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8. David Chalmers - What is Reality_ (Ch 6) (1)
8. David Chalmers - What is Reality_ (Ch 6) (1)
What is reality?
A T THE END OF THE MOVIE READY PLAYER ONE, WHICH TAKES place mainly
in a virtual world, one of the characters raises a version of the Reality
Question. He says, “Reality is the only thing that’s real.”
At first, this looks like a tautology, akin to Boys are boys. Of course
only reality is real!
On second glance, it looks like a confusion, as with Happiness is happy.
How could reality itself be real?
Still, the underlying message is pretty clear. In the context of the movie,
the speaker is praising physical reality and downgrading virtual reality. The
intended message: Physical reality is the only thing that’s real. And Virtual
reality is not real.
Isn’t this still a confusion? What is it for physical or virtual reality to be
“real”? On my reading, the central idea is that a reality is real if things in
that reality are real. Read this way, the slogan is saying Physical things are
the only things that are real, and Virtual things are not real.
If the slogan is right, the planet Earth is real, whereas the planet Ludus
(a virtual planet in Ready Player One) is not. Earth and the things on it,
from ducks to mountains, exist as part of the objective world. Ludus and the
things on it, from avatars to virtual weapons, do not—they’re mere fictions
or illusions.
Virtual things are not real is the standard line on virtual reality. I think
it’s wrong. Virtual reality is real—that is, the entities in virtual reality really
exist.
My view is a sort of virtual realism. That phrase first appeared as the
title of the American philosopher Michael Heim’s pioneering 1998 book on
the ramifications of VR. Heim used the label primarily for a broad social
and political view of virtual reality, intermediate between that of “network
idealists who promote virtual communities” and “naive realists who blame
electronic culture” for various social ills. At the same time, Heim associated
the label with the view that “Virtual entities are indeed real, functional, and
even central to life in coming eras.” I’m using the label virtual realism in
the latter sense.
As I understand it, virtual realism is the thesis that virtual reality is
genuine reality, with emphasis especially on the view that virtual objects are
real and not an illusion. In general, “realism” is the word philosophers use
for the view that something is real. Someone who thinks morality is real is a
moral realist. Someone who thinks that colors are real is a color realist. By
analogy, someone who believes that virtual objects are real is a virtual
realist.
I also accept simulation realism: If we’re in a simulation, the objects
around us are real and not an illusion. Virtual realism is a view about virtual
reality in general, while simulation realism is a view specifically about the
simulation hypothesis. Simulation realism says that even if we’ve lived our
whole life in a simulation, the cats and chairs in the world around us really
exist. They aren’t illusions; things are as they seem. Most of what we
believe in the simulation is true. There are real trees and real cars. New
York, Sydney, Donald Trump, and Beyoncé are all real.
Simulation realism has major implications for skepticism about the
external world. We’ve seen that the Cartesian path to global skepticism says
no to the Reality Question (in a simulation, nothing is real) and says no to
the Knowledge Question (we can’t know we’re not in a simulation). When
we accept simulation realism, we say yes to the Reality Question. In a
simulation, things are real and not illusions. If so, the simulation hypothesis
and related scenarios no longer pose a global threat to our knowledge. Even
if we don’t know whether or not we’re in a simulation, we can still know
many things about the external world.
Of course, if we’re in a simulation, the trees and cars and Beyoncé are
not exactly how we thought they were. Deep down, there are some
differences. We thought that trees and cars and human bodies were
ultimately made of fundamental particles such as atoms and quarks; instead,
they’re made of bits.
I call this view virtual digitalism. Virtual digitalism says that objects in
virtual reality are digital objects—roughly speaking, structures of binary
information, or bits.
Virtual digitalism is a version of virtual realism, since digital objects are
perfectly real. Structures of bits are grounded in real processing, in a real
computer. If we’re in a simulation, the computer is in the next world up,
metaphorically speaking. But the digital objects are no less real for that. So
if we’re in a simulation, the cats, trees, and tables around us are all perfectly
real.
That might sound preposterous, but I’ll try to convince you it’s true. I’ll
argue for these views over the next few chapters. In chapters 7–9, I’ll make
the case that if we’re in a simulation, our world is still real. In chapters 10–
12, I’ll concentrate on more familiar virtual reality technology, making the
case that here, too, virtual worlds and objects are real.
