Transforming legal rules into virtual world rules: a case study in the VirtualLife platform

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Transforming Legal Rules into Virtual World Rules: A Case Study in the VirtualLife Platform Vytautas ČYRAS Vilnius University, Lithuania [email protected] 1 Kevin Glass Tavae S.a.r.l., AixenProvence, France Francesco Zuliani Nergal S.r.l., Rome, Italy
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    21-Oct-2014
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Vytautas Čyras, Kevin Glass, Francesco Zuliani. In: Schweighofer, E., Geist, A., Staufer, I. (eds.) Globale Sicherheit und proaktiver Staat – Die Rolle der Rechtsinformatik. Tagungsband des 13. Internationalen Rechtsinformatik Symposions IRIS 2010, 25.-27. Februar 2010, Universität Salzburg, pp. 579-586. Österreichische Computer Gesellschaft, Wien. ISBN 978-3-85403-259-5, http://d-nb.info/1000977358. Also in e-journal Jusletter IT 1 September 2010, Editions Weblaw, Bern, ISSN 1664-848X, http://jusletter-eu.weblaw.ch/magnoliaPublic/issues/2010/102.html. Also in e-journal Jusletter IT, 1 September 2010, Editions Weblaw, Bern, ISSN 1664-848X, http://jusletter-eu.weblaw.ch/magnoliaPublic/issues/2010/102.html. ABSTRACT: The paper addresses operationalisation of legal rules in online 3D virtual world software. The development is performed in the frame of a virtual world platform within the FP7 VirtualLife project, which pursues the goal to create a secure and legally ruled collaboration environment. The novelty of the platform is an in-world legal framework, which is real world compliant. Legally ruled behavior of avatars is addressed. We call this kind of ruling virtual law. A sample (toy) rule is "Keep off the grass". We follow the legal approach "From rules in law to rules in artefact". It accords with the thesis "Computer code is law" of Lawrence Lessig. We also approach the concept of a code of avatars that is concerned by Raph Koster. VirtualLife implies the transformation of legal rules (which are formulated in a human language) into machine-readable format. Such a translation requires natural intelligence.

Transcript of Transforming legal rules into virtual world rules: a case study in the VirtualLife platform

Page 1: Transforming legal rules into virtual world rules: a case study in the VirtualLife platform

Transforming Legal Rules into Virtual World Rules: A Case Study in the 

VirtualLife PlatformVytautas ČYRAS

Vilnius University, [email protected]

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Kevin GlassTavae S.a.r.l., Aix‐en‐Provence, France

Francesco ZulianiNergal S.r.l., Rome, Italy

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Virtual Worlds• Serious, e.g. Second Life, 

Active Worlds Educational Universe

• Leisure purposed – a game– e.g. World of Warcraft

• I am neither proponent nor opponent of them

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– Consider negative factors such as addiction. Thus “pro” and “contra” arguments

• Research & software development project– FP7 ICT VirtualLife project, 3 years 2008‐2010– Title “Secure, Trusted and Legally Ruled Collaboration Environment in Virtual Life”– Goal: software platform – peer‐to‐peer  architecture– Learning support as a use scenario, e.g. “University Virtual Campus”

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About FP7 VirtualLife project

• Objective – safe, legally ruled collaboration

• Novelties– issues of security and trust– in‐world legal framework.Implemented as shrink‐wrap agreements 

1. a “Supreme Constitution”2. a “Virtual Nation Constitution”3. a set of contracts

– peer‐to‐peer network communication architecture

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Legal framework of VirtualLife

Three tiers:1. A “Supreme Constitution”

– Code of Conduct• values that the user has to respect, e.g. avatars integrity, sanctity of property, reputation, etc.

– A part of EULA (End User License Agreement)2. A “Virtual Nation Constitution”

– authentication procedure to become a member of Nation– copyright law of a Nation, e.g. “CopyLeft” or “CopyRight”

3. A set of different sample contracts– sales contract– teacher employment contract– student contract

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Sample scenariosWeb 2.0• information as a contentVirtual world• interaction as a content

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From legal rules – to virtual world rules –to rules in software

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This translation complies with:– Lawrence Lessig’s conception “Code is law”– Raph Koster’s “Declaration of the Rights of Avatars”

‘Keep off the grass’

‘The subject – avatar – is forbidden the action – walking on the grass’

A software program, i.e. a script. Implemented by triggers which control the avatar

Natural intelligence – a team of • legal expert• virtual world developer

Natural intelligence• a programmer

Translation

Translation

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Examples of rules

1. An avatar is forbidden to touch objects not owned by him or a certain group.

2. An avatar not belonging to a given group is forbidden to a given area of the zone.

3. An avatar is forbidden to create more than a given number of objects during a given time interval.

4. An avatar is forbidden to use a given dictionary of words (slang) while chatting with other avatars.

5. An avatar of age is forbidden to chat with avatars under age.

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The editor of rules

• A law is composed of Norms, see (Vázquez‐Salceda et al. 2008).• Norm is composed by:

(1) NORM_CONDITION,(2) VIOLATION_CONDITION,(3) DETECTION_MECHANISM,(4) SANCTION(5) REPAIR.

