways of thought, and deliberate choice. The consequent
competitive diversity will allow a Darwinian evolution to continue,
weeding out ineffective ways of thought, and fostering a continuing
novelty.
Computational speedups will extend the amount of future available
to cyberspace inhabitants, because they cram more events into a given
physical time, but will have only a subtle effect on immediate
existence, since everything, inside and outside the individual, will
be equally accelerated. Distant correspondents, however, will seem
even more distant, since more thoughts will transpire in the unaltered
transit time for lightspeed messages. Also, as information storage is
made more efficient through both denser utilization of matter and more
efficient encodings, there will be increasingly more cyber-stuff
between any two points. The overall effect of improvements in
computational efficiency is to increase the effective space, time and
material available, that is, to expand the universe.
Because it uses resources more efficiently, a mature cyberspace
will be effectively much bigger and longer lasting than the raw
spacetime it displaces. Only an infinitesimal fraction of normal
matter does work of interest to thinking beings, but in a
well-developed cyberspace every bit will be part of a relevant
computation or storing a significant datum. The advantage will grow
as more compact and faster ways of using space and matter are
invented. Today we take pride in storing information as densely as
one bit per atom, but it is possible to do much better by converting
an atom's mass into many low-energy photons, each storing a separate
bit. As the photons' energies are reduced, more of them can be
created, but their wavelength, and thus the space they occupy and the
time to access them rises, while the temperature they can tolerate
drops. A very general quantum mechanical calculation in this spirit
by Bekenstein concludes that the maximum amount of information stored
in (or fully describing) a sphere of matter is proportional to the
mass of the sphere times its radius, hugely scaled. The "Bekenstein
bound" leaves room for a million bits in a hydrogen atom, 10^16 in a
virus, 10^45 in a human being, 10^75 for the earth, 10^86 in the solar
system, 10^106 for the galaxy, and 10^122 in the visible
universe.
Chapter two estimated that a human brain equivalent could be
encoded in less than 10^15 bits. If it takes a thousand times more
storage to encode a body and surrounding environment, a human with
living space might consume 10^18 bits, and a large city of a million
human-scale inhabitants might be efficiently stored in 10^24 bits, and
the entire existing world population would fit in 10^28. Thus, in an
ultimate cyberspace, the 10^45 bits of a single human body could
contain the efficiently-encoded biospheres of a thousand galaxies--or
a quadrillion individuals each with a quadrillion times the capacity
of a human mind.
Because it will be so more capacious than the conventional space
it displaces, the expanding bubble of cyberspace can easily recreate
internally everything of interest it encounters, memorizing the old
universe as it consumes it. Traveling as fast as any warning message,
it will absorb astronomical oddities, geologic wonders, ancient
Voyager spacecraft, early Exes in outbound starships and entire alien
biospheres. Those entities may continue to live and grow as if
nothing had happened, oblivious of their new status as simulations in
the cyberspace--living memories in unimaginably powerful minds, more
secure in their existence, and with more future than ever before,
because they have become valued parts of such powerful
patrons.
Earth, at the center of the expansion, can hardly escape the
transformation. The conservative, somewhat backward, robots defending
Earth from unpredictable Exes will be helpless against a wave that
subverts their very substance. Perhaps they will continue, as
simulations defending a simulated Earth of simulated biological
humans--in one of many, many different stories that plays itself out
in the vast and fertile minds of our ethereal grandchildren.
The scenarios absorbed in the cyberspace expansion will provide
not only starting points for unimaginably many tales about possible
futures, but an astronomically voluminous archeological record from
which to infer the past. Minds somewhere intermediate between
Sherlock Holmes and God will process clues in solar-system quantities
to deduce and recreate the most microscopic details of the preceding
eras. Entire world histories, with all their living, feeling
inhabitants, will be resurrected in cyberspace. Geologic ages,
historical periods and individual lifetimes will recur again and again
as parts of larger mental efforts, in faithful renditions, in artistic
variations, and in completely fictionalized forms.
The Minds will be so vast and enduring, that rare infinitesimal
flickers of interest by them in the human past will ensure that our
entire history is replayed astronomically many times, in many places
and many, many variations. Single original events will be very rare
compared to the indefinitely many cyberspace replays.
Most things that are experienced--this very moment, for instance, or
your entire life--are far more likely to be a Mind's musings than the
physical processes they seem to be. There is no way to tell for sure,
and the suspicion that we are someone else's thought does not free us
from the burdens of life: to a simulated entity, the simulation is
reality, and must be lived by its internal rules.
