Mike Sherov
Head of Spoonbending
Skillshare
- Richard Feynman, Father of Quantum Electrodynamics
"In 30 Years, Computers cost shrunk 1000x, it's size shrunk 1000x, it's power ballooned 1000x"
Looks like "Strong AI" is winning!
Are we....
We have already created simulations in which the characters create simulations, and so, infinite simulations exist.
Therefore, why should we assume we are the lucky ones living in the one true reality? Statistically, it's as impossible as earth being the center of the universe.
Q: But if we're in a simulation, why? What's our purpose? What is the purpose of the simulation?
A: Purpose is a meaningless concept when applied objectively. Purpose is self derived whether we are in simulation or not. You simulate shit all the time for no reason. You're a Sim.
Q: But the universe just seems so real. We really can't be in a simulation can we?
A: I know, but what does that mean? How do we know that the "real" world isn't even more high fidelity?
Q: But I think stuff. I have thoughts and emotions. Sims don't have those?
A: Oh, they don't? How do they decide when to go to work? Our brains are just a program like everything else. Sims are as equally unaware they are sims as we are.
If you examine the universe deeply enough, it behaves exactly like a resource constrained computer! These behaviors / bugs / limitations are hidden deep within the simulation, exactly where a good programmer would hide the seams.
Two large classes of behaviors:
e.g. In a FPS video game, it is always the world that is in relative motion, because the camera and player share an IRF.
e.g. On a train, it is the world that is moving relative to the rider and the train, which are stationary relative to each other.
Time Dilation says that objects in relative motion experience less time than those who are stationary.
In video games, actors moving in space (such that the camera has to redraw the game world) often render less frames.
Length Contraction says that traveling objects are shorter from the POV of an at-rest observer.
In video games, to overcome frame rate drop, you'd shrink the universe in the direction of travel to make travel time shorter.
Observers in relative motion can not agree on when "simultaneous" events occurred.
In video games, to overcome frame rate drop, you'd render same events at different times depending on the gamer, typically the stuff in front before the stuff behind.
Electrons change their behavior depending on whether an observer observes the behavior or not!
In a video game, it would be expensive to model each electron. You'd probably simulate the net effect unless the gamer looked at an individual electron.
A particle tunnels through a barrier that it classically should not be able to surmount.
In a video game, collision detection of fast moving objects over short distances is computationally expensive. Using probably to simulate collision is occasionally buggy, but no one is typically looking that closely!
We must escape our leaky bags of meat.
This is the only way.
Terraforming Mars is Dumb.
Sending our consciousness in robots instead!
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