• NORM_CONDITION is expressed by:– TYPE {Obliged, Permitted, Forbidden}– SUBJECT {Avatar, Zone, Nation}– ACTION {ENTER, LEAVE, CREATE, MODIFY, MOVE, CREATE, TRADE, SELL, 

BUY, CHAT, etc.}– COMPLEMENT {AREA, AVATAR, OBJECT, etc.}– IF {logical_expresssion_using_subjects_properties}

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Norm example

(1) Norm condition:

FORBIDDEN Student_Avatar

ENTER Library IF Student_Avatar.age < 18

(2) Violation condition:

NOT over_age(Student_Avatar) AND

admit(Student_Avatar, Library)

(3) Detection mechanism:

call    over_age(Student_Avatar)

when Student_Avatar enters Library

(4) Sanction:

decrease_reputation(Student_Avatar); notify avatar

(5) Repair: log and roll back if applicable

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Facing the problems of translation• Abstractness of norms. Legal rules are formulated abstractly.• Open texture. Hart’s example of “Vehicles are forbidden in 

the park”.• Legal interpretation methods. The meaning of a legal text 

cannot be extracted from the sole text.– grammatical interpretation– teleological interpretation

• Legal teleology. The purpose of a legal rule usually can be achieved by a variety of actions.

• Heuristics. The ability to translate abstract high level concepts and invent low level ones.

• Consciousness of the society. Law enforcement is a complex social phenomenon.

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Spatialization – a virtual world as a wholeVirtual space.    Frame: constitutive.  ~ Theatre

Stage

ActionsAvatar Avatar

Avatar

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F. Lachmayer’s spatialization

Stage

Actions

Virtual space.    Frame: constitutive.  ~ Theatre

Rules 1. Technical

Factual limitations, e.g. to fence the grass. 

Regimes, paradigms, ethics, professional morality

Avatar Avatar

Avatar

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F. Lachmayer’s spatialization

Stage

Actions

Virtual space.    Frame: constitutive.  ~ Theatre

Rules 1. Technical

Factual limitations, e.g. to fence the grass. 

Rules 2. Legalobligations,permissions, prohibitions. 

Regimes, paradigms, ethics, professional morality

Authorities: virtual procedures, e.g. online dispute resolution

Avatar Avatar

Avatar

Page 14: Transforming legal rules into virtual world rules: a case study in the VirtualLife platform

F. Lachmayer’s spatialization

Stage

Actions

Virtual space.    Frame: constitutive.  ~ Theatre

Rules 1. Technical

Factual limitations, e.g. to fence the grass. 

Rules 2. Legalobligations,permissions, prohibitions . 

Rules 3. Reputation

economic,social,civic.

Rules n.Energy…

Regimes, paradigms, ethics, professional morality

Authorities: virtual procedures, e.g. online dispute resolution

Avatar Avatar

Avatar

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An example of reputation rules

Reputation:

• economic,

• social,

• civic.

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Principles of construction

Rules 1. Technical

Rules 2.Legal

Rules 3. Reputation

Rules n.Energy…

Core ontology

Special  ontology 1 Special ontology 2 Special ontology 3 Special ontology  n…

Stage

ActionsAvatar Avatar

Avatar

Page 17: Transforming legal rules into virtual world rules: a case study in the VirtualLife platform

Principles of construction

Stage

Rules 1. Technical

Rules 2.Legal

Rules 3. Reputation

Rules n.Energy…

Core ontology

Special  ontology 1 Special ontology 2 Special ontology 3 Special ontology  n

Different modes of effect (Wirkung) or relevance

Barrier.Strict

Occasional.Probability p%

Step‐by‐step.

“Entering withoutstop is refused”

“Policeman fines you for stepping the grass”.But this happens with p% probability – if you do not succeed.

“Reputation/energy is decreased by 10 points”

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Example of a technical rule

• E‐law project, Austriaif document.XML_format = OKthen put_on_legislative_workflow ( document )

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Legislative workflow in Austria

“Running sushi” transport belt

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RoomDoor is 

closed

• if door  = closed  then factual_hindrance• if no  pincode

then no  money• “Natural” rules ≠  Natural law (Naturrecht)

– e.g. gravitation force• Natural image or essence of man    →???   behavior

Terminology: “factual” and “technical” rules ?

