For those who believe sentience results with appearance of sentience (deep AI etc) the hardware is relevant only to its ability to create/host an appearance of sentience. Dwarves have non-zero score of appearing sentient - they each maintain hundreds of data points designed to be analogous to organic conditions and characters and to produce relate-able behaviours.
I don't agree. e.g. if you have a meter called a "happiness meter" that goes up when a pre-defined happy thing happens and goes down when a pre-defined sad thing happens. That's not
actual happiness, it's just a single floating-point number. The
meaning comes in when you the player reads that number on a screen next to a string that says "happiness". The issue here is that it's you the viewer assigning the meaning, externally, but the essence of meaning itself isn't internal to the simulation. e.g. "g is a goblin" is a semantic determination made by the player. The
goblin is in your mind. What exists in the
simulation is just a letter g.
The
semantic meaning is what we ascribe to it purely because there's a text string "happiness" somewhere and when the number is shown on the screen it's displayed as "happiness: 70%". But, there's no
underlying quality of happiness there, it's just literally the
word "happiness" stuck against an arbitrary number. e.g. if we changed
nothing but re-labeled the string "sadness" then the viewer would come to a completely different anthropomorphic idea of what 'going on' inside the dwarfs 'head'. However, nothing in the code is actually different. e.g. if we just change the word "happiness" to "sadness" so that the read-out reads "sadness: 70%" instead of "happiness: 70%" then players will ask "why is eating good food
making my dwarfs sad?". It's not "making" them feel anything. The simulation was literally running the same as ever, and all that changed was a single word on the read-out available to the player.
e.g. you talk about "relatable behaviours". but you can use the same argument to say that e.g. the Man In The Moon has true emotions because the appearance of the moon changes and sometimes the moon hides itself. The problem is that humans
project sentience onto things that are categorically not sentient. e.g. by that definition we could say that volcano gods exist and are sentient. After all the eruptions and rumbling are "relatable behaviours".
The problem is that a 32-bit integer is
not analogous to a real-world quality, by any means. They're basically like rolling stats on 3d6 in a d20-based system. Every stat is effectively interchangeable with every other stat, and all tests are rolled on a d20 against one of the chosen stats. if you have a "jumping" stat and have to roll against some score to succeed in your jump, then the concept of jumping exists in the
players mind, but the innate "essence" of what it means to jump isn't actually encoded into the rules.
It's similar with mental qualities in DF dwarf minds, e.g. every dwarf can level up "leadership" but that's just an arbitrary labeled skill rather than measuring the dwarf's innate ability to lead. The problem is that this is going in the opposite direction as a human: for humans, we have intrinsic abilities, and we then
measure them, coming up with a metric. But the metric is not the ability itself, it's just a very rough estimate of capability. Dwarfs go the other way: they
start with the linear metric, then it's inferred as to what they
should be able to do by that. e.g. if they have leadership: 5, perhaps 5 dwarfs will follow them, and at leadership: 10, perhaps 10 dwarfs will follow them. but this doesn't actually follow from them
having good "leadership abilities". In fact, they completely lack leadership abilities no matter how high the skill goes. It's just
decided that people follow them blindly if the score is high. So the trait "leadership" isn't even actually modeled
at all.e.g.
where you want to get to, at least, if you want to e.g. claim that a dwarf is really a "good leader" and not just arbitrarily labeled with that is to have a dwarf who uses real-world tactics that we recognize as being the things a good leader does. e.g. if we get to the point where one dwarf gives a "rousing speech" and that speech is
broken down into actual concrete things the dwarf said, that each have an actual effect on the other dwarfs listening, and this dwarf knows who his followers are, which ones are important and why, and talks to them for actual reasons related to plans that the dwarf has, then, that's a
starting point for saying that you're properly modelling a quality like leadership. Just labeling a value "leadership" then rolling a % chance of swaying the crowd with a "speech" that's not actually defined, that's not "leadership", it's just dice-rolling against an arbitrary savings-throw.