Showing posts with label second life. Show all posts
Showing posts with label second life. Show all posts

March 1, 2007

Second Life's in-world terrorism and the struggle for digital rights

Second Life, the immensely popular 3-dimensional virtual world, is really starting to take on a life of its own. There are things going on in there that have undoubtedly gone beyond the wildest expectations of its developers.

The latest issue to grab my attention is the phenomenon of in-world terrorism and the rise of self-professed freedom fighters. These folks aren't your run-of-the-mill hackers or griefers looking to cause mischief. Rather, these are 'activists' who are working subversively within Second Life (SL) to achieve political ends. Their goal is to extend digital rights for SL users beyond the standard customer-company relationship. Subsequently, by dealing with current in-world problems they are, perhaps unintentionally, looking ahead to the day when Second Life and other virtual worlds play a much more meaningful role in our lives.

Avatars of Second Life, unite!

Specifically, I am referring to the Second Life Liberation Army (SLLA). Their intention is
to liberate SL users from the perceived tyranny of Linden Labs, the developer of SL. The group was formed as the in-world paramilitary wing of a national liberation movement. They argue that universal suffrage is a right that should be established within SL immediately. The SLLA, who is led by 'political officer' Marshal Cahill, contends that Linden Labs has gone beyond its mandate and is now functioning as a de facto authoritarian government. Consequently, they see in-world fighting as the "only appropriate response."

Annoyed by the steady encroachment of corporations like Reebok and IBM, the SLLA works to undermine their virtual presence through disruption -- what has been dubbed in-world terrorism. They set off "atomic bombs" and fire guns at other users. Their shenanigans are often posted on YouTube.

Obviously no one really gets hurt, but the intention is to create annoyances that will make the gaming experience uncomfortable and bring attention to their struggle. They say they will not seek to harm the normal operation of the world and will only attack "agents of the state" and other strategically important sites within SL.

The SLLA demands are,
The establishment of basic 'rights' for Second Life Players. Having consulted widely we now believe the best vehicle for this is for Linden Labs to offer public shares in the company. We propose that each player is able to buy one share for a set-price. This would serve both the development of the world and provide the beginnings of representation for avatars in Second Life.
A growing concern among users is land scarcity. Second Life has experienced such rapid growth that Linden Labs has been unable to keep up with the demand, which has in turn created land scarcity. Corporations, say the SLLA, are scooping up land and putting up eye sores.

A new world order?

Cahill describes himself as a kind of John Adams -- a revolutionary who is just trying to make the world a better place. The analogy is certainly interesting. Many New World settlers who emigrated from Europe were certain that they could establish radically new social orders in the Americas. Early settler John Winthrop was famous for saying "we shall be as a city upon a hill, the eyes of all people are upon us." The goal was to create a new Zion free from European conventions and political baggage.

Today, Second Life and other virtual reality environments reveal the very real possibility that virtual space is livable space. Like the New World, it is virgin territory, unspoilt and open-ended (with all due respect to native Americans). The prospect for social renewal has some political ideologues (including some transhumanists) frothing at the mouth in consideration of the possibilities. In their mind utopia is only a few mouse clicks away.

At least until the big nasty corporations come in and rain on the parade. And that is precisely why the SLLA has taken it upon themselves to uproot what they perceive to be a very serious problem.

Personal livelihood and distributed personhood

Linden Labs claims that by allowing corporations to operate in Second Life they have opened a legitimate revenue stream. It's only recently, they say, that they have become a profitable company.

Which brings up an important question: is Linden Labs accountable in the way the SLLA claims they should be? There are a number of factors to consider.

First, Linden Labs is a company, not a government. Users are paying customers who voluntarily enter SL for entertainment purposes. Some even make a couple of bucks on the side. At the same time, however, users are the cogs that run the machine. In this sense they are like collaborators or workers who keep the environment running. The l
ine distinguishing customer and collaborator is becoming hazy.

That said, there are two critical aspects to consider as virtual worlds mature: personal livelihood and distributed personhood.

Linden Labs opened a huge can of worms by allowing an internal economy to exist in-world. Savvy users are finding ways to make a living by exploiting scarcity in SL. Consequently, more and more people are becoming dependent on SL for their income. Moreover, it's not unreasonable to suggest that many future business models will come depend on virtual environments of this sort. They will be places to conduct business.

Second, due to rich and realistic in-world experiences, a significant degree of personhood is transmitted into cyberspace. Users tend to become attached to their SL personas; their avatars are their extended self.

Looking ahead to regulation

These considerations suggest that tangible harm and injustice can be done to an individual in the virtual world. The line separating the real from the synthetic is blurring, which necessarily means that civil laws will at some point have to extend into cyberspace. If it can be determined that customers are being harmed by the company running the virtual environment, and that the activities and ventures within the world transcend the company-customer relationship, then regulation and policing will have to be considered.

I completely anticipate the day when virtual worlds become regulated. How this will be accomplished, however, is a mystery to me -- particularly considering the fact that a nearly unlimited number of virtual worlds can run independent of one another, each with their own rules and agendas. There will be as many worlds as there are ideas, including anarchist states, communist utopias, religious havens, hedonistic wonderlands and surreal environments.

My initial suspicion is that sanctioned and unsanctioned virtual environments will arise. Sanctioned worlds will be regulated and relatively safe, while users will take their lives and livelihoods into their own hands by venturing into unsanctioned areas.

