I’d like to second what Julian Morrison wrote. Take a human and start disassembling it atom by atom. Do you really expect to construct some meaningful binary predicate that flips from 1 to 0 somewhere along the route?
EY:What if an AI creates millions, billions, trillions of alternative hypotheses, models that are actually people, who die when they are disproven? If your AI is fully deterministic then any its state can be recreated exactly. Just set loglevel of baby AI inputs to ‘everything’ and hope your supply of write-once-read-many media doesn’t run out before it gets smart enough to provably friendly discard data that isn’t people. Doesn’t solve the problem of suffering, though.
Suppose an AI creates a sandbox and runs a simulated human with a life worth living inside for 50 subjective years (interactions with other people are recorded at their natural borders and we don’t consider merging minds). Then AI destroys the sandbox, recreates it and bit-perfectly reruns the simulation. With the exception of meaningless waste of computing resources, does your morality say this is better/equivalent/makes no difference/worse than restoring a copy from backup?
On the subject of MMORPGs, I’ve enjoyed playing one for about a year and then it stopped being fun. In the beginning the interesting part was the world exploration, acts of learning new things, rules and interactions between various parts of the system, feeling of steady advance towards some clearly defined goal and work that was guaranteed to pay off. After a while grinding has started to become annoying and my interest shifted towards minmaxing everything and writing complex scripts to allow bots do the boring parts. Then realisation hit me. In real world an extraordinarily efficient way of doing things is good, it’s called an invention. In a game it is called cheating. Nature doesn’t care what smart tricks you used to achieve your goals. In a game if it wasn’t anticipated by developers it probably counts as an exploit. The universe has a set of unchanging rules, a game is perpetually balanced by series of patches and crutches in unpredictable places. By being creative you are fighting against game developers, which is pointless because they will actively oppose and get rid of you through their control over the sandbox. You aren’t expected to have hacker (in the original meaning of the word) kind of fun in such games.