by Ted Chiang
But the reason I now recommend Remem is not for the shameful reminders it provides of your past; it’s to avoid the need for those in the future. Organic memory was what enabled me to construct a whitewashed narrative of my parenting skills, but by using digital memory from now on, I hope to keep that from happening. The truth about my behavior won’t be presented to me by someone else, making me defensive; it won’t even be something I’ll discover as a private shock, prompting a reevaluation. With Remem providing only the unvarnished facts, my image of myself will never stray too far from the truth in the first place.
Digital memory will not stop us from telling stories about ourselves. As I said earlier, we are made of stories, and nothing can change that. What digital memory will do is change those stories from fabulations that emphasize our best acts and elide our worst, into ones that—I hope—acknowledge our fallibility and make us less judgmental about the fallibility of others.
Nicole has begun using Remem as well, and discovered that her recollection of events isn’t perfect either. This hasn’t made her forgive me for the way I treated her—nor should it, because her misdeeds were minor compared to mine—but it has softened her anger at my misremembering my actions, because she realizes it’s something we all do. And I’m embarrassed to admit that this is precisely the scenario Erica Meyers predicted when she talked about Remem’s effects on relationships.
This doesn’t mean I’ve changed my mind about the downsides of digital memory; there are many, and people need to be aware of them. I just don’t think I can argue the case with any sort of objectivity anymore. I abandoned the article I was planning to write about memory prostheses; I handed off the research I’d done to a colleague, and she wrote a fine piece about the pros and cons of the software, a dispassionate article free from all the soul-searching and angst that would have saturated anything I submitted. Instead, I’ve written this.
The account I’ve given of the Tiv is based in fact, but isn’t precisely accurate. There was indeed a dispute among the Tiv in 1941 over whom the Shangev clan should join with, based on differing claims about the parentage of the clan’s founder, and administrative records did show that the clan elders’ account of their genealogy had changed over time. But many of the specific details I’ve described are invented. The actual events were more complicated and less dramatic, as actual events always are, so I have taken liberties to make a better narrative. I’ve told a story in order to make a case for the truth. I recognize the contradiction here.
As for my account of my argument with Nicole, I’ve tried to make it as accurate as I possibly could. I’ve been recording everything since I started working on this project, and I’ve consulted the recordings repeatedly when writing this. But in my choice of which details to include and which to omit, perhaps I have just constructed another story. In spite of my efforts to be unflinching, have I flattered myself with this portrayal? Have I distorted events so they more closely follow the arc expected of a confessional narrative? The only way you can judge is by comparing my account against the recordings themselves, so I’m doing something I never thought I’d do: with Nicole’s permission, I am granting public access to my lifelog, such as it is. Take a look at the video, and decide for yourself.
And if you think I’ve been less than honest, tell me. I want to know.
The Lifecycle of Software Objects
Chapter 1
Her name is Ana Alvarado, and she's having a bad day. She spent all week preparing for a job interview, the first one in months to reach the videoconference stage, but the recruiter's face barely appeared onscreen before he told her that the company has decided to hire someone else. So she sits in front of her computer, wearing her good suit for nothing. She makes a half-hearted attempt to send queries to some other companies and immediately receives automated rejections. After an hour of this, Ana decides she needs some diversion: she opens a Next Dimension window to play her current favorite game, Age of Iridium.
The beachhead is crowded, but her avatar is wearing the coveted mother-of-pearl combat armor, and it's not long before some players ask her if she wants to join their fireteam. They cross the combat zone, hazy with the smoke of burning vehicles, and for an hour they work to clear out a stronghold of mantids; it's the perfect mission for Ana's mood, easy enough that she can be confident of victory but challenging enough that she can derive satisfaction from it. Her teammates are about to accept another mission when a phone window opens up in the corner of Ana's video screen. It's a voice call from her friend Robyn, so Ana switches her microphone over to take the call.
"Hey Robyn."
"Hi Ana. How's it going?"
"I'll give you a hint: right now I'm playing AoI."
Robyn smiles. "Had a rough morning?"
"You could say that." Ana tells her about the canceled interview.
"Well, I've got some news that might cheer you up. Can you meet me in Data Earth?"
"Sure, just give me a minute to log out."
"I'll be at my place."
"Okay, see you soon."
Ana excuses herself from the fireteam and closes her Next Dimension window. She logs on to Data Earth, and the window zooms in to her last location, a dance club cut into a giant cliff face. Data Earth has its own gaming continents—Elderthorn, Orbis Tertius—but they aren't to Ana's taste, so she spends her time here on social continents. Her avatar is still wearing a party outfit from her last visit; she changes to more conventional clothes and then opens a portal to Robyn's home address. A step through and she's in Robyn's virtual living room, on a residential aerostat floating above a semicircular waterfall a mile across.
Their avatars hug. "So what's up?" says Ana.
"Blue Gamma is up," says Robyn. "We just got another round of funding, so we're hiring. I showed your resume around, and everyone's excited to meet you."
