Do No Harm
Policy for Minds in Other Substrates Soenke Ziesche soenke.ziesche@gmail.com Roman V. Yampolskiy roman.yampolskiy@louisville.edu Journal of Evolution and Technology - Vol. 29 Issue 2 –
October 2019 – pgs 1–11 Abstract Various
authors have argued that in the future not only will it be technically feasible
for human minds to be transferred to other substrates, but this will become, for
most humans, the preferred option over the current biological limitations. It
has even been claimed that such a scenario is inevitable in order to solve the challenging,
but imperative, multi-agent value alignment
problem. In all these considerations, it has been overlooked that, in
order to create a suitable environment for a particular mind – for example, a personal
universe in a computational substrate – numerous other potentially sentient
beings will have to be created. These range from non-player characters to
subroutines. This article analyzes the additional suffering and mind crimes
that these scenarios might entail. We offer a partial solution to reduce the
suffering by imposing on the transferred mind the perception of indicators to
measure potential suffering in non-player characters.
This approach can be seen as implementing literal empathy through enhanced
cognition. Introduction Due to recent technological progress, it appears to have become
more realistic to enhance human minds or even transfer them to other substrates.
In this introduction, we set out four assumptions, followed, in the next
section, by formulating a problem to which they lead. In summary, we argue that
enhancement and substrate-transfer scenarios are 1) desirable, 2) may become
feasible, 3) could even be inevitable in order to tackle the multi-agent value
merger toward AI safety, but 4) may affect other sentient minds. 1) Desirability: The transhumanist movement has
for some time advocated the enhancement of human minds (e.g. More 2013). Bostrom illustrates the desirability of enhanced human
capacities by describing potential enhancements related to health span, cognition,
and emotions (Bostrom 2008). The potential scenario when the quality of virtual worlds has reached a
level where human minds prefer them to the physical world has been called by Faggella (2018b) “Programmatically Generated Everything.” 2) Feasibility: Two main categories are distinguished here (see, for
example, our discussion in Yampolskiy and Ziesche 2018): Virtual
worlds comprise
virtual and augmented reality through ever-improving devices that are
experienced by a biological human mind. Uploads
refer to the potential transfer of human minds to other physical
substrates, for example a computer. While virtual worlds have been implemented already
with progressing quality (e.g. Faggella 2018a), the
feasibility of uploads has also been suggested, for example by Sandberg’s and Bostrom’s roadmap for whole brain emulation (Sandberg and Bostrom 2008) and some others (e.g. Koene
2012; Tegmark 2017). 3) Inevitability: AI safety is of paramount importance and requires
undertaking various challenges, of which the multi-agent value merger within
the multi-agent value alignment problem
is one of the hardest. As
a solution, Yampolskiy (2019) proposes Individual Simulated
Universes (ISUs), which are personalized simulations created by superintelligent AIs for all human minds. Yampolskiy argues that this approach would have the
additional benefit of providing unprecedented potentials as well as more and lasting
happiness to the human minds experiencing ISUs. This affirms the assumed
desirability of such an endeavor. 4) Involvement of other sentient minds: Various authors argue that
already now, or in the future, sentient digital beings or minds may exist and
they may, for example, constitute subroutines as well as non-player characters (NPCs) in video games, simulations, or
other computational substrates (Bostrom et al. 2018; Bostrom 2018; Tomasik 2019a; Tomasik 2019b; Ziesche and Yampolskiy 2019).
