The Interface Theory of Perception by Donald D. Hoffman

A goal of perception is to estimate true properties of the world. A goal of categorization is to classify its structure. Aeons of evolution have shaped our senses to this end. These three assumptions motivate much work on human perception. I here argue, on evolutionary grounds, that all three are false. Instead, our perceptions constitute a species-specific user interface
that guides behavior in a niche. Just as the icons of a PC’s interface hide the complexity of the computer, so our perceptions usefully hide the complexity of the world, and guide adaptive behavior. This interface theory of perception offers a framework, motivated by evolution, to guide research in object categorization. This framework informs a new class of evolutionary
games, called interface games, in which pithy perceptions often drive true perceptions to extinction…

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How to Rewrite the Laws of Physics in the Language of Impossibility: An approach to exploring what reality can be like

>> The goal of constructor theory is to rewrite the laws of physics in terms of general principles that take the form of counterfactuals — statements, that is, about what’s possible and what’s impossible. It is the approach that led Albert Einstein to his theories of relativity. He too started with counterfactual principles: It’s impossible to exceed the speed of light; it’s impossible to tell the difference between gravity and acceleration.

>> The physics of life would be considered a subpart of this more general theory of the universal constructor. And you could imagine how a better understanding of the constructor-theoretic foundations of the laws of physics could give you ways of programming the universal constructor to perform tasks that are relevant to that field.

Read more:
https://www.quantamagazine.org/with-constructor-theory-chiara-marletto-invokes-the-impossible-20210429/

What are the different types of elements that constitute reality in its most essential aspect?

“If we want to develop a sentience simulation project, that admits as many hypotheses and theories about sentience as possible, we will find that obviously in such an environment it will not be enough to represent the sentience alone, but surely we will have to include other types of substances that may be related to it. To give a very simple example, if we consider that sentience emerges from a wet biological animal material brain, and we want to represent a living frog that feels in our system, the simulation environment must support the representation, in one way or another, of at least two types of objects or concepts: material objects (such as the frog’s brain or whole body and the physical environment where it lives) and sentient objects (such as the frog’s experiences).

Because of this, when simulating sentience, elements that are not purely sentience should generally also be simulated; and if we want to have an environment that admits all possible hypotheses and theories about sentience, then to be very sure of leaving nothing out, it would be very interesting to be able to include as types of simulation objects all kinds of possible components of reality according to all kinds of paradigms, theories and beliefs.”

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Simulating philosophical hypotheses about sentience

Simulations can be used to understand and evaluate the different theories and metaphysical hypotheses in relation to sentience. We can use simulations as educational tools to better understanding of the different hypotheses, theories, paradigms and worldviews on sentience, as well as their implications, providing clarity in the debate about the details and alternatives within each of the theories. Also, simulations can help in the search of good arguments to assess the plausibility of the different theories, so that we can have better criteria to allocate more or less resources to investigate or take into account one or the other within a plan to reduce future suffering.

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