"Me? Because of my vast experience?" Ana has only just completed her certificate program in software testing. Robyn taught an introductory class, which is where they met.
"Actually, that's exactly it. It's your last job that's got them interested."
Ana spent six years working at a zoo; its closure was the only reason she went back to school. "I know things get crazy at a startup, but I’m sure you don’t need a zookeeper."
Robyn chuckles. "Let me show you what we’re working on. They said I could give you a peek under NDA."
This is a big deal; up until now, Robyn hasn’t been able to give any specifics about her work at Blue Gamma. Ana signs the NDA, and Robyn opens a portal. “We’ve got a private island; come take a look." They walk their avatars through.
Ana’s half expecting to see a fantastical landscape when the window refreshes, but instead her avatar shows up in what looks at first glance to be a daycare center. On second glance, it looks like a scene from a children’s book: there`s a little anthropomorphic tiger-cub sliding colored beads along a frame of wires; a panda-bear examining a toy car; a cartoon version of a chimpanzee rolling a foam rubber ball.
The onscreen annotations identify them as digients, digital organisms that live in environments like Data Earth, but they don't look like any that Ana’s seen before. These aren’t the idealized pets marketed to people who can’t commit to a real animal; they lack the picture-perfect cuteness, and their movements are too awkward. Neither do they look like inhabitants of Data Earth's biomes: Ana has visited the Pangaea archipelago, seen the unipedal kangaroos and bidirectional snakes that evolved in its various hothouses, and these digients clearly didn't originate there.
"This is what Blue Gamma makes? Digients?"
"Yes, but not ordinary digients. Check it out." Robyn's avatar walks over to the chimp rolling the ball and crouches down in front of it. "Hi Pongo. Whatcha doing?"
"Pongo pliy bill," says the digient, startling Ana.
"Playing with the ball? That's great. Can I play too?"
"No. Pongo bill."
"Please?"
&nb
sp; The chimp looks around and then, never letting go of the ball, toddles over to a scattering of wooden blocks. It nudges one of them in Robyn's direction. "Robyn pliy blicks." It sits back down. "Pongo pliy bill."
"Okay then." Robyn walks back over to Ana. "What do you think?"
"That's amazing. I didn't know digients had come so far."
"It's all pretty recent; our dev team hired a couple of PhDs after seeing their conference presentation last year. Now we've got a genomic engine that we call Neuroblast, and it supports more cognitive development than anything else currently out there. These fellows here"—she gestures at the daycare center inhabitants—"are the smartest ones we've generated so far."
"And you're going to sell them as pets?"
"That's the plan. We're going to pitch them as pets you can talk to, teach to do really cool tricks. There's an unofficial slogan we use in-house: 'All the fun of monkeys, with none of the poop-throwing.'"
Ana smiles. "I'm starting to see where an animal-training background would be handy."
"Yeah. We aren't always able to get these guys to do what they're told, and we don't know how much of that is in the genes and how much is just because we aren't using the right techniques."
She watches as the panda-shaped digient picks up the toy car with one paw and examines the underside; with its other paw it cautiously bats at the wheels. "How much do these digients start out knowing?"
"Practically nothing. Let me show you." Robyn activates a video screen on one wall of the daycare center; it displays footage of a room decorated in primary colors with a handful of digients lying on the floor. Physically they're no different from the ones in the daycare center now, but their movements are random, spasmodic. "These guys are newly instantiated. It takes them a few months subjective to learn the basics: how to interpret visual stimuli, how to move their limbs, how solid objects behave. We run them in a hothouse during that stage, so it all takes about a week. When they're ready to learn language and social interaction, we switch to running them in real time. That's where you would come in."
The panda pushes the toy car back and forth across the floor a few times, and then makes a braying sound, mo mo mo. Ana realizes that the digient is laughing.
Robyn continues, "I know you studied primate communication in school. Here's a chance to put that to use. What do you think? Are you interested?"
Ana hesitates; this is not what she envisioned for herself when she went to college, and for a moment she wonders how it has come to this. As a girl she dreamed of following Fossey and Goodall to Africa; by the time she got out of grad school, there were so few apes left that her best option was to work in a zoo; now she's looking at a job as a trainer of virtual pets. In her career trajectory you can see the diminution of the natural world, writ small.
Snap out of it, she tells herself. It may not be what she had in mind, but this is a job in the software industry, which is what she went back to school for. And training virtual monkeys might actually be more fun than running test suites, so as long as Blue Gamma is offering a decent salary, why not?
• • •
His name is Derek Brooks, and he's not happy with his current assignment. Derek designs the avatars for Blue Gamma's digients, and normally he enjoys his job, but yesterday the product managers asked him for something he considers a bad idea. He tried to tell them that, but the decision is not his to make, so now he has to figure out how to do a decent job of it.