This implies that computational substrates for the enhancement and
transfer of human minds will also contain
other sentient
beings, since NPCs and subroutines are essential components of them. Problem formulation It has been argued that sentient
digital minds have a moral status because of their feature of being sentient (Bostrom 2018; Bostrom, Dafoe, and
Flynn 2018; Tomasik 2019a; Tomasik
2019b; Ziesche and Yampolskiy 2019). However, in the discussion about
enhancement and transfer of human minds to other substrates the focus is usually
on the advantages and opportunities for human minds, while any potential suffering experienced by the sentient beings
inherent to these substrates has mostly been neglected. Tomasik recently formulated the problem as follows: Imagine a posthuman
paradise in which advanced human-like beings are simulated in blissful utopian
worlds, never experiencing (access-conscious) suffering. Their minds might
nonetheless contain suffering subroutines, such as neural signals that fail to
win control of action, or signals within cognitive modules that are inherently
inaccessible to explicit report. In addition, the machines running such
simulations might themselves contain suffering subroutines, such as in their
operating systems. (Tomasik 2019a) Although this is speculative, in such a scenario the overall
suffering per computational substrate
might outweigh the bliss of the transferred human mind, which defeats the
original purpose. This would actually be one example to support concerns that technical
developments may increase risks of astronomical suffering (e.g. Sotala and Gloor 2017). Before moving on, we will turn to potential objections
regarding the assumptions and the problem. Could it be possible that neither subroutines nor NPCs are sentient? Yes, this could be possible since sentient
digital minds are speculation. Simple subroutines or NPCs, which consist of
some if-statements only, are probably non-sentient, hence a comment by Bostrom, Dafoe, and Flynn: Policymakers
are unaccustomed to taking into account the welfare of digital beings. The
suggestion that they might acquire a moral obligation to do so might appear to
some contemporaries as silly, just as laws prohibiting cruel forms of recreational
animal abuse once appeared silly to many people. (Bostrom, Dafoe, and Flynn
2018, 16) Given human beings’ track
record of causing immense suffering thanks to recognizing ethical issues too late,
and in order not to repeat such mistakes, we should step cautiously here. The potential
suffering of sentient digital minds in computational substrates created for the enhancement
and transfer of
human minds
should be given serious consideration and be addressed in a timely way (Bostrom, Dafoe, and Flynn 2018; Ziesche and Yampolskiy
2019). We assume, therefore, there might be sentient subroutines and NPCs in computational substrates, and this subset of subroutines and NPCs provides
the focus for what follows. Could it be possible to create such
computational substrates without subroutines? The answer has been
provided by Tomasik: “Eliminating suffering on the part of
simple computational processes seems impossible, unless you dispense with
computation altogether” (Tomasik 2019a). Could it be possible to create such
computational substrates without NPCs? In theory, computational substrates for the enhancement and
transfer of human minds devoid of any NPCs are possible, but it then becomes very
questionable whether our desirablility
assumption is fulfilled. Yampolskiy (2019) has
proposed ISUs in order for human minds to be happy, and, perhaps with a very
few exceptions, it is hard to imagine human minds being enduringly happy
without any social interaction with other minds. Therefore, we face a challenge: given
the desirability, feasibility and
inevitability of ISUs, how can the suffering
of other sentient beings be avoided, or at least reduced, in computational
substrates for the enhancement and transfer of human minds? Typology of relevant minds The space of all minds has
been described as vast (e.g. Sloman 1984; Yudkowsky 2008; Yampolskiy 2015).
In order to tackle the problem as we’ve defined it, we first present a typology
to establish which subset of this vast space might comprise the relevant computational substrates. As
indicated, we distinguish two main categories of sentient digital minds: NPCs and subroutines. NPCs The term “non-player
character” originated in the realm of gaming and has been defined as any character that the
player does not control. In recent times, the complexity of NPCs has evolved
significantly, and the concept has also been transferred to virtual worlds and
simulations. Tomasik has broached whether NPCs matter
morally (Tomasik 2019b), while Warpefelt
and Verhagen have presented
a suggestive typology, based on the video game domain, with the following roles
for NPCs: Buy,
sell and make stuff, provide services, provide combat challenges, provide
mechanical challenges, provide loot, give or advance quests, provide narrative exposition,
assist the player, act as an ally in combat, accompany the player, and make the
place look busy. (Warpefelt and Verhagen
2015, 7–8) Such existing typologies
are, however, much too narrow, as well as too anthropomorphic to classify the NPCs
likely to be found in upcoming environments for enhancement
and transfer of human minds. Detailed typologies are not possible at this point, since future
NPCs may be unimaginably alien, given that in future virtual