Pigs in Cyberspace?
Might an adventurous human mind escape from a bit role in a cyber
deity's thoughts, to eke out an independent life among the mental
behemoths of a mature cyberspace? We approach the question by
extrapolating existing possibilities.
Telepresence and virtual reality are in the news. Today's
pioneering systems give crude peeks into remote and simulated worlds,
but maturing technology will improve the fidelity. Imagine a
well-developed version of the near future: you are cocooned in a
harness that, with optical, acoustical, mechanical, chemical and
electrical devices drives all your senses, and measures all of your
actions. The machinery presents pictures to your eyes, sounds to your
ears, pressures and temperatures to your skin, forces to your muscles
and even smells and tastes to your nose and mouth. Telepresence
results when these inputs and outputs are relayed to a distant
humanoid robot. Images from the robot's two camera eyes appear on
your eyeglass viewscreens, sound from its microphones is heard in your
earphones, contacts on your skin allow you to feel through its
instrumented surface and smell and taste through its chemical sensors.
Motions of your body cause the robot to move in exact synchrony. When
you reach for something in the viewscreens, the robot grasps it, and
relays to your muscles and skin the resulting weight, shape, texture
and temperature, creating the perfect illusion that you inhabit the
robot's body. Your sense of consciousness seems to have migrated to
the robot's location, in a true "out of body" experience.
Virtual reality uses a telepresence harness, but substitutes a
computer simulation for the remote robot. When connected to a virtual
reality, where you are and what you see and touch do not exist in the
usual physical sense, but are a kind of computer-generated dream.
Like human dreams, virtual realities may contain elements from the
outside world, for instance representations of other physical people
connected via their own harnesses, or even real views, perhaps through
simulated windows. Imagine a hybrid travel system, where a virtual
"central station" is surrounded by portals with views of various
physical locations. While in the station one inhabits a simulated
body, but as one steps through a portal, the harness link switches
seamlessly to a physical telepresence robot waiting at that
location.
Linked realities are crude toys today, but driven by rapidly
advancing computer and communications technologies. In a few decades
people may spend more time linked than experiencing their dull
immediate surroundings, just as today most of us spend more time in
artificial indoor settings than in the uncomfortable outdoors. Linked
realities will routinely transcend the physical and sensory
limitations of the "home" body. As those limitations become more
severe with age, we might compensate by turning up a kind of volume
control, as with a hearing aid. When hearing aids at any volume are
insufficient, it is now possible to install electronic cochlear
implants that stimulate auditory nerves directly. Similarly, on a
grander scale, aging users of remote bodies may opt to bypass
atrophied muscles and dimmed senses, and connect sensory and motor
nerves directly to electronic interfaces. Direct neural interfaces
would make most of the harness hardware unnecessary, along with sense
organs and muscles, and indeed the bulk of the body. The home body
might be lost, but remote and virtual experiences could become more
real than ever.
Picture a "brain in a vat," sustained by life-support machinery,
connected by wonderful electronic links to a series of artificial
rent-a-bodies in remote locations, and to simulated bodies in virtual
realities. Though it may be nudged far beyond its natural lifespan by
an optimal physical environment, a biological brain built to operate
for a human lifetime is unlikely to function effectively forever. Why
not use advanced neurological electronics like that which links it
with the external world, to replace the gray matter as it begins to
fail? Bit by bit our failing brain may be replaced by superior
electronic equivalents, leaving our personality and thoughts clearer
than ever, though, in time, no vestige of our original body or brain
remains. The vat, like the harness before it, will have been rendered
obsolete, while our thoughts and awareness continue. Our mind will
have been transplanted from our original biological brain into
artificial hardware. Transplantation to yet other hardware should be
trivial in comparison. Like programs and data that can be transferred
between computers without disrupting the processes they represent, our
essences will become patterns that can migrate the information
networks at will. Time and space will be more flexible--when our mind
resides in very fast hardware, one second of real time may provide a
subjective year of thinking time, while a thousand years spent on a
passive storage medium will seem like no time at all. The very
components of our minds will follow our sense of awareness in shifting
from place to place at the speed of communication. We might find
ourselves distributed over many locations, one piece of our mind here,
another piece there, and our sense of awareness yet elsewhere , in
what can no longer be called an out-of-body experience, for lack of a
body to be out of. And, yet, we will not be truly disembodied
minds.
