Architected Futures™

Tools and strategies ... for boiling the ocean

Virtual World

Virtual World is a simulation environment ultimately implemented as a massive, open, online, multiplayer gaming system. Assuming resources, it runs continuously as an interactive, dynamic, real time virtual reality projection of the current state of the world, as known to the Real World game environment, and adjusted for one or more projection scenarios which can be personalized, or allowed to be generated on the basis of COP defined alternatives combined with personalized surrogate (artificial assistant) integrated play. An individual "person role" in Virtual World" can only be "owned and controlled" by 1 member at any point in time. But the role may "carry the influence" of subscribed members personas. Subscriptions are under the control of the individual subscribers and can be revoked at any time. Otherwise this provides a scheme for proxy voting on outcomes in game play.

Virtual World can optionally be utilized as a personalized citizen watch dog on factors known and defined to the system, of which the citizen has an interest. These may include factors from local planning issues, to state government proposals, to national or international concerns. Citizens may chose to use default variables, or they may program "views" with expressed values relative to personal concerns. Virtual World can be operated under a number of simultaneously channeled conceptual streams, including but not limited to:

  1. A personal calendar and scheduling and note system (a PIM) with news feeds, etc
  2. A virtual avatar in a community automated collaboration system
  3. A personalized "crystal ball" forecasting system with the available utilization of COP forecasts to be included and mixed using personalized belief systems as guides

Virtual World runs on the basis of synchronization with Real World at the current time horizon. Synchronization involves a number of factors:

  1. Discarding all previous Virtual World speculation for facts and state variables which have been changed in the Known Real World, and replacement with new known facts or updated speculation.
  2. Update of all new baseline projections and speculation for all impacted Virtual World (future) scenarios.
  3. Evaluate discrepancies between events and expectations and use genetic algorithms to determine best methods for forecasting algorithm adjustment.
  4. Implement adjustments as warranted.

Personal tailoring of values for value choice parameters is at the users option, as described in Worlds. If not manually overridden, value assignments for registered members in terms of model strategies will be determined by generic value settings as statistically determined. (This may be tough to read, but it is written to be a specification, not prose. Sorry folks! This isn't "Atlas Shrugged." It isn't fiction or fantasy. It's a real specification. The whole web site is.) 

 

Reference: Sim City, The various "sim" games, and "Second Life"

 

Development Alternatives

- One option would be to develop an infrastructure bridge between Second Life and EATS. Second Life already has all that stuff in terms of the leading "virtual metaverse" coded and operational. EATS Virtual World could be a subset of Second Life for those that want to play our "Game of Real Life"

- All of their members are our "citizens" already anyhow, whether they've "registered" or not. Second Life registration can be an auto-register function. Then any Second Lifer can "activate" by simply using a function in Virtual World. The same is true for Twitter, Facebook, LinkedIn, etc. We already accept OpenID, which can be useful in managing and controlling membership synchronization across federated environments, which is what these become.

- From our viewpoint, the rest of Second Life is "Fantasy Land" and we define both the "Real World, as we know it" and  the "Scientifically Speculative Future" which is the model for Real World target guidance.

- From a Second Life viewpoint we might supply a baseline and dynamic "state" generating service. Some players within Second Life may want to just play "Fantasy" existence, but others may want to play a reality based fictional scenario. A Holodeck experience. Or an alternate history evaluation. These could also be valuable as certified research spaces. Research models could be created and executed within certified consistent virtual controlled environments. This aids in variance isolation regarding differences in the environment as opposed to differences in the model. This should yield better calibration of models.

Note relative to guidance:

The object of the "game" called "Real Life, as we know it" is to try to preserve and develop a meaningful life for all humans as far into the future as we can accurately predict. So there is a perpetual aspect to planning, and a more defined "seven generations" concept. We live at a dynamic reference point defining our possibilities event horizon, which is defined by our current state, at a time referenced as "now." We live on a vector to a future time and place and state of being. That future is constrained by our current position as a starting point, and opens into a "cone of possibilities" from that point. That future is unfolded to us as "the passage of time." As time passes, certain possibilities become moot. They are either proofed out to be false, or they no longer fit as rational projections. We thought it was going to be a normal weather season. It wasn't. There is an ongoing drought. There are rising average water levels. There are shifts in economic conditions. There are more, or less, people in the world. There are shifts in available supply and projected demands for services and resources. Attitudes change. New demands arise. Things happen. 

Our target for the future, which is our central mechanism for determining satisfaction of desires, and "goodness" of the current architecture and direction, is determined, in Vision World, by a personalized algorithm. Potentially everyone could have a separate and uniquely defined Nirvana state defined as a target. In reality we would expect a certain amount of clustering that defines consensus impressions for key Vision World variables. For example, the absence of war, lack of famine, various human potential goals. This becomes the basis for the "current state" desired target which becomes the default Vision World target future state. 

  • Status toward goal is measured by the gap between current Real World and current Vision World as measured using this technique.
  • Comparable measures can be calculated against any personal virtual world that is defined in the system based on differentiation between membership consensus and personal opinions. Facts are facts.
  • Facts are determined by base level accepted truths, axioms, and logic. Different belief systems can be based on different axioms. These are available as philosophies of life, they are only marginally allowed to influence the factual evaluation of the Real World Situation, as nothing is absolutely, positively, fully and completely to be known for sure. There is always room for obtaining a better awareness of, and alignment between the true real operational world, which we are modeling, and the model defined inside EATS. (Managing that gap is a responsibility of humanity, not EATS. EATS is augmented intelligence. Humans have to do their part. COPs are designed to provide guidance.) External human governance bodies  are not, and never should be under the control of AI, although they, like the justice system, can perform their roles more effectively if they use AI, including Real World and Virtual World guidance in an intelligent manner.

MGP Triage Projects:

  • Determine initial base line CTQs and VOC packages …
  • Survey and evaluate existing measurement and control systems …
  • Survey and evaluate existing models …
  • Survey and evaluate existing ontologies …
  • Identify baseline Architected Futures EATS modeling metadata and baseline engineering tool suite …

Other MGP Projects

Virtual World as a whole is a "visionary" objective. It requires a base knowledge base and information processing and modeling facility to be implemented. The next step is a series of simulation tools. Initial "gaming" is through modeling in the form of single player games. Then coordinated use of the tools for group problem solving, which ideally would extend group interaction tools already provided by that point. Sophistication of the interplay between participants grows from there. Remember, the focus is not fantasy visioning but for "Real World" it is problem solving. For "Vision World" it is planning.

  • Identify, prioritize and implement [Six Sigma] process improvement programs to implement required features in both automated and human control systems to achieve identified ideals.
  • Identify and recommend improvements in human social environments
  • Identify and recommend improvements in resource collection and allocation
  • Identify and recommend improvements in manufacturing and servicing systems
  • Identify and recommend improvements in the health of the planetary environment, including the use of resources located in other parts of the solar system. (This includes planning for the exploration and utilization of the solar environment to enhance the life expectancy and quality of life for the human race.)

Priorities are determined as a function of both a value and efficiency basis to optimize overall goals.

This "game" never ends. 

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