Derek studied to be an animator, so in one respect creating digital characters is right up his alley. In other respects, his job is very different from that of a traditional animator. Normally he'd design a character's gait and its gestures, but with digients those traits are emergent properties of the genome; what he has to do is design a body that manifests the digients' gestures in a way that people can relate to. These differences are why a lot of animators—including his wife Wendy—don't work on digital lifeforms, but Derek loves it. He feels that helping a new lifeform express itself is the most exciting work an animator could be doing.
He subscribes to Blue Gamma's philosophy of AI design: experience is the best teacher, so rather than try to program an AI with what you want it to know, sell ones capable of learning and have your customers teach them. To get customers to put in that kind of effort, everything about the digients has to be appealing: their personalities need to be charming, which the developers are working on, and their avatars need to be cute, which is where Derek comes in. But he can't simply give the digients enormous eyes and short noses. If they look like cartoons, no one will take them seriously. Conversely, if they look too much like real animals, their facial expressions and ability to speak become disconcerting. It's a delicate balancing act, and he has spent countless hours watching reference footage of baby animals, but he's managed to design hybrid faces that are endearing but not exaggeratedly so.
His current assignment is a bit different. Not satisfied with cats, dogs, monkeys, and pandas, the product managers have decided that there needs to be more variety among the avatars, something other than baby animals. They suggest robots.
The idea makes no sense to Derek. Blue Gamma's entire strategy relies on people's affinity for animals. The digients learn through positive reinforcement, the way animals do, and their rewards include interactions like being scratched on the head or receiving virtual food pellets. These make perfect sense with an animal avatar, but with a robot avatar they look comical and forced. If they were selling physical toys, robots would have the advantage of being cheaper to build than plausible animals, but production costs don't matter in the virtual realm, and animal faces are more expressive. Providing robotic avatars seems like offering imitations at the same time that you're selling the real thing.
His train of thought is interrupted by a knock at his doorway; it's Ana, the new member of the testing team.
"Hey Derek, you should watch the video of this morning's training session. They were pretty funny."
"Thanks, I'll check them out."
She's about to leave, but then stops. "You look like you're having a bad day."
Derek thinks hiring a former zookeeper was a good idea. Not only did she devise a training program for the digients, she had a great suggestion about improving their food.
Other digient vendors provide a limited variety of digient food pellets, but Ana suggested that Blue Gamma radically open up the forms that digient food takes; she pointed out that a varied diet keeps zoo animals happier and makes feeding time more fun for visitors. Management agreed, and the development team edited the digients' basic reward map to recognize a wide range of virtual foods; they couldn't actually simulate different chemical compounds—Data Earth's physics simulation is nowhere near good enough for that—but they added parameters to stand in for a food's taste and texture, and designed an interface for the food-dispensing software allowing users to concoct their own recipes. It's turned out to be a big success; the individual digients each have their own favorites, and the beta testers report that they love catering to their digient's preferences.
"Management decided that the animal avatars aren't enough," says Derek. "They want robot avatars, too. Can you believe it?"
"That sounds like a good idea," says Ana.
He's surprised. "You really think so? I'd have thought you'd prefer the animal avatars."
"Everyone here thinks of the digients as animals," she says. "The thing is, the digients don't behave like any real animal. They've got this non-animal quality to them, so it feels like we're dressing them in circus costumes when we try to make them look like monkeys or pandas."
It hurts a little to hear his carefully crafted avatars compared to circus costumes. His face must give him away because she adds, "Not that the average person would notice. It's just that I've spent a lot more time with animals than most people."
"That's okay," he says. "I appreciate hearing a different perspective."
"Sorry. The avatars look great,
honestly. I like the tiger-cub especially."
"It's fine. Really."
She gives an apologetic wave and walks down the hall, while Derek thinks about what she said.
Perhaps he's gotten too wrapped up in the animal avatars, so much so that he's begun thinking of the digients as something they're not. Ana's right, of course, that the digients aren't animals any more than they're traditional robots, and who's to say that either analogy is more accurate than the other? If he works from the premise that a robotic avatar is just as good a way for this new lifeform to express itself as an animal avatar, then perhaps he'll be able to design an avatar he's happy with.
• • •
A year later, and Blue Gamma is days away from its big product launch. Ana is at work in her cubicle, across the aisle from Robyn's; they sit with their backs to each other, but right now both of their video screens are displaying Data Earth, where their avatars stand side by side. Nearby, a dozen digients scamper around a playground, chasing each other over a tiny bridge or under it, climbing up a short flight of steps and sliding down a ramp. These digients are the release candidates; in a few days, they—or close approximations thereof—will be available for purchase to customers throughout the overlapping realms of the real world and Data Earth.
Rather than teach the digients any new behaviors at this late date, Ana and Robyn are supposed to keep the digients in practice with what they've already learned. They're in the middle of a session when Mahesh, one of the co-founders of Blue Gamma, walks past their cubicles. He pauses to watch. "Don't mind me; keep doing what you're doing. What's today's skill?"
"Shape identification," says Robyn. She instantiates a scattering of colored blocks on the ground in front of her avatar. To one of the digients, she says, "Come here, Lolly." A lion cub toddles over from the playground.