worlds and ISUs basically anything might be possible (e.g. Loosemore 2014; Faggella 2018a; Yampolskiy 2019). What matters here
instead is the question: What might cause NPCs to suffer in virtual
worlds and ISUs? Three categories can be distinguished: · The enhanced/transferred
human mind intentionally causes NPCs to suffer. · The enhanced/transferred
human mind unintentionally causes NPCs to suffer. · NPCs suffer, but this is
not caused by actions of the enhanced/transferred human mind. The first category
resembles the concept of mind crime, introduced by Bostrom
with AIs as the perpetrators (Bostrom 2014). In this
case, the enhanced/transferred human mind knows about the consequences of her
or his activity but experiences sadistic pleasure or has other objectionable motivations. For the second category,
suffering might be caused by the alien features of the NPC, as a result of which
the enhanced/transferred human mind is not aware that he or she is causing
suffering. As a result of the activities of the enhanced/transferred human mind,
the NPC might undergo aversive sensory experiences that the enhanced/transferred
human mind cannot imagine. The third category
comprises potential suffering by NPCs when not interacting with the enhanced/transferred
human mind. For example, the NPC might be suffering from boredom because of a different
subjective rate of time, which could be an “exotic property” of NPCs (Bostrom and Yudkowsky 2011). NPCs
might, moreover, harm each other, thereby causing suffering. In addition, there
might be as many more potential ways of suffering as there are possibly unknown
unknowns regarding aversive sensory experiences of digital minds. Another helpful distinction
would be between friendly or neutral NPCs and hostile NPCs, since the
intentional causation of suffering toward hostile NPCs by the enhanced/transferred
human mind might be considered self-defense. Subroutines Given the lack of
evidence, it is challenging to develop a typology of subroutines that relates
to suffering in computational substrates for the
enhancement and transfer of human minds. Here we can distinguish whether the
subroutines are executed within the mind of the transferred human or in other
parts of the computational substrate. The latter require
further specification as those subroutines that do not constitute NPCs (since
NPCs have already been discussed). Again, based on the possibility of very
alien NPCs, this distinction is not simple: that is, there might not be a
clear-cut line as to what features are required for
subroutines to count as NPCs. Nevertheless, for our current purposes this is
not a problem since we aim to explore the prevention of suffering for both NPCs
and subroutines. Note, however, that for non-NPC subroutines there appears to be no
scenario in which an enhanced/transferred human mind could intentionally cause
or prevent suffering, regardless whether the subroutines are within or outside her/his
mind. Partial policy solution In a recent paper, Bostrom and his collaborators formulated the desideratum
“that maltreatment of sentient digital minds is avoided or minimized” (Bostrom, Dafoe, and Flynn 2018, 18), and elsewhere Bostrom has encouraged addressing this issue early “while
the artificial agents we are able to create are still primitive” (Bostrom 2018, 2). As a follow-up, we recently termed this field
of research “AI Welfare Science” (Ziesche and Yampolskiy 2019). The aim here is to reduce or prevent the
suffering, as well as the unwanted deletion, of digital sentient minds. At the
same time, we offered recommendations for AI welfare policies. Sotala and Gloor have also presented
recommendations on this issue (Sotala and Gloor 2017, 10). Since there is no
evidence that digital minds are incapable of sentience or immune to suffering,
and since AI Welfare Science, which is in its very early stages, has not yet
developed methods to abolish suffering of digital minds, policies are required to
prohibit an enhanced/transferred human mind from causing suffering. Owing to the alienness of the new environment, the enhanced or transferred
human mind is likely to face challenges in its efforts to identify the suffering
of the NPCs with which she/he is interacting. Suffering might be observed
through either physiological/functional or behavioral indicators (see our
discussion in Ziesche and Yampolskiy
2019). Behavioral indicators, which comprise self-reporting, have the disadvantage, in
both the real world and a computational substrate, that they can be deliberately
faked, which could include the possibility of non-sentient NPCs presenting as sentient
and suffering. Physiological/functional indicators, by contrast, are more impartial, and hence
more suitable for use in real life for objective pain assessment in humans and
non-human animals (e.g. Cowen et al. 2015). In their 2015 paper, Cowen’s team studied
markers to measure pain, such as changes in the autonomic nervous system, biopotentials, neuroimaging, biological (bio-) markers, and
composite algorithms. Although the identification of parameters that correlate
with pain intensity is challenging, progress has been made, and, for example,
the nociceptive flexion reflex turned out to be a reliable and objective tool
for measurement of pain (Skljarevski and Ramadan 2002). Transferred to
computational substrates, this issue should be more tractable as, unlike in the
real world, everything is measurable precisely as well as constantly. If suffering,
such as pain, can also affect digital minds, then
there must be quantitative indicators for this, which are called here “computational.”
