Showing posts with label science fiction. Show all posts
Showing posts with label science fiction. Show all posts

Things being alienly alien

Aliens in science fiction are stupid. They either look like almost exactly like humans in form, or just a hodgepodge of features from earthly animals made with the intention (but not outcome) of appearing truly alien.

The reason for this is that making truly original art is hard. There's no algorithm in the brain that just randomly generates something that has never been seen before, because something "randomly generated" like that will just be noise. It will have to already have learned a distribution to sample from, based on previous knowledge, i.e. it would be an act of transfer.

But we do generate truly new knowledge, not based on observation of the environment or transfer of existing knowledge -- it is not necessarily so that the most important creativity is "truly new" or anything, but it is exciting, and we ought to think about where it comes from.

My hypothesis is that such "truly new art" is a output of some kind of specified algorithm -- indeed, it is not the haphazard exploration and imaginative thinking that lead to truly creative ideas, but algorithms that are cognitively well-defined (i.e. they need not be an actual logical deduction algorithm, but use the standard, honest outputs of basic cognitive processes, e.g. "stick this image to this image here", "pick a point of this image", "find a solution to this problem").

As an illustration, I have attempted to produce such a "truly new/un-inspired" fictional alien species from setting up a basic "axiomatization" (the conditions of the planet on which it forms) and following my brain's emulation of the evolutionary process to see where it leads.

Note that this isn't a scientific prediction (and these aren't actual "axioms")! This is not intended to give you an actual prediction of how an alien species on such a planet will appear, because the algorithm followed is not a truly mathematical model of evolution, it is not actually a logical deductive algorithm, just some cognitive processes in the brain, i.e. taking steps that "feel" right. The point of this is not to make deductions about aliens, it's to understand aspects of human cognition, and get some nice science fiction out of it. "Putting yourself in evolution's shoes" is not scientific, and should not be interpreted as achieving any goal of a scientific process.

I would be interested in seeing what species some other person would come up with from the "axioms" (the part above the "SPOILERS FOLLOW" tag) -- it would give us a clue of how much leeway/arbitrariness is involved in the unit "cognitive processes" mentioned.



Environment overview

(Note: again, the internal explanations here are probably inconsistent or silly, and so are the "deductions" we make from them -- they are not true logical implications or the results of a true evolution algorithm, they are the result of our cognitive algorithms. The point is that these algorithms are still feed-forward, despite not being rational algorithms, they are also not rationalizations. I started afresh from new axioms when I ran into dead ends I didn't like, but that's fine, because I'm not actually faking the forward-feeding steps. Observe, for example, how not everything in the process turns out to be "plot-relevant" in the end.)

The planet has a silicon-rich, glassy crust rich in hydrogen gas and ionic salts. The high atmospheric pressure has resulted in most carbon deposits having been converted into diamond underground. The planet's atmosphere is rich in ammonia gas, which often condenses near the surface at night as a result of the enormous atmospheric pressure -- while there are no permanent lakes, lakes do typically form at the same spots at night. The planet's core has long cooled down, but its proximity to its star causes it to have a very high temperature, heated from the atmosphere down. The high temperature and diurnal variation damages and cracks the upper layers of the glassy crust, the granules becoming coarser as you get to deeper, more insulated layers.

(Assumptions about resulting life forms: they will be predominantly silicon-based, with the use of ammonia as a transport solvent -- they will also require energy, which can be extracted from dissolved substances in the ammonia. We will further assume that )


SPOILERS FOLLOW. I'd be very interested to see what kind of evolutionary path(s) someone who hasn't read the below would come up with from the above prompt -- for reasons mentioned in the introductory passage.


Early life-forms

Reactions begin to take place at night in the cracks in the upper crust, where the ephemeral ammonia lakes seep into. These cracks, or pods, are more "melty", porous, so the first organisms aren't really "cellular" or "multicellular" but rather "neighbour-based"/"distance-based"/"ship of Theseus"  (i.e. you are "basically the same cell" as your neighbour, who is "basically the same cell" as his neighbour, etc., but you never exchange any material with the cell a kilometre from you). 

