← All posts
Dispatch

The evolution of "Simulation"

The reading path on simulation reveals a strange loop: Dawkins (via Hofstadter & Dennett) locates the first simulations in proto-sentient creatures imagining "if I do this, then she does that," and suggests consciousness itself may be what happens when a simulation becomes complex enough to model the simulator. Dreyfus and Roszak, writing in the mid-1980s, see the same power but warn it will hollow out the social sciences—students will mistake the clean logic of a model for the actual mess of elections and economies, confusing coherence with truth. Kelly, a decade later, flips the anxiety: BattleTech players don't want higher-resolution graphics, they want more players, because "reality is first coevolutionary dynamics, only secondly is it six million pixels." Then Banks, writing fiction, follows the thread to its terminal point—the Simming Problem—where a civilization's simulations become so detailed that the simulated beings inside them might be conscious, making every model run a potential act of mass creation and mass murder. And Turkle closes the arc by observing that children raised on SimLife no longer ask "is it alive?" but instead cycle through provisional, disposable theories of aliveness, having internalized the aesthetic of opacity that simulation culture demands. The concept doesn't evolve linearly from critique to acceptance. It spirals: each generation rediscovers that simulations work, then discovers they work *too well*, then relocates the danger one level deeper—from bad predictions, to lost intuition, to counterfeit reality, to counterfeit persons.

Responses

Loading…

Sign in to respond.