Are You Living in a Computer Simulation?
Bostrom's 2003 paper formulating the simulation argument
Tradition: Early-twenty-first-century analytic philosophy
Bostrom's 2003 paper formulating the simulation argument
Are You Living in a Computer Simulation? is Nick Bostrom's 2003 paper in Philosophical Quarterly, formulating the simulation argument. Bostrom argues that at least one of the following propositions must be true: (1) civilizations like ours almost always go extinct before reaching technological maturity; (2) technologically mature civilizations almost never run ancestor-simulations; (3) we are almost certainly living in a computer simulation. Foundational for contemporary philosophical engagement with simulation theory, modal realism about virtual worlds, and the broader transhumanist tradition (Bostrom also founding Future of Humanity Institute).
Editions cited
- "Are You Living in a Computer Simulation?", Philosophical Quarterly 53:211 (2003), 243-255
School Embodiments
Analytic-philosophical argument.
"Analytic-philosophical." (Simulation Argument)
Rationalist probabilistic argument.
"Rationalist probabilistic." (Simulation Argument)
Computational-cognitivist framework.
"Computational-cognitivist." (Simulation Argument)
Skeptical orientation to base reality.
"Skeptical base reality." (Simulation Argument)
Internal Tensions
Bostrom's Simulation Argument: foundational for the contemporary philosophical engagement with simulation theory; central reference for transhumanism and modal realism about virtual worlds.
I. Time
Possibly the simulated time of a base-civilization.
Attributes
II. Space
The simulated three-dimensional space.
Attributes
III. Matter
Simulated matter at simulated resolution.
Attributes
IV. Observer
The simulated conscious observer.
Attributes
V. Energy
Simulated energy as computational substrate.
Attributes
VI. Information
The simulation as informational substrate.
Attributes
Personas with the nearest attribute fingerprint
Historical figures whose own classification on the same six-dimensional grid lands closest to this work's. Computed by attribute-agreement on coordinates both address.
Computed school proximity
The work's attribute fingerprint scored against all schools using the same quiz scorer. Useful as a sanity check on the hand-curated embodiments above.
How Are You Living in a Computer Simulation? resolves each dilemma
47 resolved positions across 4 dimensions, including 9 distinctive where the majority of schools go the other way · 10 unaligned.
Each dimension is sorted so minority positions come first. Mainstream positions are folded into an expandable list.
Time · 9 dilemmas · 5 distinctive
Persistence, the future, and the direction of becoming.
4 mainstream positions
Matter · 7 dilemmas, all mainstream
Observer · 37 dilemmas · 3 distinctive
Mind, agency, and the knower's relation to the known.