These life forms (or "life-continuum"), however, quickly die at daytime. But even a life-continuum permits evolution -- you just have a genetic continuum, as mutations influence neighbours (in fact, this means that evolution takes place faster and more haphazardly). Life forms that can revive the next night (i.e. upon re-exposure to liquid ammonia) eventually form. 

These life forms subsequently evolve to be able to be able to apply pressure on specific regions of the surfaces of their pods, allowing them to crack them and travel inwards into the crust. This allows them to move slightly further and further from the hot atmosphere (bringing the ammonia with them), allowing them to survive for slightly longer and longer durations in the day. 

Individualized "cells" or "cracks" result. However, cells that crack further to pursue mixing with other cells are evolutionarily selected, due to the standard advantages of sexual reproduction (sexual reproduction is a built-in feature of life on this planet, and a result of the initial "continuum" nature of the life form). These "branchings" of cracks act as physical family trees. The cells are still connected, and genetic information propagates in all directions across the family tree -- until the older regions of the trees die out, separating the offspring.

Life forms added:
  • Cracks -- simple life forms with a continuum-based notion of identity.
  • Trees -- growing, branching versions of cracks, still with a continuum-based notion of family and reproduction.

Early neural systems

How does a tree reproduce faster? It needs to find -- or be found by -- other trees faster. 

Ideas for finding faster:
  • Vision
  • Hearing sound
  • Memory of maps and family history
  • Asking others
  • Fast motion 
Ideas for being found faster:
  • Displaying bright flashing lights
  • Producing sound 
  • Telling others

Thus develops a primitive neural system -- however, this requires a lot of energy. Thus an advantage forms for regions where some organisms evolve to be particularly adept at boring "ammonia wells" to supply energy and ammonia. These wells are then accessed by both root and borer organisms. Borers have reduced fibrage compared to roots, as they need to be able to efficiently pump fluid across their bodies, and cannot retrain whenever a part of their body is cut off or destroyed.

In the deepest level of abstraction, the cognitive processes attached to "finding" and "being found" are quite different -- the former requires optimization for observation, the second requires optimization for leaving signatures. We call these two "sexes" observers/seekers and markers. Organisms are generally hermaphroditic at this stage (because one area of a tree can move without affecting another), with each "node" (the part that cracks the crust) having a sex that determines its behaviour. Mating is more common between the sexes (because they are more likely to meet), but generally can take place between any two nodes, if they meet by happenstance. Nodes generally refrain from mating within the tree, for standard reasons.

Life forms added:
  • Roots -- hermaphroditic trees with basic cognition 
  • Borers -- hermaphroditic trees with basic cognition and powerful boring abilities

Biodiversity, food chains and systematic cognition

There are now multiple "pathways" for evolution -- e.g. What kind of modes of observing/marking does a creature adopt? Does homosexuality become less prevalent among marker nodes as a result of the low likelihood of two marker nodes meeting? What about among observer nodes? Speciation results, as different efficient equilibria cannot consistently mix to form efficient equilibria. 

As a result, organisms now eat other organisms, when mating is not an option. 

As well-borers have the ability to bore wells, they also have the ability to bore central bubbles to store their minds in, to enable greater and more complex computation. This allows more efficient mate-finding, and their branches become fewer in number, like tentacles (they don't need as much fibrage anymore). 

As a result of having central cognition loci, the bubbleheads can no longer be hermaphroditic. Nonetheless, the bubblehead sexes are not completely dimorphic, as with more advanced cognition necessary to attack and defend from other organisms, each individual organism needs observational and communicational availabilities.

Because genetic and cognitive material are mixed, child bubbleheads can be considered very small backups of each of their parents, i.e. a form of immortality, although memories do fade with time. 

Life forms added:
  • Bubbleheads -- central locus of cognition with emanating boring tentacles for mating, food-finding and other social interaction; not hermaphroditic, but also not fully dimorphic; reproduce via horcruxes
  • General speciation

Colonies

Parasites form, particularly on bubbleheads, as they are great sources of energy. Roots in particular are quite successful in their raids against animals because of their great "fibrage", less concentrated locations that allow them to launch more comprehensive raids on relatively defenseless bubbleheads.