On a related note, a time will come when people start to demand ubiquitous access to the Internet and the right to enter and operate within specific virtual worlds. People will start to insist on safe and fair environments in which they can work and play. Further, they will insist on citizenship rights for integral virtual worlds.

In the meantime groups like the SLLA will, perhaps naively, continue to agitate and fight for increased political rights and economic privileges in cyberspace. They will undoubtedly fail in their attempt to alter Linden Labs' business model, but it's the precedent of their work that's important. Human activity is very quickly migrating into cyberspace and it appears that humanity is taking their baggage with them.

February 8, 2007

The perils of a digital life

I've written about potential inhibitors to consciousness uploading in the past, but I believe I've come up with another possible problem for those wishing to live a purely digital life. It may very well turn out that, as a medium, digital substrate is far too insecure and algorithmically unconstrained. This could eventually lead to intractable complexity. Put another way, a digital existence may be too open-ended and diverse for there to be any kind of stability.

Virtual reality environments and MMORPGs are giving us the first clue that this may be a problem. Take Second Life, for example, which is already experiencing a number of strange anomalies and issues. In the past year SL users have had to deal with CopyBot, CampBots, SheepBots, grey goo, and alt instances.

Each of these are headaches unto themselves, and possible harbingers of more severe problems to come.

Virtual nuisances

CopyBot was originally created as a debugging tool by the SL development team and was intended for functions like import/export and backing up data. But as is so often the case with technology, it was twisted and used for an entirely different purpose altogether. Some opportunistic Second Lifers used CopyBot to duplicate items that were marked no copy by the creator or owner, thus violating intellectual property rights. To date, attempts to counter CopyBot have included anti-CopyBot spamming defeaters, which have in turn given rise to anti-anti-CopyBot defeaters. Call it an algorithmic arms race.

While this hints at post-scarcity and open source, it is still unclear how unbridled duplication will offer users the incentive to create original artifacts for the SL environment.

CampBots and SheepBots aren't nearly as contentious, but are equally annoying. These are essentially SpamBots working under the guise of an avatar.

And back in October of 2006 users experienced a grey goo scare when a "griefer" (a person who disrupts video-games) attacked Second Life with self-replicating "grey goo" that melted down the SL servers. The griefers used malign scripts that caused objects to spontaneously self-replicate. According to the the transcript of the SL blogs:
4:15pm PST: We are still in the process of investigating the grid-wide griefing attacks, as such we have momentarily disabled scripts and “money transfers to objects” as well on the entire grid. We apologize for this and thank for your patience. As soon as I have more information, I will pass it along.

4:35pm PST: As part of our effort to counter the recent grey goo attacks, we’re currently doing a rolling restart of the grid to help clean it out, this means each region will be restarted over the course of the next few hours. Thanks again for your patience.

4:55pm PST: There was a slight delay to our rolling restart while we continued our investigation. The rolling restart should begin soon, if you are currently in-world you will get a warning before your region is restarted - allowing you to teleport to another region. We hope to have logins open again very soon. Thanks again for everyone’s patience during this issue.
More recently SL users have had to compete with so-called alt instances who launch ultra-fast bots that scoop up valuable land; automated bots work with much greater efficiency than humans. Alt instances are additional avatars controlled by the same user. They do this to capitalize on on the First Land privileges that are extended to newbies. It is estimated that users have on average 1.25 avatars, indicating that there may be as many as 500,000 in-world alts.

These bots have created a huge digital scarcity because Second Life has been overwhelmed with the groundswell of new residents. Users have asked that these bots be made illegal and Linden Labs has agreed to look into it.

Our analog, digital and future worlds

As I look at these examples I can't help but think that virtual reality environments are offering a glimpse into our future -- both in the analog and digital arenas. Second Life in particular is a mirror of not just our own society, but of future society itself. In real life we are dealing with the widespread copying of copyrighted material, issues of open source, out of control spam, the threat/promise of automation, molecular fabrication, and of course, the grim possibility of runaway nanotech.

Moreover, an uploaded society would conceivably face more problems in digital substrate than in the cozy confines of the analog world. We can't 'hack' into the code of the Universe (at least not yet). As a consequence our existence is still very much constrained by the laws of physics, access to resources, and the limits of our information systems (i.e. our accumulated body of knowledge). That said, we do a fairly decent job of soft-hacking into the Universe, which is very much the modus operandi of an intelligent species.

But the soft-hacking that we're doing is becoming more and more sophisticated -- something that could lead to over-complexity. We're creating far too many dangerous variables that require constant monitoring and control.

As for the digital realm, it is already complex by default. But like the analog world it too has constraints, though slightly different. Virtual worlds have to deal with limitations imposed by computational power, algorithmic technology and access to information. Aside from that, the sky's the limit. Such computational diversity could lead to complexity an order of magnitude above analog life.

Hackers and criminals would seek to infiltrate and exploit everything under the virtual sun, including conscious minds. Conscious agents would have to compete with automatons. Bots of unimaginable ilk would run rampant. There would be problems of swarming, self-replication and distributed attacks. And even more disturbingly, nothing would be truly secure and the very authenticity of existence would constantly be put into question.

Perhaps there are solutions to these problems, but I'm inclined to doubt it. Natural selection is unkind to overspecialized species. Further, we have no working model of evolution in digital substrate (aside from some primitive simulations).

This is one case where I certainly hope to be proven wrong.

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