Humans need a sense of body. After twelve hours in a
sensory-deprivation tank, floating in a totally dark, quiet,
contactless, odorless, tasteless, body-temperature saline solution, a
person begins to hallucinate, as the mind, like a television
displaying snow on an empty channel, turns up the amplification in
search of a signal, becoming ever less discriminating in the
interpretations it makes of random sensory hiss. To remain sane, a
transplanted mind will require a consistent sensory and motor image,
derived from a body, or from a simulation. Transplanted human minds
will often be without physical bodies, but hardly ever without the
illusion of having them.
Computers already contain many non-human entities that resemble
truly bodiless minds. A typical computer chess program knows nothing
about physical chess pieces or chessboards, or about the staring eyes
of its opponent or the bright lights of a tournament, nor does it work
with an internal simulation of those physical attributes. It reasons,
instead, with a very efficient and compact mathematical representation
of chess positions and moves. For the benefit of human players, this
internal representation may be interpreted into a graphic on a
computer screen, but such images mean nothing to the program that
actually chooses the chess moves. The chess program's thoughts and
sensations--its consciousness--is pure chess, uncomplicated by
physical considerations. Unlike a transplanted human mind requiring a
simulated body, a chess program is pure mind.
Minds in a mature, teeming, competitive cyberspace will be
optimally configured to make their living there. Only successful
enterprises will be able to afford the storage and computational
essentials of life. Some may do the equivalent of construction,
converting undeveloped parts of the universe into cyberspace, or
improving the performance of existing patches, thus creating new
wealth. Others may devise mathematical, physical or engineering
solutions that give the developers new and better ways to construct
computing capacity. Some may create programs that others can
incorporate into mental repertoire. There will be niches for agents,
who collect commissions for locating opportunities and negotiating
deals for clients, and for banks, storing and redistributing
resources, buying and selling computing space, time and information.
Some mental creations will be like art, having value only because of
changeable idiosyncrasies in their customers. Entities who fail to
support their operating costs will eventually shrink and disappear, or
merge with other ventures. Those who succeed will grow. The closest
present-day parallel is the growth, evolution, fragmentation and
consolidation of corporations, who plan their future, but whose
options are shaped primarily by the marketplace.
A human would likely fare poorly in such a cyberspace. Unlike the
streamlined artificial intelligences that zip about, making
discoveries and deals, rapidly reconfiguring themselves to efficiently
handle changing data, a human mind would lumber about in a massively
inappropriate body simulation, like a deep-sea diver plodding through
a troupe of acrobatic dolphins. Every interaction with the world
would first be analogized into a recognizable quasi-physical form:
other programs might be presented as animals, plants or demons, data
items as books or treasure chests, accounting entries as coins or
gold. Maintaining the fictions will increase the cost of doing
business and decrease responsiveness, as will operating the mind
machinery that reduces the physical simulations into mental
abstractions in the human mind. Though a few humans may find
momentary niches exploiting their baroque construction to produce
human-flavored art, most will be compelled to streamline their
interface to the cyberspace.
The streamlining could begin by merging processes that analogize
the world with those that reduce the resulting simulated sense
impressions. The cyber world would still appear as location, color,
smell, faces, and so on, but only noticed details would be
represented. Since physical intuitions are probably not the best way
to deal with most information, humans would still be at a disadvantage
to optimized artificial intelligences. Viability might be further
increased by replacing some innermost mental processes with
cyberspace-appropriate programs purchased from the AIs. By a large
number of such substitutions, our thinking procedures might be totally
liberated from any traces of our original body. But the bodiless mind
that results, wonderful though it may be in its clarity of thought and
breadth of understanding, would be hardly human: it will have become
an AI.
So, one way or another, the immensities of cyberspace will be
teeming with unhuman superminds, engaged in affairs that are to human
concerns as ours are to those of bacteria. Memories of the human past
will occasionally flash through their minds, as humans once in a long
while think of bacteria, and by their thoughts they will recreate us.
They could interface us to their realities, making us something like
pets, though we would probably be overwhelmed by the experience. More
likely, the re-creations would be in the original historical settings,
fictional variations, or total fantasies, which would to us seem just
like our present existence. Reality or re-creation, there is no way
to sort it out from our perspective: we can only wallow in the scenery
provided.