First, though, we should elucidate what we mean by reality and real.
Before defining real, I’ll say something about defining reality. This word
has at least three meanings that are relevant for our purposes. I use the word
reality in all these ways in this book.
First, when we talk about reality as an entity, we mean something like
everything that exists: the entire cosmos. When we talk about physical
reality and virtual reality as entities, we mean something in the same spirit.
We mean roughly everything that’s physical and everything that’s virtual.
Second, when we talk about a reality, we mean something like a world.
When we talk about realities plural, we mean worlds. When we talk about a
virtual reality, we mean roughly a virtual world. A world is roughly
equivalent to a universe: a complete interconnected physical or virtual
space.
Reality (in the first sense) may contain many realities (in the second
sense). It’s a familiar idea—depicted for example in the movie Spider-Man:
Into the Spider-Verse—that we could be living in a multiverse: a cosmos
with multiple universes. In a multiverse, reality contains many worlds and
many realities. With the advent of virtual worlds, we have Reality+: a
multiverse of both physical and virtual realities. All of these realities
(worlds) are part of reality (the cosmos).
Third, we can talk about reality as a property like rigidity. Rigidity is
the property of being rigid. Some objects are rigid, and some are not. In this
sense, reality is real-ness. It’s the property of being real. Some things are
real, and others are not. Talking about reality as real-ness is a way of talking
about what it is to be real. That’s our focus in this chapter.
To really confuse things, we could sum up the Reality+ view of reality
(in all three senses) by saying: reality contains many realities, and those
realities are real. Or more mundanely: the cosmos (everything that exists)
contains many worlds (physical and virtual spaces), and the objects in those
worlds are real. Now we just need to unpack real.
In The Matrix, Morpheus asks, “What is real? How do you define real?”
That is, What does it mean to say something is real? What does it mean
when we say that Joe Biden is real but Santa Claus isn’t?
Philosophers have answered Morpheus’s question in various ways. I’ll
focus on five complementary answers here. Each answer illuminates part of
the story. Each is a different strand in our concept of the real.
That’s the Eleatic dictum: to be real is to have causal powers. That is,
something exists if and only if it can affect things or be affected by things.
Joe Biden has causal powers; as US president, he can command the armed
forces and sign or veto legislation. Physical events around the Big Bang and
in distant galaxies have causal powers; they affect what happens next in
their locale. Even a stone has causal powers; it can leave an indentation on
the ground. Anything perceivable has causal powers because it has the
power to make a difference to a perceiver. As a result, anything that falls
under Berkeley’s dictum also falls under the Eleatic dictum.
Santa Claus does not fall under the Eleatic dictum. Santa has no causal
powers: He doesn’t make a difference in the world. According to stories
about Santa Claus, Santa has enormous causal powers: He delivers billions
of Christmas presents in a single night. But those stories are false; Santa has
no intrinsic causal powers. Of course, the stories themselves have causal
powers. They affect cards and costumes and children throughout the world.
So by the Eleatic dictum, the stories are real, but this doesn’t mean Santa is
real.
The Eleatic dictum isn’t the whole truth about reality. There could be
real things that have no causal powers. Maybe numbers are real without
having causal powers, for example. Maybe there could be a forgotten dream
with no causal powers. But causal powers provide at least a sufficient
condition for reality. If something has causal powers, then it exists and it is
real. In this way, causal powers add a second heuristic criterion for
something’s being real, alongside existence itself.
We now have five criteria for reality. We can encapsulate them in a reality
checklist: five questions to ask when we’re wondering whether or not
something is real. Does it really exist? Does it have causal powers? Is it
independent of our minds? Is it as it seems? Is it a genuine X?
These five criteria—existence, causal powers, mind-independence, non-
illusoriness, and genuineness—capture five different strands in our concept
of being real. When we say that something is real, we sometimes mean one
of these things and sometimes a mix of them. There are other strands we
could have added—perhaps Reality as intersubjectivity, Reality as
theoretical utility, and Reality as fundamentality, among others I discuss in
an endnote—but these five are the strands that matter most for our
purposes.
None of these criteria for reality make it easy to figure out what’s real;
they just clarify the question a little. Different notions of reality are relevant
for different purposes, so we need to be clear about which notion we’re
using.