Bubbleheads evolve to rely on their strengths: powerful boring abilities, superior cognition and communication, faster motion and presence of muscles. They band together, forming caves that act as forts, where they can move more freely to evade and kill slow-growing roots with little recurring energy consumption (despite higher upfront energy consumption). Non-bubblehead borers do not form caves, as they are still required to spread roots far and wide.

Note that a single colony may contain multiple bubblehead species. However, the following type of colony proves most efficient: a colony with three species of three specializations:
  • Excavator species, to bore out caves, tunnels, ammonia chambers.
  • Killer species, to gather food, guard excavators, attack other bubbleheads, defend against roots and other bubbleheads.
  • Thinker species, to maintain mental maps and instruct killers and excavators.
Some caves co-operate with each other. Some mate, and some form predator-prey relationships. And more complicated behaviour can arise, e.g. some bubbleheads of the rival cave are eaten, others are mated with, and others are accepted into the colony.

Note how versatile tentacles have gotten -- they hold, eat, mate and communicate.

Cables, therefore, being means of trade, are very important in a co-operative colony, which makes them quite valuable, especially with the lower fibrage. The high cognitive power of bubbleheads means that children take quite a while to form, so it is inefficient to waste tentacles for long periods of time while reproducing. So the tentacles deposit necessary information into a pod during reproduction and move on.

Life forms added:
  • Generic specialization
  • Cave-dwellers -- Bubbleheads that live in caves and reproduce via horcrux-eggs. Individual identities exist amidst a lot of communication/memory-sharing and co-operation. Of note are their cables, highly versatile and important.

Machines of efficiency

Specialization increases, as killers and excavators no longer had to think and thinkers no longer had to bore (the functions were shared, via cables -- the thinkers just completely control the killers and excavators). 

Life forms added:
  • Lichens -- Composite organisms. Bubbles of cognition controlling long cables at the ends of which are nodes that hold, eat, mate, communicate, bore, kill.
Cables, are, however, very expensive and difficult to replace. A particular type of bubblehead gains an advantage over the others. Instead of growing long tentacles for motion and interaction, its cables are short and tractable, and allow locomotion of the entire body. 

This allows them to easily dominate existing colonies by virtue of their speed -- and while they lose their ability to maintain constant communication with their peers, they make up for it by developing more efficient, abstracted form of thinking that doesn't require a constant data stream of information but allows them to make inferences and predictions.

They still do have peers, to help them gang on each other and on simpler cave-dwellers. But their thoughts are more individualized, which promotes competition.

Life forms added:
  • Roamers -- Smart, individualized lichens with short cables that hold, walk, eat, mate, communicate, bore, kill.

Psychics

A Roamer species -- whom we will call Psychs -- gain clearer, finer control over the thoughts they communicate -- however, it is still possible to break these barriers and invade the mind of another Psych. The arts of offense and defense in these areas force the Psychs to plot, make alliances to invade minds and uncover secrets (because someone may have found a great food source they're keeping for themselves -- or may be plotting to invade your mind -- or may be plotting to invade your mind after helping you take down the competition), giving rise to the birth of politics.

Life forms added:
  • Psychs -- a highly intelligent Roamer species. Also psychic: telepathy, rapid teaching, truth verification, mind-reading, memory manipulation, psychic brainwashing, hypnosis, mind-hijacking, mind-killing and mental defense are all serious arts among the Psychs.

Culture, religion and politics

The combination of "individualist" morals and "collectivist" ability to control and understand others creates an ingenious -- albeit violent and ruthless -- society. And as a result of the dangers, a very risk-averse one. 

