The sentient Love Machine: Second Life creator planning metaverse Singularity?

Paul Raven @ 04-02-2010

Regular readers may remember me mentioning LoveMachine Inc., the new project of Second Life creator Philip Rosedale, back in November of last year. At that point, all the signs pointed toward LoveMachine being a start-up that intended to develop a reputational currency system for virtual worlds… and for all we know, it probably still is.

But thanks to SL uber-journalist Wagner James Au, we hear that Rosedale and company have added another project to the company roster. Its title? “The Brain: Can 10,000 computers become a person?”

Rosedale has long been interested in artificial intelligence, and the metaverse would seem like the ideal platform for that sort of research. Rosedale is playing his cards close to his chest at this point (and the cynic in me suspects that there’s an element of publicity-seeking involved, which I’ve gone and indulged by posting about it), but given LoveMachine’s open-frame “pick a task and join the team” approach to recruitment and the number of floating tech geniuses in San Francisco, I’d guess he’s no less likely to make progress than anyone else in the same field… provided that’s where the company’s focus stays put, of course.

And there’s no guarantee of that, either. LoveMachine’s remit is somewhat peripatetic, as is its culture, with Rosedale and chums setting up shop for the day anywhere they can find comfy seats and free wireless internet. Even if the dreams of metaverse AI come to nothing, LoveMachine may end as a blueprint for a new sort of company that, as Au points out, sounds like something out of William Gibson’s early novels: a loose, ad-hoc collective of tech geeks and console cowboys, working wherever they can find a flat surface and some bandwidth, building new things in imaginary spaces.


Battered avatars – feminist statement or misogynist pandering?

Paul Raven @ 26-11-2009

"Battle Royale" Second Life avatar skinWith its ability to allow us to take on new forms, appearances and identities, the metaverse is opening up as a whole new arena for discussions about cultural perceptions. Here’s a fresh example: a Second Life avatar skin designer released a collection of skins named “Battle Royale” on to the market, which would make the female avatar wearing them look like they’d been in a pretty serious brawl – black eyes, bruises and grazes, that sort of thing. Cue angry protest from commentators decrying the skins as a potential glorification of domestic violence. [image borrowed from JuicyBomb]

As the designer made plain, there was no such intent – but offence is in the eye of the beholder in such incidents, and domestic abuse is a deservedly sensitive topic. SL fashionista Iris Ophelia makes the point that hardly anyone would consider making a fuss about the already numerous male avatar skins that portray a similarly battered appearance, despite the largely unreported incidences of male-victim domestic violence, and hypothesises that the incident actually underlines a less-observed double standard in our attitudes to abuse. She also sees battered avatars as a potentially feminist statement, a subversion of the perfect and unruffled female characters from combat-based computer games, for example.

Whichever side of that debate you favour, it’s interesting to consider the potential of the metaverse as a place where this sort if discussion can be had slightly more safely and comfortably than in “reality”; given the theoretical anonymity of each avatar, it may be easier to speak out as a victim of real-world abuse while spending time in a virtual space. But of course, anonymity works both ways[nsfw], as anyone who’s spent more than five minutes on the web already knows…


More thoughts on the LoveMachine

Paul Raven @ 17-11-2009

Thanks to New World Notes, we get a little more detail about Philip Rosedale’s LoveMachine system, the reputation-based closed economy we mentioned yesterday.

Cory Ondrejka was Linden Lab’s CTO until 2007, and he was instrumental in developing the LoveMachine system as it operated within the company; here he is explaining a little more about how it came together:

One of my tasks was to invent a new system for employees to give each other feedback, one that would be fun, so easy everyone would use it, and that would generate interesting aggregate information about how individuals and the company were doing.

The design that emerged was tipping.

Tipping — via an internal web tool — would be a positive-sum, transparent game, a way to publicly thank a fellow Linden for going above and beyond. Finding a crucial bug, crunching some extra numbers, helping you figure out the right person to take a question to. Think “Twitter plus $1.” The key was to make it a small amount of money, as a payment makes it real but you don’t want to distort behavior with meaningful payouts.

Tipping was designed to solve three problems: help Lindens know what their fellow employees were doing, generate aggregate data on connections within the company, and identify extreme outliers. It wasn’t clear to me if your tipping rank would be important, but it might be meaningful data if you were generally at the top or the bottom of the list.