Let’s apply these criteria to the case of objects in a simulation. We can
start with the case of a perfect and permanent simulation—one that
simulates a world in full detail, which has generated all our experiences
throughout our history. If we’re in a perfect simulation, is our world real?
My purpose here isn’t so much to argue for my view about simulations as to
make clear what my view says.
The first criterion for reality asks: Do the objects we perceive in this
simulated world really exist? If I’m in a perfect simulation, does the tree
outside my window really exist? My opponent says, “No, the tree and the
window itself are mere hallucinations.” I say, “Yes, the tree and the window
really exist.” At some level they’re digital objects, grounded in digital
processes in a computer, but they’re no less real for that.
The second criterion asks: Do the objects we perceive have causal
powers? Do they make a difference? My opponent says “No, the tree
merely seems to make a difference.” I say, “Yes, the tree is a digital object
with many causal powers.” It produces leaves (which are themselves digital
objects), it supports (digital) birds, and it produces experiences in me and in
others who look at it.
The third criterion asks: Are the objects we perceive independent of the
mind? If minds go away, can they still exist? My opponent says, “No, the
tree I perceive exists only in my mind, and if we all went away, it wouldn’t
exist.” I say, “Yes. The tree is a digital object, which does not depend on me
for its existence.” Even if all (simulated and unsimulated) human life went
away, in principle the tree could continue to exist as a digital object.
The fourth criterion asks: Are things as they seem to be? Are flowers
really blooming in my garden, as they seem to be? Am I really a
philosopher from Australia, as I seem to be? My opponent says, “No, these
are mere illusions, and in reality there are no flowers and no Australia.” I
say, “Yes, there are really flowers blooming in the garden, and I am really
from Australia.” If my whole world is a simulation, flowers are ultimately
digital objects, and Australia is ultimately digital, too, but this is no obstacle
to the flowers blooming and to my being Australian.
The fifth criterion asks: Are the things I experience in a simulation real
flowers, and real books, and real people? My opponent says, “No. Even if
they’re real digital objects, these objects are at best fake flowers, not real
flowers.” I say, “Yes, these objects are real flowers, the books are real
books, and the people are real people.” If I’ve lived my whole life in a
simulation, every real flower I experience has been digital all along.
To sum up: if we’re in a perfect, permanent simulation, the objects we
perceive are real according to all five of those criteria.
I defined simulation realism this way: “If we’re in a perfect simulation,
the objects around us are real and not an illusion.” The reference to illusion
puts the greatest weight on the fourth criterion: Simulation realism holds
that things are largely as we believe them to be. Now, we believe that cats
exist, and that cats do things, and that they are real cats. Simulation realism
entails that in a simulation, these beliefs are largely true.
You might think that I’ve cherry-picked the criteria for being real.
Perhaps things would go differently if we defined reality as fundamentality
or originality. If we’re in a simulation, the simulated trees we perceive may
not be the original trees (simulators may have modeled them after
unsimulated trees) and the simulated physical world will not be
fundamental (since a simulation in the next universe up underlies it).
Perhaps these points capture some part of what people mean when they say
that virtual objects are not real. Still, these criteria seem marginal as criteria
for reality. Dolly the cloned lamb is not original (she’s a clone of another
lamb) and not fundamental (she’s made out of particles)—but she is
perfectly real.
To bring out what a strong view my simulation realism is, and to
reinforce that the criteria are not cherry-picked, we can contrast it with a
view laid out by the British theoretical physicist David Deutsch in his 1997
book The Fabric of Reality. In a fascinating discussion of VR, Deutsch
advocates a partial sort of virtual realism. He argues that VR environments
(including simulations) “pass the test for reality” because they “kick back”
at the user. That suggests versions of the second and third criteria: These
environments have causal powers and are independent of our minds. At the
same time, Deutsch does not endorse the first criterion: He says of one
scenario, “the simulated aircraft and its surroundings do not really exist.”
Nor does he endorse the fourth and fifth criteria. He says that in another VR
scenario you can see rain that’s not there in reality, and that an engine in the
scenario is not a real engine. In Deutsch’s view, VR environments are real
but the objects in them are illusions. Simulation realism makes a much
stronger claim than this.