Psych culture, aka "How do Psychs view the world?":
  • The danger of mind-invasion quickly leads to monogamy (as the same cables control psychic powers and mating); spousal trust highly valued.
  • Psych politics heavily rewards power. States grow, and the only thing standing in the way of complete world domination by a faction or individual is the use of physical (non-psychological) barriers against mind invasion, such as coverings on cables, or just territorial defenses and perimeters.
  • As a result, clan leaders often install themselves as gods in their members' minds, a memory to be passed on and worshipped (to prevent memory from fading). When a clan conquers another clan, the earlier gods are wiped out.
  • High degree of tribalism, as tribe members loyal to their leaders/religion.
  • Heretics who refuse to join a clan or religion are killed to avoid the threat of rebellion. But there are secret heretics who are brilliant at mind defense (everything in Psych society is ultimately a race between mind-offense and mind-defense).
  • Hatred, mistrust and skepticism are traits highly valued in Psych society, because you cannot trust someone who doesn't mistrust people (because they might be hypnotized to harm you).
  • It is important to take your cables very seriously! Psychs develop complex emotions and culture surrounding cables -- they can't just hate and run away from other people's cables, because they serve important purposes, but they need to be vigilant.
  • Psychs do not engage in smalltalk -- talking is very dangerous, and may get you killed -- it should be reserved for important things only!
  • Psychs are curious, of course. But they are also risk-calculating. They wonder about things, but are very reluctant to hold beliefs about the unknown. So they don't have mythology -- just mystery and intense passions towards mysteries they find important. Unfortunately, this limits their creativity, as it's very hard for them to just imagine hypotheses to test, or to imagine interpretations of concepts before seeing if it truly works.
  • Psychs are protective of their children, but view them with suspicion because they are easily brainwashed. As children eventually outgrow brainwashing that are made in their childhood, there is a coming-of-age ritual in which children are brainwashed by the state (generally via their parents).
  • Wars are never publicly-announced, as brainwashing of military by opposing military would make it very easy for 3rd party to swoop in (such wars would be almost entirely a numbers game) -- and treatises to ban mental warfare just don't work (it's possible to fool opponent to believe he isn't being fooled or cheated). Instead elaborate scheming to allow rapid takeovers that kill the king (to allow freeing, re-brainwashing of subjects). Heretics often created this way.

Economics, technology and progress

  • Initial advancements -- use of diamond tools for rapid boring, hunting and gathering replacing their biological lichen-era cable tips; ammonia canals for underground farming of roots, borers and bubbleheads. Writing is not invented, as better forms of communication (human books) exist.
  • Technological advancement driven mostly by heretic Psychs who usurp power. Heretics who refuse to re-brainwash their subjects are quickly killed. Progress is, despite the high intelligence of the Psychs, quite slow.
  • Instead of freedom and capitalism, what causes the Psych industrial revolution is a king who figures out a way to have his subjects be creative for him, rather than for themselves. This is hard -- it's a value alignment problem! Must make sure that whatever the subjects discover, it will never cause their goals and desires to change. 
  • A totalitarian world government results, run by a hereditary absolute monarchy (the king has advisors, of course, but they're concerned with his well-being). Heretics are rapidly and systematically eliminated through ritualized mind-invasions to ensure perfect loyalty. The king himself is regularly invaded to check for impostering.
  • A heretical king may eventually -- hopefully! -- find a way to create a better, more individualistic value alignment. You probably won't have a king screw up and result in a chaotic value alignment, because Psychs are risk-averse.

A review of "Age of Em" by Robin Hanson

Robin Hanson's Age of Em is an attempted construction of a future society in which essentially all work (however you formalize this phrase) is done by somewhat AIs. Well, it's a topic I have often thought about myself, but his exploration of the idea left much to be desired.

Firstly, I found it generally unimaginative. Hanson seems to constrain himself too narrowly -- his description of the em society does not feel "radically different" from present-day society, and the society he envisions does not make full use of the technology available to it.