This leads to our main proposal for a do no harm policy for minds in other substrates: For
the development of computational substrates that have the purpose of accommodating
human minds, it is mandatory that the transferred human mind in such a substrate
be equipped with sensory perception, through which she/he perceives computational
indicators of suffering of the NPCs with whom she/he interacts. If
the stimuli of these indicators reach the threshold of suffering, the human
mind ought to stop any activities that cause the suffering. Since exploring qualia is
a difficult problem (Chalmers 1995), we emphasize quantitative and objective physiological/computational
indicators. If there was an option to let the transferred human mind compulsorily
perceive directly any unpleasant qualia he/she might causing to local NPCs,
this would be an even stronger tool to prevent the transferred human from doing
harm, but this is too speculative at this stage. Either way, through this
policy the term empathy
is taken literally, since the transferred human mind would perceive precise
indicators of the effects of his/her actions toward NPCs. Moreover, the policy
can be seen as an attempt toward mind crime prevention. This approach is also
in line with our previous AI Welfare Science recommendations, which encourage
developing methods to measure the suffering of sentient digital minds through physiological/functional
or behavioral parameters (Ziesche and Yampolskiy 2019). In the following
specifications, we elaborate opportunities and gaps, as well as the bigger
picture and future work related to the proposed do no harm policy. Specifications The following points further
elaborate the policy: · Through this policy, the
first two categories of suffering in virtual worlds are covered. For intentional maltreatment of an NPC,
passing the threshold of suffering indicators will be expected by the
enhanced/transferred human mind, and will ideally be avoided. In cases of unintentional maltreatment, the enhanced/transferred human mind
will need to learn about, and understand, the aversive sensory experiences of
the affected NPC. · The alternative option would
be to simply prohibit enhanced/transferred human minds from harming other NPCs
– similar to much legislation in the real world. However, this may not be
workable without the sensory perception of suffering indicators, since the enhanced/transferred
human mind, even if she/he has the best intentions, likely does not know sufficiently
when and how NPCs suffer. The barrier to understanding is the likely alienness of an NPC’s mind. The sensor should, therefore,
be embraced as an opportunity provided by the potential of the computational substrate. · It could be argued that the sensor triggers only once the
pain of the NPC has commenced, and so the policy does not thoroughly prevent
suffering. However, similarly to the development of infants, the enhanced/transferred
human mind will gain experience literally through machine learning over time.
Ideally, it will learn to prevent an NPC’s suffering before it occurs. · If the
enhanced/transferred human mind does not obey the rules, he/she may be
punished. If passing the threshold of the suffering indicators does not trigger
the enhanced/transferred human mind to stop causing pain to an NPC, an option could
be to stop the activities that cause suffering automatically – taking control
from the enhanced/transferred human mind that has breached the do no harm
policy. In this case, the degree of freedom within an ISU or other
computational substrate – which is anyway an illusion – would be restricted. Opportunities The proposed do no harm policy
incorporates various opportunities relating especially to the important topic
of empathy: · Empathy is a notable
human ability to detect manifestations of distress in other humans (and to some
extent in non-human animals). However, the accuracy of human empathy varies,
particularly when it comes to animals. The do no harm policy harnesses the potential
of computational substrates to allow for enhanced cognition, thus optimizing precise empathy to the
extent of the literal meaning of the word. An additional positive effect of
this approach is that it overcomes the anthropomorphic
bias of empathy, a step that is necessary for interaction with alien minds. · It appears that the function of empathy for humans is to prompt
action to reduce the suffering of the other mind, provided this is within
his/her capacity. However, it has been claimed that this step is, in real life,
not taken inevitably (e.g. Brooks 2011). The do no harm policy addresses this
issue, insofar as it is more
likely that the enhanced/transferred human mind will attempt to end the NPC’s pain
if she/he is obliged to perceive the extent of the pain. (Enhanced/transferred
human minds with sadomasochistic tendencies might constitute a troubling exception.)
