The Sentient World Simulation (“SWS”) is a project developed by the US Department of Defence to create a digital copy of the real world, aiming to test psychological operations and predict human behaviour.

SWS assigns a digital avatar to every person on Earth and uses data collected from their online activities to create a predictive model of each person’s behaviour.

It also replicates financial institutions, utilities, media outlets and street corner shops, applying theories of economics and human psychology to predict how individuals and groups will respond to various stressors.

SWS not only invades our privacy but can also cause severe damage to society.

Table of Contents

  1. SWS and DARPA Hive Mind Control Grid
  2. Sentient World Simulation: You’re In It Now (Probably)
    1. It’s Not Quite ‘The Matrix’ Yet But …
    2. Why Was the Sentient World Simulation Built?
    3. Who Uses SWS Data?
    4. Is There Public Outrage?
    5. Only Scratching the Surface

SWS and DARPA Hive Mind Control Grid

The Sentient World Simulation (“SWS”) is a project developed by the US Department of Defence to create a synthetic mirror of the real world that can be continuously calibrated with real-world information.

It aims to provide an environment for testing Psychological Operations (“PsyOps”) and to help military leaders develop and test courses of action to anticipate and shape behaviours of adversaries, neutrals and partners.

SWS also replicates financial institutions, utilities, media outlets and street corner shops, applying theories of economics and human psychology to predict how individuals and groups will respond to various stressors.

Read more: Sentient world: war games on the grandest scale, The Register, 23 June 2007

The simulation is designed to be a comprehensive representation of the real world at all levels of granularity, including political, military, economic, social, informational and infrastructure frameworks. It uses information from breaking news, census data, economic indicators, climatic events and proprietary information such as military intelligence to create a near-real-time model of the world.

Read more: Gamified Existence of Institutions, Entities and Avatars, The Cooper Point Journal, 30 March 2022

Developed at Purdue University by Dr. Alok Chaturvedi, founder of Simulex and co-developer of the SWS, the simulation aims to achieve a one-to-one level of granularity for its simulations. However, Chaturvedi insists his goal for SWS is to have depersonalised likenesses for people rather than identifiable duplicates, although government agencies and corporations can add personally identifiable information from their own databases.

Read more: Sentient world: war games on the grandest scale (update), The Register, 23 July 2007

The SWS is part of a broader initiative called Synthetic Environment for Analysis and Simulations (“SEAS”), which was initially developed to help Fortune 500 companies with strategic planning and later used for military and recruitment purposes.

Read more: USJFCOM teams with Purdue University to add the human factor to war game simulations, Purdue University, 6 February 2004

The video below explores SWS and what its aims are.  It includes a compilation of clips and audios from various sources, one of which was Anthony Patch, an author, researcher, educator and radio broadcaster.  He said that a concept paper for SWS was published in 2006 and the programme went live in 2007.

“[SWS] represents every person on the planet within this computer matrix as a node.  And every node is given an avatar, an identifier. And that is real-time 24/7 monitoring of every person on the planet,” Patch said. “This is primarily, but not exclusively, facilitated by the adiabatic quantum computers produced by D-Wave Corporation.”

The late Kev Baker, who was the host of the Kev Baker Show, explained, “They’ve got to map and model humanity itself because of the Internet of Things that’s all around us now as well, we’re feeding all of our information back into this quantum computer that’s basically got a virtual world where all of us have a digital avatar in there.  They’re able to manipulate the digital avatar in a virtual world, and that’s actually translated to effects in the real world, the MKUltra in the 21st century.”