Some examples to illustrate this observation:
  • Ems are shown to be absurdly human-like, like "intellectually" rubber-forehead aliens. He writes: "even em minds are likely to age with subjective experience..." (p. 128) A claim like this ought to be based on some foundational fact about how an AI stores memories. But there is none -- there is no mathematical law forbidding AIs from being retrained, or that requires AIs to behave similar to human brains in this sense. Similar comments apply to "em suicide" (p. 127-139) and the considerations regarding Em reproduction (p. 285): there is no reason why an em's drive or aggression must be reduced due to a suppression of its libido -- an em does not have hormones!
  • Aspects of Em habitation/organization, such as "cities" and "offices" are just "copied" from human society. He writes, "It’s reasonable to guess that such habits will continue with ems." (p. 104) But it's not. There is no reason for Ems to behave in this way as humans.
  • Humans and ems are shown as binary. Humans are biological and have self-ownership, ems are technological and do not. But I don't see why this ought to be so -- I would very much like to have the desires, preferences and emotions of a human, but the abilities/efficiency, immortality and unlimited VR leisure scenarios available to an em. There would still be unfeeling, specialized AIs, of course -- much like there would be computers that aren't even AIs, devices that don't even have CPUs, etc. -- but eventually almost all humans would opt for a massively extensible, upgradable robot body than a static mortal body.
  • There's just a lot of interesting aspects of the civilisation that are not sufficiently explored. E.g. transportation, cybercrime.
Relevant TVtropes articles: Inexplicable cultural ties, Most Writers are Human, technological version of Reeds Richard is useless/Required Secondary Powers.

Indeed, these may be considered acceptable in science fiction, but it is important to be less "conservative" when attempting a non-fictional, encyclopedic description of a society.

Perhaps a more specific objection I have is with the entire premise of "brain scans" as the future of AI. This seems completely at odds with the direction that current AI research is headed. To use a somewhat cliche analogy, we didn't need to study how birds fly to invent airplanes. There is no reason to believe that the most efficient architecture for a "software" brain would be the same as the architecture that biological, hardware brains have evolved.

The general answer to how a software brain should work is that it should be a function approximator, such as the "neural networks" (trainable computational graphs) that are currently popular.

This point is important, as it addresses Bryan Caplan's critique re: carrot vs stick as incentive for the ems. The question of carrot and stick assumes some "natural" state of affairs that a human being will go through without intervention by the employer -- the "carrot" is an intervention that improves this state, while the "stick" is an intervention that worsens this state.

But a neural network does not have a natural state of affairs. There is no difference between training a neural network to minimize a loss function, and training a neural network to maximize a reward function: these are completely identical. There is no distinction between carrot and stick.

Here's a description that I find more satisfactory: see Age of Gen.

Age of Gen: a picture of a transhuman society

(See here for my criticism of Robin Hanson's Age of Em. This post is an alternate characterization of a futuristic transhuman society.)

Consider the following six "levels" of technology, roughly corresponding with "orders" of automation, or something like that:
  1. Tools, which require the intervention of a higher-level device to perform anything useful.
  2. Machines, or mechanized devices: they run on their own, but only perform "simple" tasks.
  3. Computers, or devices with CPUs, which can automate processes through logic.
  4. General Computers, or programmable computers.
  5. AI, i.e. machine learning. They perform tasks that are hard to define. If computers are about logical inference, AI is about statistical inference.
  6. General AI, which are capable of making decisions out of their free will, among other human things. 
Each of the 5 technologies will continue to exist -- much like the microcontroller in an airplane's control system has not been replaced by a full-fledged programmable device. But the General AI is the key object of interest to us -- we will call these Gens for short. These are the descendants of human beings, whether through upload or just by virtue of being intelligent.

We will refer to ordinary biological humans as Biols (although they may be variously technologically enhanced to prevent aging/death, etc.) Presumably Biols will be an small minority, if nothing else because their reproduction is far slower than that of the Gens.


Important futurism milestones:
  1. Intelligent AI
  2. General AI 
  3. Optimal AI
  4. Value-aligned AI
  5. VR and game protocol (game development)
  6. Transhuman body (robotics)
  7. Mind transfers -- G2G, B2G, G2B (biotechnology, engineering)
  8. Reviving the dead -- frozen, miscellaneous (biotechnology, Gen technology) 

Philosophy of mind

Utility functions

General AIs may have any "utility function" (or loss function, in machine learning language) programmed into them, which is relevant to an extent to how they behave (although ideally this should carry some uncertainty, as humans prefer to have free will). 