This kind of artificially
enhanced empathy can be seen as a building block for artificial conscience (e.g. Pitrat 2013). · Due to the almost
unlimited options in computational substrates such as ISUs, these could also be
programmed so that an enhanced/transferred human mind perceives not only the aversive
sensory experiences of the NPCs that it interacts with, but also NPCs’ pleasant
experiences. Thus, artificially
enhanced empathy would cover the whole range of experiences of NPCs. However, that might be
up to the enhanced/transferred human mind to decide. In order to create
conditions that prevent suffering, it suffices if the enhanced/transferred
human mind perceives the aversive experiences. · Elsewhere, we treat the unwanted
deletion of sentient digital minds as a distinct topic within AI Welfare
Science (Ziesche and Yampolskiy
2019). Regarding NPCs and subroutines in virtual worlds and ISUs, this issue is
again more straightforward for NPCs than for subroutines. The unwanted deletion
of NPCs by an enhanced or transferred human mind should be forbidden apart from
exceptional cases of self-defense. By contrast, the deletion of subroutines might
be unavoidable, and it might often be neither controlled nor noticed by the enhanced/transferred
human mind. Gaps The policy proposal is
partial and at an early stage since, for example, it does not address the
following cases: ·
As
mentioned above, a special case would be hostile or evil NPCs. Options would be
to exclude hostile NPCs entirely (by a separate policy) or to accept causing
suffering to them as self-defense. ·
A
way must be found to prevent NPCs from harming each other, as this would increase
the overall suffering in the computational substrate. ·
In
this regard, two other undesirable activities of potentially violent or
sadistic enhanced/transferred human minds have to be considered. Such a mind might
enjoy observing NPCs harming each other – similar to human enjoyment of a cock fight – or might instruct NPCs to maltreat other NPCs. In either case, the policy would be
bypassed and the sensor would be not triggered since the human mind would not
be causing the suffering directly. · Furthermore, NPCs might still
suffer for reasons not linked to actions by an enhanced/transferred human mind
or by other NPCs, for example because of boredom or alien aversive perceptions. · It could be an option
that the sensor detects the aversive experiences of these NPCs and the
enhanced/transferred human mind thus be encouraged to help them, just as
altruistic humans help others without having caused the misery. However, this
1) might be challenging for alien types of suffering and 2) might to some
extent defeat the purpose of the virtual world or ISU for the
enhanced/transferred human mind to enjoy complete freedom. · Lastly, the do no harm policy does not cover the even-more-elusive
potential suffering of subroutines. Bigger picture and
future work Not only because of the gaps
we have outlined, our policy proposal should be seen as only a beginning, to be
embedded in a bigger picture and with various directions for future work: · Yampolskiy (2019) has described a superintelligent AI exercising control
of ISUs, which would
likely also apply to other computational substrates sophisticated enough to
simulate human minds. Such an AI would also be essential for the implementation of the
policy proposed here, and therefore ensuring the safety and friendliness of the
AI is crucial as well as challenging (Yampolskiy 2018;
Yudkowsky 2008). · In an earlier paper (Ziesche and Yampolskiy 2019), we
proposed that the overarching goal should be suffering-abolitionism as elaborated by Pearce (2007), yet transferred to
digital environments and ISUs in particular, which Pearce did not incorporate. Since
suffering-abolitionism has not yet succeeded, and since the prevention of
suffering has a moral urgency, we have proposed the policy sketched above. · In the real world,
research is being conducted toward crime prediction through big data such as mobile
phone data (e.g. Bogomolov et al. 2014). This kind of “mind crime prediction” could
also be applied to a computational substrate where the available data are much
more abundant and precise, since the potential culprits are permanently
monitored and recorded like every computation in the substrate. · Artificially enhanced
empathy could provide further positive effects.
For example, this scenario could be envisaged as a training or cure for transferred
human psychopaths or sociopaths. · An interesting, but
complex, challenge would be to compare the suffering caused by a human mind in
the real world, for example by abjuring veganism, by killing insects, and so
on, compared to the suffering caused by the same human mind after being
enhanced or transferred to another computational substrate. Ideally, the latter
would be less. In summary, we have
offered a partial solution to the problem of reducing or avoiding potential
suffering of NPCs in computational
substrates for the enhancement and transfer of human minds. Beyond this, we have sought to identify
some neglected and remaining issues. The innovative concept and our demand for
artificially enhanced empathy provide a contribution to urgently required AI policies and to AI safety. Acknowledgment Soenke Ziesche
wishes to acknowledge the support of the Faculty of Engineering, Science
and Technology within the Maldives National University, where he was employed
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