He also has suggestions on the problems that LoveMachine – or similar systems – may need to overcome if they’re to be of genuine utility:

The challenges that emerge, of course, fall into three broad categories. First, we optimize for what we measure, so unless you know what you are measuring exactly aligns with business goals, there are going to be misalignments. At Linden, people wrote tools to make it easier to use The Love Machine by irc, chat, email, and the web. This created “pile-on voting”, where an employee would thank someone and other employees would also deliver love to the recipient. This made the amount of love received a function of the time of initial delivery and the communication channel used, which may or may not have been desired. Second, people don’t like just being numbers, they want to understand what they can do to improve, so while The Love Machine should provide additional context for peer and manager feedback, it clearly can’t replace those conversations. Finally, with a transparent system like the Love Machine, are those ranked at the top retained? Are employees who leave or who are fired near the bottom? If not, you may introduce more communication and management overhead rather than reduce it.

If there’s one thing that can be said for certain about reputation engines, it’s that they’re not going to be an easy fix. I guess we’ll only really find out if they work once someone builds one successfully…


LoveMachine Inc: Second Life founder’s reputation-as-currency start-up?

Paul Raven @ 16-11-2009

Love, Second Life styleOh, to be a CEO of a tech start-up… they can get bored of their projects even faster than the public can, y’know. Actually, that’s a little unfair – Philip Rosedale, the man behind Linden Lab, hasn’t lost interest in Second life so much as he’s looking for a new fish to fry with his new company, LoveMachine Inc. [image by Mrs. Bones]

What does LoveMachine do? Apparently it’s developing a system of the same name that was used by Linden Lab as a points-based incentive tool:

Linden employees gave and received “love” for a job well done. If an employee was well-received amongst his or her peers, their accumulated love currency was redeemable for a cash bonus at the end of the month. Similar to social capital systems like Whuffie Bank, it appears that LoveMachine may become a reputation currency system for businesses.

Interesting to see another outfit chasing after reputation economies as a potential business model… and restricting such a system to the limited and manageable confines of discreet organisations makes sense, as closed economies are inherently easier to manage. I expect they’ve heeded Bruce Schneier’s advice on reputation economies, too:

You’ve all experienced a reputation economy: restaurants. Some restaurants have a good reputation, and are filled with regulars. When restaurants get a bad reputation, people stop coming and they close. Tourist restaurants – whose main attraction is their location, and whose customers frequently don’t know anything about their reputation – can thrive even if they aren’t any good. And sometimes a restaurant can keep its reputation – an award in a magazine, a special occasion restaurant that “everyone knows” is the place to go – long after its food and service have declined.

Details of the LoveMachine plans are understandably sketchy at the moment. However, Rosedale and company have got a public worklist of jobs that they need a contractor to take on, and – if you live in the San Francisco area – they’re looking to hire. [hat tip to Fabio Fernandes]


Second Life Enterprise: virtual worlds behind the corporate firewall

Paul Raven @ 05-11-2009

Second Life business link terminalHere’s an interesting development in the metaverse – Linden Lab, creators of Second Life, have announced the formal launch of their “Second Life Enterprise” platform, which is essentially a fragmented piece of the virtual world that runs on corporate servers behind the firewall. Private, hermetically-sealed virtual worlds, in other words. [image by Daneel Ariantho]

This is important for two reasons. First of all, it’s a major step in Linden Lab’s attempts to turn a decent profit from Second Life, which it has struggled to achieve with the free-to-use business model of the public version. If they can convince some big players of Second Life’s utility as a collaborative business tool, the subsequent inflow of money might enable them to step up the bug-hunt and fix some of the virtual world’s bigger flaws. IBM have been a presence in SL for some time, as have other big corporations (to whom we can now add the US Army’s Medical Research and Materiel Command branch, who are financing a “therapeutic space” for amputee veterans using SL Enterprise); the potential for the same tools in a more secure environment (e.g. devoid of flying penis barrages, for a start) may entice more money into Linden Lab’s coffers, and open up the field for competition from other virtual worlds. So now’s the time to set up a business making sharp business suits for executive avatars, I guess…

Secondly, the veil of privacy will doubtless encourage experimentation, and should lead to some new and weird ways of interacting with (and creating within) synthetic spaces. After all, you wouldn’t want to go developing your top-secret big-money idea in public where anyone could see (and copy) it, would you? Imagine for a moment that DARPA decided to set themselves up with an SL Enterprise installation… I’d pay a good big bribe to check out the crazy crap they’d have filled it with after a year or so of getting to grips with the interface, that’s for certain.

And, of course, one can’t help but be reminded of the abandoned corporate virtualities featured in William Gibson’s Bridge Trilogy, most particularly Idoru. Like the adandonware websites that already festoon the web, sat on some server somewhere, waiting for a rental agreement between two companies that no longer exist to expire, the metaverse could soon become a multimetaverse, with a few vast virtualities with public access and countless little bubbles of digital existence locked away behind firewalls and restrictive protocols. Urban exploration is a growing trend at the moment, but in a decade or so, the adventurous people will be cracking their way into abandoned corporate and gubernatorial realities to see what they can find lying around… and hell knows some of it will be more interesting than rusty old swivel chairs.


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