S
Spock
Guest
Let’s consider a constructor who wishes to design and create a very complex system. He plans to create many beings in that system, some limited resources that those beings can use and a build a life for themselves. Since the resources are limited, and the number of the beings can grow, there will be some conflicts over the resources. This constructor has some goals, one among them is to build a stable, but not static system. He may also have some other goals, not particularly relevant for the moment. Also he has some configurations in mind which he definitely does not want in his system. Furthermore he does not want to be bothered by constantly overlooking and directing every part of the system every instant, so he plans the system dynamics to be self-sustaining. What are his options for the beings he wants to put into the system?
1) Option number one. He can build the beings to be fully determined. He can give them a detailed “program” which would allow the beings to do exactly the one action, which is the desired action by the constructor. The problem with this method is that the programming must account for every possible scenario which the beings will encounter. If the system under consideration is very complex, this solution becomes impractical and maybe even impossible. The constructor must foresee every possible event, every possible permutation and combination of the events, and must program for it. Due to the limitation of the beings to be constructed this will only work for a simple system, but not for a complex one. No matter how large the processing capacity of the beings, it will stay limited, and as the system grows, its complexity will outgrow the abilities of the beings.
2) Option number two. The constructor can plan a self-regulating system into the beings. The beings will have certain options to choose from in every scenario they encounter. Instead of ironclad rules, he constructor can build in guidelines to help the decision making process. The beings will have freedom to choose from among the options allowed by the guidelines, but they will be unable to choose an option which is deemed undesirable by the constructor. The advantage of this solution is obvious: instead of having myriads of rules, there will be some guidelines. Much fewer to program for. Also this method is flexible; the constructor does not have to worry about every possible combination of the events. Furthermore the constructor can build in some physical constraints, which will allow certain actions for the beings, but will not allow others. (This is also possible, but not necessary for option #1.)
3) Option number three. Similar to option number 2, but without building in guidelines. Instead of giving the beings some guidelines, which allow the creatures to chose from among certain options, but not allow for choosing others (which the creator definitely does not want them to select), the constructor only creates a few physical constraints, but allows the creatures to make almost any other choices. In other words, he gives much more freedom to the creatures than in option number two. Instead of built-in guidelines he issues commandments, and tells the creatures which actions are acceptable and which ones are not acceptable. These commandments are always there for the beings, along with the rewards and repercussions. The commandments are crystal clear, no ambiguity in them. The beings can always see them. This method is inferior to option #2. It relies on voluntary acceptance of the commandments, so it is possible that some creatures will follow them and others will not. To compensate for that, the constructor promises rewards for following the commandments and promises repercussions for violating them. If these rewards and repercussions would immediately be visible to the creatures, the outcome of the method would be somewhat similar to option #2. Eventually the creatures would follow the commandments, having seen the immediate value of following them, and the immediate punishment for violating them. But this method would not yield the desired results on the short run. There would be fluctuations.
4) Option number 4. Somewhat similar to option number 3, but the constructor does not make his commandments visible. At one time he issues them, and then relies on the creatures to remember them. The commandments are not even clear-cut, they can be interpreted different ways. The rewards and the punishments are not visible either. The life of those beings who follow the commandments is just about the same as the life of those who violate them. In other words, there is no self-correcting feedback mechanism built in the system. As a consequence of this design, the system will not adhere to to the constructor’s ideals, either on the short run, or on the long run.
And there is one more drawback to options #3 and #4. The creator must reveal itself to the creation. And that is extremely cruel. To make the beings aware of their hopeless inferiority; to make them know that they are at the mercy of the creator, who can do whatever it wants to do with them; that there is no appeal to anyone to curb the creator’s whim is just about the most cruel setup imaginable.
Guess what? Which is the system in our world? It is obviously number 4. A very sloppy design, with the obvious results. And this is the world which was supposed to be result of the design of an omnimax deity, who is maximally wise? Come on.
1) Option number one. He can build the beings to be fully determined. He can give them a detailed “program” which would allow the beings to do exactly the one action, which is the desired action by the constructor. The problem with this method is that the programming must account for every possible scenario which the beings will encounter. If the system under consideration is very complex, this solution becomes impractical and maybe even impossible. The constructor must foresee every possible event, every possible permutation and combination of the events, and must program for it. Due to the limitation of the beings to be constructed this will only work for a simple system, but not for a complex one. No matter how large the processing capacity of the beings, it will stay limited, and as the system grows, its complexity will outgrow the abilities of the beings.
2) Option number two. The constructor can plan a self-regulating system into the beings. The beings will have certain options to choose from in every scenario they encounter. Instead of ironclad rules, he constructor can build in guidelines to help the decision making process. The beings will have freedom to choose from among the options allowed by the guidelines, but they will be unable to choose an option which is deemed undesirable by the constructor. The advantage of this solution is obvious: instead of having myriads of rules, there will be some guidelines. Much fewer to program for. Also this method is flexible; the constructor does not have to worry about every possible combination of the events. Furthermore the constructor can build in some physical constraints, which will allow certain actions for the beings, but will not allow others. (This is also possible, but not necessary for option #1.)
3) Option number three. Similar to option number 2, but without building in guidelines. Instead of giving the beings some guidelines, which allow the creatures to chose from among certain options, but not allow for choosing others (which the creator definitely does not want them to select), the constructor only creates a few physical constraints, but allows the creatures to make almost any other choices. In other words, he gives much more freedom to the creatures than in option number two. Instead of built-in guidelines he issues commandments, and tells the creatures which actions are acceptable and which ones are not acceptable. These commandments are always there for the beings, along with the rewards and repercussions. The commandments are crystal clear, no ambiguity in them. The beings can always see them. This method is inferior to option #2. It relies on voluntary acceptance of the commandments, so it is possible that some creatures will follow them and others will not. To compensate for that, the constructor promises rewards for following the commandments and promises repercussions for violating them. If these rewards and repercussions would immediately be visible to the creatures, the outcome of the method would be somewhat similar to option #2. Eventually the creatures would follow the commandments, having seen the immediate value of following them, and the immediate punishment for violating them. But this method would not yield the desired results on the short run. There would be fluctuations.
4) Option number 4. Somewhat similar to option number 3, but the constructor does not make his commandments visible. At one time he issues them, and then relies on the creatures to remember them. The commandments are not even clear-cut, they can be interpreted different ways. The rewards and the punishments are not visible either. The life of those beings who follow the commandments is just about the same as the life of those who violate them. In other words, there is no self-correcting feedback mechanism built in the system. As a consequence of this design, the system will not adhere to to the constructor’s ideals, either on the short run, or on the long run.
And there is one more drawback to options #3 and #4. The creator must reveal itself to the creation. And that is extremely cruel. To make the beings aware of their hopeless inferiority; to make them know that they are at the mercy of the creator, who can do whatever it wants to do with them; that there is no appeal to anyone to curb the creator’s whim is just about the most cruel setup imaginable.
Guess what? Which is the system in our world? It is obviously number 4. A very sloppy design, with the obvious results. And this is the world which was supposed to be result of the design of an omnimax deity, who is maximally wise? Come on.