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Redoland

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[Substack]

How would history be different if Franz Ferdinand’s motorcade had not made a wrong turn in Sarajevo in 1914? If Mozart had not managed to recover from the scarlet fever he had during childhood, how would music have evolved? What if Vasily Arkhipov had agreed to launch the nuclear torpedoes during the Cuban Missile Crisis? We tend to underappreciate the effects of small random events in world history. The biggest (and only, actually) reason for us not being able to test this is because you cannot roll back time, tweak some stuff, and then unpause time to compare the two timelines.

Real life has too many variables for us to simulate it perfectly, but a controlled environment with AIs might take us a long way. This is not a new idea, but I felt like the flavor of simulation that I had in mind wasn’t made before, so I made a small proof-of-concept called Redoland. It is not fully-fledged, but I hope that people will find it useful and make more advanced simulation frameworks from it. Redoland was built on top of DeepMind’s Concordia, “a library for generative social simulation.”

Because the goal was to be faithful to real human societies, the framework had to accommodate simulations that ran for multiple “years,” which led to the realization that the agents in the simulation must have an equivalent of the human lifecycle, including birth, reproduction, and death.

So, here is the gist of the first version of Redoland: a bunch of AI agents are given a summary of how the (simulated) world works, and told to 1) survive long enough to have children, 2) have children, 3) make sure their children also have children (one can argue that #3 already covers #1 and #2). They handle the rest. The simulation framework doesn’t enforce or even suggest a social system, survival strategy, or tradition. The framework gives the user the ability to start an alternate universe at any point the user wants, thus helping to answer the questions I raised in the first paragraph.

Since inference costs are getting cheaper and cheaper, we can expect that at some point, we will be able to run simulations with thousands of agents (or millions, billions, etc.) and thus simulate entire societies. We can give every agent a job, let them roam around in a 3D world, and run everything in continuous time. Imagine how fun it would be to track the culture they create. What kind of political systems would they establish? We might be able to get closer to answering the nature vs nurture problem. So many possibilities here.

Some rules that I set for the current framework:

Simulation infrastructure/logistics:

Next steps: