SLIDE 30 Example: a Chess Virtual Machine
The user of a chess playing computer knows that a game of chess is being played when the system runs. The ontology of chess is appropriate for describing what is going on (kings, queens, bishops, pawns, rows, columns, diagonals, captures, threats, pins, etc.)
(Here I assume it is obvious that the concepts of chess, including ‘winning’, ‘playing’, ‘pawn’, ‘capture’, are not definable in terms of the concepts of the physical sciences. That requires argument.)
Moreover that ontology is instantiated because of what is going on in the physical computer when it runs. However:
It is not logically provable that the ontology will be instantiated The concepts of chess cannot be defined in terms of those of physics and therefore it will not be possible to produce logical relations between the physical descriptions and the chess descriptions.
(The connection may be mathematical in some sense – see below.)
It is not a subjective interpretation Chess players would object if the virtual machine started doing something other than playing legal chess. It is not a mere contingent, empirical fact. Designers know why those physical processes produce the chess-playing virtual machine processes. The same chess machine is multiply realisable Instances of exactly the same type of chess virtual machine could be implemented in different physical systems, e.g. old and new sparcs, pentiums, vaxen, etc. The VM is multiply realizable. Virtual machines can endure across physical changes A running instance might have its physical basis altered (e.g. memory replaced) and remain the same chess process: for instance, garbage collections and paging algorithms can relocate the physical implementation.
Updated October 8, 2007 Slide 30 Supervenience and Implementation