Technical rules Natural rules

Factual rules

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3 legal stages1. Legislative stage

Community

Produce

3. Judicial stage

2. Stage of the game –everyday life

p% Judgement

Negotiations, contracts , etc.

Rules

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2 legislative substages

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2. Stage of the game

People think in roles, not rules

Stage of access – “enter airport”Having meals

PassengerCitizen,ticket

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2 legislative sub‐stages

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2. Stage of the game

People think in roles, not rules

1a. Legislative rules General rules

1b. Contract rules Individual rulesBuyer Sellere.g.

inter partes

Stage of access. Like “entering an airport”Having meals

PassengerCitizen,ticket

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Technical rulesCausation is formalized with the modus ponens rule.

Example.  (pincode→money)  &  pincode ⇒ money

(1) Rule(P→Q)

(2) Fact(P)

Conclusion. Fact(Q) 

Modus ponens rule in mathematical logic:

Sequent notation:

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P→Q, P   |– Q P→Q, P‐‐‐‐‐‐‐‐‐‐‐QP→Q &  P ⇒ Q

If P, then Q.P.Therefore Q.

In some domains the following interpretation of a technical rule is aimed:(1) Rule(P→Q)(2) Fact(¬P)Conclusion. Fact(¬Q)

Obtained inference Fact(¬P) ⇒ Fact(¬Q) and (1)imply equivalence of P and Q, denoted, P↔Q.Consequently, such reasoning is sound in the caseof equivalent facts, only.

Lachmayer’s notation:Rule form:

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Legal rules(1) Permission(P iff Q)   ⇒ Norm(¬P→ ¬Q)Example.  green if_and_only_if cross  ⇒ ( red→ do_not_cross )(2) Fact(¬P)          – red is on

(3) Fact(Q)            – you cross the street, nevertheless

Interpretation. You are simply a bad guy. Nobody can stop you crossing.

Notes:

• Here P denotes “green”, Q denotes “cross”, ¬P denotes “red”.

• A punishment procedure is exercised with probability p%, e.g. by a policeman.

• P iff Q is also denoted    P⇔Q

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Reputation/energy rules(1) Norm(¬A)(2) Fact(A)Conclusion. Energy reduction by 10%

Formalization: 

Energy is reduced to  A1, then A2 and so on to An. And at last ¬A.

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A

A1

A2

An

¬A

Norm(¬A),   A‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐‐A := 0.9*A

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Spatialization of Norm and Status

Virtual space

Stage

ActionsAvatar Avatar

Avatar

F. Lachmayer, Grundzüge einer Normentheorie. Duncker & Humblot 1977. 

III. Normativer Status

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Spatialization of Norm and StatusVirtual space

Stage

ActionsAvatar Avatar

Avatar

F. Lachmayer, Grundzüge einer Normentheorie, 1977, Seite 67

N(A)Norm

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Spatialization of Norm and StatusVirtual space

Stage

ActionsAvatar Avatar

Avatar

F. Lachmayer, Grundzüge einer Normentheorie, 1977, Seite 67, 76

N(A)Norm

Status

N(A) ⇒ O(A)

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Spatialization of Norm and StatusVirtual space

Stage

ActionsAvatar Avatar

Avatar

F. Lachmayer, Grundzüge einer Normentheorie, 1977, Seite 89

O(A)e(r1-r2)

N(A)r1 N(A)r2Norm

Status

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Characterization of Normative Status• Suppose a huge set of rules r1, r2,…, r_n.• What is a characterization of the normative status, O , of a 

subject (avatar) S?O(subject=S, duty=X,…)(r1 ,r2…,r_n)

– Has S a duty X ?– Is S permitted to doY?

• “ … the power … does not reside in the inference method; almost any inference method will do. The power resides in the knowledge” (Feigenbaum 1984, p.101)

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Synthesizerof  normative 

status

r1

r2

r_n

O(…)(r1 ,r2…,r_n)

black box

role, such as “passenger”, “professor”, etc. 

N(A1)

N(A2)

N(A_n)

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Motivation of learning

• “Pro” virtual worldsLearning materials

– static, searchable in 2D for learner’s queries (Web) 

– interactive objects (virtual worlds)

• “Contra” virtual worlds– values?

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– mono‐sensorial, perceived through computer’s display– multi‐sensorial learning in the real world

• human’s brain and senses (seeing, hearing, feel) work concurrently• “learning by doing” when accomplishing real‐world tasks

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Thank you

• Acknowledgements: The whole VirtualLife consortium, 9 partner organisations, http://www.ict‐virtuallife.eu

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