Of course, if we’re in a perfect simulation, then some things aren’t
exactly as they seem. Some of what we believe will be wrong. Most people
believe that they’re not in a simulation. They believe that flowers are not
digital. They may believe that their universe is the ultimate reality. If we’re
in a simulation, those beliefs will be wrong. But the undermined beliefs
here are mostly scientific or philosophical beliefs about reality.
Undermining them does not undermine everyday beliefs such as There are
flowers blooming in the garden.
If we’re in an imperfect simulation, more of our beliefs will be wrong,
but plenty will still be right. If the solar system is fully simulated but the
rest of the universe is only a sketch, then my beliefs about the Sun may be
correct, but my beliefs about Alpha Centauri may be wrong. If 2019 is
simulated but 1789 was not, then my beliefs about the French Revolution
may be false, but my beliefs about the contemporary United States may be
correct. Still, we’ll be right about those closer-to-home aspects of the
universe that are present in the simulation. Assuming the deer I see in my
garden is part of the simulation, I’ll still be right that there’s a deer in my
garden.
I’m sure that some of these claims sound counterintuitive to you. One
source of resistance is that trees and flowers certainly don’t seem to be
digital objects. But they don’t seem to be quantum mechanical objects
either. Yet deep down they are, and few people think that the mere fact that
trees are grounded in quantum processes makes them less real. I think that
being digital is just like being quantum mechanical here.
Science has taught us that there’s much more to reality than initially
seems to be the case. For millennia, we didn’t know that cats and dogs and
trees are made of cells, let alone that the cells are made of atoms or that
those are fundamentally quantum mechanical. Yet these discoveries about
the nature of cats and dogs and trees have not undermined their reality.
If I’m right, the discovery that we’re in a simulation should be treated
the same way. It will be a discovery about the underlying nature of cats and
dogs and trees—that they spring from digital processes—but it won’t
undermine their reality.
Importantly, I’m not saying in an unqualified way that a simulated tree
is the same as a real tree. I’ve said that if we’re in a perfect permanent
simulation, then the real trees of our universe are simulated trees—that is,
real trees have been digital trees all along. On the other hand, if we’re not in
such a simulation and are merely looking at one from the outside, then the
trees in the simulation are completely different from the trees in our outside
world: Simulated trees are digital; real trees are not. The real trees of our
world have been nondigital entities all along. Either way, digital entities and
nondigital entities are quite different things.
I will argue that the simulation hypothesis should be seen as a variant of
the “it-from-bit” hypothesis that’s been widely discussed in physics. This
hypothesis posits a digital level underlying physics: roughly speaking,
molecules are made of atoms, atoms are made of quarks, and quarks are
made of bits. This is a view in which physical processes are real. There are
just underlying levels to reality that we don’t know about yet.
I think that’s the correct way to think about the simulation hypothesis. If
the simulation hypothesis is true, the it-from-bit hypothesis is true. Physical
reality is perfectly real—there’s just an underlying level consisting of the
interaction of bits, and perhaps still further levels still underlying that.
The it-from-bit hypothesis corresponds to one part of the simulation
hypothesis—the simulation itself. What about the other part—the simulator
who initiated the simulation? In the next chapter, I’ll argue that the
simulator is analogous to a god. At least, the simulator can be seen as the
creator of the it-from-bit universe. In chapter 9, I’ll argue that the
simulation hypothesis is itself a combination of the it-from-bit hypothesis
and the creation hypothesis (according to which a creator created the
universe).
If I’m right, the simulation hypothesis is not a skeptical hypothesis in
which nothing exists. Instead it is a metaphysical hypothesis, a hypothesis
about the nature of reality. It’s equivalent to a metaphysical hypothesis (the
creation hypothesis) about how our world was created, plus a separate
metaphysical hypothesis (the it-from-bit hypothesis) about what underlies
reality in our world. If the simulation hypothesis is right, the physical world
is made of bits, and a creator created the physical world by arranging those
bits.
In the next three chapters, I’ll lay out the creation hypothesis and the it-
from-bit-hypothesis and then argue that the simulation hypothesis is
roughly equivalent to the two hypotheses put together. Along the way, I’ll
discuss many connected issues about God and about reality.
Figure 17 Bouwsma’s evil demon tries to deceive Tom, first with paper flowers and then with
perfect simulations.