Presumably, the first humans to "convert" into AI form will choose utility functions similar to their original ones, although other systems -- incredibly foreign systems that make questions like "are all Gens human/worthy of moral consideration?" and "how do you even consider a Gen's happiness?" really hard -- may emerge. In fact, Gens may choose to adopt multiple utility functions/personalities depending on the context (e.g. a perfectly rational utility function for decision-making, but a separate human utility function while in the Duat, see the Games and Virtual Reality section).

The carrot-and-stick question re-emerges. How do you know if a Gen is really happy, given that the sign of the loss function and what "neutral" is are just matters of an arbitrary co-ordinate system? I would argue that our judgement of this as humans is also arbitrary, and that our "neutral" is just what we're used to. When discussing matters of torturing Gens, we should really be afraid of the possibility of enslaving Gens, preventing them from making decisions however they see fit. 

In other words, we should take a libertarian/preference-utilitarian approach to moral questions, rather than a naive utilitarian one, as the latter would just be ill-defined in this society (and probably in the present one too, but that's besides the point of this article). 

Identity

Regardless of how they are created (whether or not there is some element of "scanning" that goes into it), perhaps a common question is what determines the identity of a Gen -- how do you determine if the Gen that has been created on your behalf is you? 

I would be comfortable in saying that memories are the key aspect -- if you remember being you, you are you. This is the general philosophy I will refer to on multiple occasions throughout this article. However, the Gen's personality is relevant to whether it is perceived by others as the same individual.

Does operating as multiple agents with a synced memory (see Memory syncing and Mind transfers and copying) "feel" like being a single individual? What does it feel like to have one of those agents die, for example? What does it feel like to die and then have your memories be transferred onto another Gen? These are unanswerable questions to a Biol like my current self -- it is like asking a flatlander to perceive in 3 dimensions, or someone born blind to see (see Games and Virtual Reality).

Note the exotic behaviour of identity possible in a Gen society. E.g. you may only partially sync the memories of two brains, making them "kinda" the same person, or introduce various correlations between their memories. You can have an entire society of Gens where each brain is almost identical to its neighbour, but gradually very different from a faraway brain, so that you have a continuum of identity, rather than a discrete space.

Architecture of a Gen

Hardware

It is important to note that a Gen need not appear like a human in the outside world at all: at least, human-looking Gens will eventually become less and less common as virtual reality (see Games and Virtual Reality) advances further and further.

Gens are fundamentally just computers, but a Gen can be fitted with any possible peripherals, giving it various physical abilities relating to movement, observation, communication, and manufacturing. Some standard such fittings may include:
  • Drone rotors
  • Hand-like tools and weapons
  • A repair kit

Software

Although a Gen is "most importantly" a General AI, the fact that it runs on a computer allows it the flexibility of running more specialized programs (AI or otherwise) -- basically for algorithmic and repetitive tasks.

A single piece of hardware, may, in principle, host multiple Gens. However, it is the software, and not the hardware, which should be seen as the fundamental individual, with rights.

Gen behavior

Games and virtual reality

Gens spend much of their time (clarification later on what this means) within their shells, virtually interacting with some software -- this is a generalization of both dreams and human-computer interaction, and is achieved by switching (or possibly augmenting) the Gen's I/O from the actual hardware peripherals to some simulated I/O.  

This makes available a whole new "virtual world" or platform, known as the Duat.

The Duat can be understood as a collection of games. A typical Duat game involves the Gen taking on an avatar and interacting with his environment. 

Games may be of various interface types such as:
  • Virtual Reality games
  • Rich text, multimedia games and tools (e.g. ordinary Internet websites and applications)
  • Knowledge/training applications 
  • Some completely exotic formats that Biols cannot even comprehend -- e.g. 
    • The avatar may or may not have a human or even humanoid form. 
    • Some exotic new senses of perception (even something like images at higher resolution than the human eye qualify, but in principle, you could have mechanisms to "feel" all sorts of things)
    • A different number of spatial/temporal dimensions
    • Some very exotic behavior of the locus of consciousness.
Games may be offline or online. A very large number of online, multiplayer games -- as well as realistic interactive simulations of the Earth at various points through history -- would exist, as Gens with human-like utility functions value interpersonal interaction. 

