In
a nutshell
Biological
organisms interact with reality to survive. Sensory and motor
systems evolved and so eventually did a computation engine
in between. In humans, these computations create a simulated
environment through exposure to the real world, converting
existential matter into virtual representations. (I.e. external
reality made from atoms, have digital/informational correlates).
An internal map and a repertoire of environments, objects
and behaviors develop through a process of exposure, perception,
instantiation and memory formation.
All
sense modalities converge to memory space as pure information,
which is the very loci of consciousness. This information
is instantiated,
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simulated and then graded to guide behavior and generate data
we experience as feelings. Subconscious processes unlock the
time and reality constraints enforced by the external world
via the modalities and allow object behaviors to flow freely,
constrained only by 'prior art' and processing resources.
These script variations subsequently feed simulations back
into the area of consciousness - like Aristotle's 'Cartesian
Theatre'. The first person conscious observer occurs at the
information interface between the rendered
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virtual simulations and those 'rendered' by the modalities
of the outside world. The subconscious processes place consciousness,
and thus our perception of reality, into a known place, and
a time event horizon of the present placed between predicted
futures and a remembered past.
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The
subconscious uses cues from the external world, or recent
episodic memory scripts, to seed script diversity as simulations
are intimately dissected and transposed. Virtual time travel
and time discontinuities are aggressively used to construct
metaphor,
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meaning and relevance out of the resulting script compositions.
This 'meaning' is discovered using genetically and socially
programmed emotional filters which grade the scripts according
to factors such as survival, security and cost benefit analyses,
prioritizing social and resource capital. Such that for every
act, a human will know to the best of his cognitive ability,
what is most in his interests at that time. It is the breadth
of this process of subconscious wide scope accounting with
ever increasing circles of virtual time expansion within simulation
scripts, coupled with 'emotional' cost benefit analyses that
defines the depth of a mans intellect.
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Subconscious
processing uses the short cuts of context and precedent to
speed script discovery, and when the rules of simulation are
grounded in history and reality, the subject can use the simulations
as the basis of learning and for future plans in dealing with
real world situations, without then needing to physically
act them out. Because the simulations are unbound by time,
they can often beat external reality and thus anticipate real
world events.
Once
the optimum simulation script has emerged, real world human
animation can be guided through one-step-ahead simulation
linked to modality feedback. Trained neural cybernetic scripts
would greatly enhance the speed, accuracy and grace of these
animations, such that the individual control of limbs and
body momentum are left to subsidiary pre-trained largely automatic
processes. Human action subsequently follows with intentionality
declared to be free will.
With
subconscious activity constantly trawling memory records and
modality stimuli, free will is simply the ability, at any
given time, to flip life's animated momentum to be aligned
with alternative virtual script offerings, even a destructive
one if proof of courage, or free will, are defined as higher
goals. (Which themselves are guided by the socially or genetically
programmed emotions). During sleep, or quiet meditation, the
process is driven by memory records alone, and away from the
roar of sense modality flows, the subconscious script simulations
can leak like ghosts into full consciousness, leading to imagination,
creativity, planning and ultimately to self consciousness.
Humans
have the ability to compute and render into consciousness
the scene from any movie, placing say Donald Duck, or their
grand mother in the leading role. This ability comes from
an internal scripting language that has access to powerful
modeling and animation functions. We do not need to consciously
solve the mathematics for the inverse kinetics of mechanical
motion; or of momentum or gravity. We create the animated
collage from prior learned 3D models, environments and either
pre-rendered animation sequences or on the fly with motion
and shape morph tweening. After morphing and blending the
objects and scenes from prior learned behaviors, we can then
render them to an observer perspective into consciousness,
mentally skipping over much detail - the way we're deceived
by a skilled magician - believing all the while we've missed
nothing. But the mind has an advantage the eyes do not; it
can censor and lie at will. The senses and internal memory
contradictions try to keep the mind honest.


To
summarize the postulates:
1)
That our reality exists in 3 dimensions over time.
2) That units of matter can be represented by units of information.
3) That the aggregates of atoms within objects and environments
of reality can be converted (through modalities) to stored
information within memory.
4) That the identity and behavior of objects can be instantiated
from those memory records (through computation) and then stored
as informational representations.
5) That these representations can subsequently be recalled
and manipulated to simulate the behavior of their real world
correlates as 3D animation 'tweens'.
6) That a software process can judge and emotionally grade
the intrinsic value of these simulations to guide and optimize
script formation.
7) That step-ahead animation and pre-trained cybernetics can
be used to align physical action to the script.
8) That with sufficient computation, memory resources and
exposure to reality, this process can become a self reinforcing
seed process - leading to advancing intelligence.
Intelligence,
consciousness and feeling are virtual informational processes
based around 3D simulated environments which are bound to
reality by pre formed genetic road maps and experientially
over time through sensory modalities and mobility. Consciousness
arises from the supervision of these simulations linked to
feeling - which is the computational process of grading those
simulations. Intelligence is the ability to expand the time
horizon (time dilation) to discover causes and make predictions.
All these processes can be achieved artificially and will
lead to AI. The controversial aspects of this paper are that:
1)
3D simulated environments are the basis of cognition.
2) Human language is a subsidiary process.
3) Any language which contains meaning can be reduced to a
3D simulation.
4) Human feelings are illusory; they are self referential
computation processes.
5) The nexus of consciousness is the boundary between the
modalities and the feedback from simulated environments created
by subconscious computations.
Thus,
the proposal is - that matter can be represented by information;
that objects and environments can be instantiated from perceptions
of reality; that they can subsequently be simulated and that
information can be stored; that these simulations can be graded
based on their progression in time; that simulations can run
faster than reality; that through the superposition of memorized
behaviors, simulations can represent potential versions of
reality; that these superposition's can be 'emotionally' graded
and evolve toward an optimal prediction - using historic precedent;
that chaotic discontinuities can be avoided; that these simulations,
being able to predict reality, can be used to align physical
action to those simulations; that this computational process
can beat the procession of time in reality. This then, is
the process that leads to consciousness, intelligence and
intentionality.
