This article discusses the regulation of artificial intelligence from a Jewish perspective, with an emphasis on the regulation of machine learning and its application to autonomous vehicles and machine learning. Through the Biblical story of Adam and Eve as well as Golem legends from Jewish folklore, we derive several basic principles that underlie a Jewish perspective on the moral and legal personhood of robots and other artificially intelligent agents. We argue that religious ethics in general, and Jewish ethics in particular, show us that the dangers of granting moral personhood to robots and in particular to autonomous vehicles lie not in the fact that they lack a soul—or consciousness or feelings or interests—but because to do so weakens our own ability to develop as fully autonomous legal and moral persons. Instead, we argue that existing legal persons should continue to maintain legal control over artificial agents, while natural persons assume ultimate moral responsibility for choices made by artificial agents they employ in their service. In the final section of the article we discuss the trolley dilemma in the context of governing autonomous vehicles and sketch out an application of Jewish ethics in a case where we are asking Artificial Intelligence to make life and death decisions. Our novel contribution is two-fold; first, we bring a religious approach to the discussion of the ethics of Artificial Intelligence which has hitherto been dominated by secular Western philosophies; second, we raise the idea that artificial entities who are trained through machine learning can be ethically trained in much the same way that human are—through reading and reflecting on core religious texts. This is both a way of ensuring the ethical regulation of artificial intelligence, but also promotes other core values of regulation, such as democratic engagement and user choice.
This paper outlines the efforts made by Global-Regulation, a world legislation search engine, to engage artificial intelligence in two ways: (i) employing machine translation to translate the world's legislation to English and, (ii) creating an automated system to identify compliance clauses and extract penalties from legislation. This paper describes GlobalRegulation's vision and technology in the context of linked democracy and the democratization of artificial intelligence.
This paper explores the emerging trend of user-generated content and innovation in the development of new products and ideas, breaking the traditional producer-consumer paradigm that once dominated the marketplace. In particular, the paper evaluates and compares the relationship between innovation and user satisfaction within the video game industry. To do so, the paper assesses data collected from the online communities of two very different games, Minecraft and Call of Duty in order to determine if there is a link between user-innovation and user-satisfaction in a product. The authors predict that more innovation in a game leads to more user satisfaction. The results of the research do not support this prediction. As observed in the online communities of the two games, there is no clear connection between high levels of innovation with higher user satisfaction. In fact, there is no direct connection between innovation and user satisfaction. However, Minecraft was found to be the more innovative game of the two and did have an overall higher level of user satisfaction than compared to Call of Duty. The data also suggests that Minecraft players experience a greater fluctuation in their enjoyment of the game compared to the players of the game with less innovation, Call of Duty. Finally, "radical innovation" was only found in Minecraft and not in the game with less player-control. This paper then goes on to discuss the role of innovation and user-generated digital content within the realm of intellectual property law and the resulting copyright implications for video game producers and players alike.
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