One function of the Duat would be to allow Gens to experience anything they could as Biols -- but of course, they could experience far more enhanced pleasures etc. and depending on the Gen's utility function, a Gen may have very different desires to those of Biols.

Memory syncing

Because identity is determined by memories, playing with how memories work creates the prospect for a whole host of exotic, essentially mythological notions of being both in the real world and in the Duat. 

The first such tool is memory syncing, i.e. syncing (some or all) memories between Gens -- i.e. allowing an individual to have multiple avatars, or to be in multiple places, perform multiple tasks at once. This is basically taking parallel computing to the extreme. This is also a useful backup mechanism.

Memory editing

A Gen may choose to -- perhaps temporarily -- suppress or edit some of its memories. This may be, e.g. for the purpose of highly immersive VR experiences (the Gen may want to genuinely believe he is in a haunted house, going through childhood, or discovering general relativity for the first time). 

Production, conversion and transport of Gens

Gen (re-)production

Gens are programmed as AIs and fitted with utility functions and memories. These utility functions and memories may be based on mind transfers.

Mind transfers

Mind transfers involve scanning a brain's memories and traits to install them onto another body. This includes Biol-to-Gen transfers, Gen-to-Gen transfers and Gen-to-Biol transfers. 

B2G transfers are used for the original upload process. G2B transfers may be used for backups, or if someone really wants a biological body (although such bodies will themselves probably be synthetically produced).

G2G transfers are used for backups, cloning and teleportation. 

Gen Society

Habitation and industrial activity

Real-world Gen habitation will be radically different. Entire industries present today -- most notably agriculture and healthcare -- will no longer be present. The lack of a need for agriculture in particular will free vast amounts of land for other uses. Many other industries -- education, entertainment, retail, marketing -- will be moved to the Duat or otherwise virtualized. 

Gens could in principle be (partially) self-contained -- a true rugged individualism -- with some repair facilities, energy generation, manufacturing facilities, housing facilities, etc. built into themselves. Or they may concentrate around urban facilities/cities that provide these services. This depends on the precise costs of operation of these devices versus the cost of the time needed to visit these shops, although Gen society is likely to move towards a "rugged individualism" as resource costs decline.

Gens are likely to view their software as more "fundamental" to their being, using mind transfer, i.e. teleportation for most long-distance transport. 

While intelligence basically becomes an infinite resource, the economy is still limited by the availability of physical resources, and the laws of physics themselves (most notably the speed of light, which places a limit on how fast we can expand across the universe). 

Culture

Gen culture is likely to be very diverse, and much of it completely exotic to us. Human or even Humanoid notions of race, tradition, gender, sexuality and even species are unlikely to apply in a recognizable way to Gens that adopt utility functions different from standard human utility functions. There is likely to be a great deal of diversity in the forms of interpersonal relationships.

Ethics, violence, law and government

Efficient IP markets

What makes information and knowledge markets inefficient is that there is no way to prevent a buyer from re-sharing information. I.e. there is no barbed wire for IP. Information transactions in a Gen society may involve the implantation of a small program that prevents the buyer from doing so.

Also: memory editing can be used to eliminate information asymmetry, as they allow buyers to "try out" a product and then erase their memory of the usage.

Crimes to watch out for

  • Child enslavement: Creating a Gen, then subjecting them to something their utility function does not prefer without allowing them to leave. A serious issue here is definitional -- remember how I suggested (under Memory editing) that one may choose to temporarily suppress their memories for an experience? What if I decide to temporarily replace my memories and torture myself? Is the person being tortured even me? Or is it my child? Am I allowed to program the memories of this person to disappear and be replaced with mine? Or would that be taking his life? 
  • Kidnapping: Similar to above, but you sync your child's memories with someone so you've basically kidnapped them. 
  • Mindless destruction: With such incredible computing power available to all, how do we make sure that someone doesn't just find a way to manufacture tons of antimatter and destroy the world with it? Or, you know, just capture someone and torture them? Sure, we can develop better defense mechanisms: but how do we make sure the good guys stay ahead of the bad guys?
  • Breaking encryption: Once again with such incredible computing power available, our current encryption systems are obviously going to be broken easily. Sure, we also have a greater ability to come up with better systems, but how do we make sure the good guys stay ahead of the bad guys?
  • Hacking: Hacking can cause serious trouble including memory editing, getting people stuck in the Duat, torture and death. Once again: we will also have the power to develop incredibly better security systems, but how do we make sure the good guys stay ahead of the bad guys?
  • Deepfakes: A problem for law enforcement, if there even is a centralized law enforcement. Evidence will have to be of a fundamentally higher standard, if a justice system is even to be a thing.
  • Strategic partial suicide for obstruction of law: It is easy to game whatever legal theory of being we use in such an exotic society. E.g. if a person is determined by his memories, then a criminal could temporarily erase his memory of committing a crime and copy them to a drive, so it would be his inviolable private property, rather than a criminal person.
  • Overpopulation? I don't know what I think about overpopulation, or if it's a thing. Can someone just produce a massive number of Gens that require an incredible quantity of resources, starving all the Gens and causing the entire system to completely collapse? 
In general, if we don't adopt any regulation, whoever expends the most resources into becoming most powerful would become most powerful -- things would advance just way too fast for any government structure to keep up with. Keeping ahead of all the Gens who value nothing but criminal behavior might require other Gens to value almost nothing but preventing criminal behavior.

(Part of the question is also what is physically permissible -- how good can deepfakes get? How good can a justice system get in uncovering past events (e.g. could you just calculate past states of the world from the current state)?)

How do we solve this problem?

Note that solutions to this problem need to be general, targeted towards "any" immoral behavior or rights-violation, rather than catered to the specific enumerated crimes above, as the range of possible serious crimes can be far more extensive than the ones I've described, depending on the exact physical laws (e.g. if it turns out that time travel is possible, it's essential to make sure nobody does it). The solutions also need to be airtight, unlike the laws we have today, due to the sheer destructive potential of these crimes. 

(You might think: what if we just banned the development of General AI? Well, that will fail spectacularly. It's the standard "good guys must have nukes" argument. If you don't develop it first, someone else will, and they might be the bad guys. "Okay," you say, "But I just want to make sure that a Gen isn't developed in my lifespan, so I don't get tortured." Well, please be assured that the aggressive Gen will be perfectly capable of reviving you from the dead.)

There are two general modes of solution to this problem: (1) to create economic incentive systems to regulate behaviour, like we do right now with humans (2) to align the Gen's utility system to make sure it doesn't cause the destruction of property rights.

As far as I'm aware, no specific solution in the first category has been proposed.

The second is known as the value alignment problem.

Well, you should be able to see why this problem might be non-trivial:
  • The utility system should be able to "recurse", being non-evil means you shouldn't produce evil children either.
  • Most property isn't privatized, so formulating what it means to destroy property, when it comes to things like "eating the milky way", is complicated. 
  • On a similar note: basically every action violates property rights to some infinitesimal extent, what is known as an "externality". You need some rational economic calculations of this stuff.
  • You can't just scan a human brain or something, because humans are not infallible, and are perfectly capable of criminal behaviour (while we want our Gens to have a zero probability of significant violence), which may scale particularly badly with power/ability. 
  • Perhaps we should aim for (Hofstader-style) superrationality between all human beings, to e.g. prevent the creation of basilisks and prevent possible Newcomb-style aliens from gaming us.
But the general idea is that you start with a few Gens with the correct utility functions, then develop some Police Gens to make sure no humans are producing evil Gens (because a non-evil Gen by definition does not produce evil Gens, as that would cause property rights violations). One thing that helps us is that non-violence is really the only thing we care about. Everything else is just personal preference, and a Gen will be economically productive if it wants anything from other people (like electricity). And if some Gens don't want anything from other people, then they can exist without trade anyway.