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"An unwillingness to admit the possibility that mankind can have any rivals in intellectual power occurs as much amongst intellectual people as amongst others: they have more to lose." - Alan Turing

Are We Living in the Matrix?

This page examines the theory that our universe is in fact a simulated universe which is running on a massively powerful computer programmed by some advanced civilisation. Though the world feels "real" to us, we might be merely logic states in an advanced computer. As improbable as this might sound, the theory has gained a lot of attention recently due to a similar idea in the film The Matrix, and the idea is even attracting the attention of several physicists.

However, as we shall now see, the particular situation depicted in The Matrix would seem to be a very unlikely description of our reality:

1) The "Brain-in-a-Vat" Scenario

The idea that we might be living in a simulated world is so fascinating because it is impossible to disprove the theory that we are living in a simulated universe. In order to see how difficult it is to disprove, consider the Brain-in-a-Vat Argument. The Brain-in-a-Vat Argument considers the situation whereby a person's brain has been removed from their body and is floating in a life-sustaining fluid. The brain is connected by wires to a computer which provides the brain with exactly the same impulses as the brain would normally receive, the computer effectively creating a "virtual reality". The person with the disembodied brain would continue to have perfectly normal conscious experiences without these being related to objects or events in the real world. It would be impossible for the person to discover the reality of their simulated world.

This is the basic premise behind the movie The Matrix in which Keanu Reeves's character was kept in a coma in a vat while the aliens' computer fed him false sensory information (fortunately for Keanu Reeves, the aliens did not remove his brain!). The simulated world created inside Reeves's head was called the Matrix, and for Reeves it was indistinguishable from normal reality.

Neo in the Matrix
Keanu Reeves in his Matrix vat.

While it might certainly be the case that the reality I feel is just a "dream state" and I am actually a brain-in-a-vat, I feel that would be very unlikely. I can think of no reason why a "Grand Simulator" would behave in that way. This is because the only person able to experience the excitement of the elaborate virtual reality world would be the person whose brain is in the vat: the simulator would not experience anything. So why bother to go to all the trouble of inputting an elaborate virtual reality world into the head of some poor unknowing person? What could possibly be your motive?

In the movie The Matrix the motive of the simulators was explained by claiming that the humans in the vat were being used as batteries (to power the aliens' machines). But if that was the case, why did the aliens need to go to all that trouble of creating that virtual reality world in the heads of their human captives? Couldn't the aliens simply just have kept their human captives in a drug-induced coma while extracting the energy from them? Why bother with creating the Matrix world?

2) The "Universe-in-a-Computer" Scenario

However, there is another model of our world as a computer simulation which does not requirement the confinement of some poor soul floating in a vat! Instead, the possible type of computer-simulated universe which will be suggested here is one in which our entire universe is contained within the computer of an advanced simulation (i.e., there is no need for our universe to have its own "Keanu Reeves" floating in a vat somewhere). In this case, the "particles" of our universe would be represented by "bits" inside the alien computer. This is now a similar scenario to the computer game The Sims in which all the simulated characters and the entire simulated world is contained within the simulating computer.

The type of simulated universe being suggested on this webpage is one in which the entire universe is contained within the simulating computer (i.e., no need for an equivalent of Keanu Reeves's character). This scenario is similar to the computer game The Sims.

The motivation of the simulators in creating this simulated world is now much clearer: the world could be viewed and experienced on the computer for entertainment purposes, just as we currently enjoying playing so-called God games such as The Sims.

David Deutsch finds the simulated universe hypothesis highly distasteful: "It entails giving up on explanation in science. It is in the very nature of computational universality that if we and our world were composed of software, we should have no means of understanding the real physics - the physics underlying the hardware of the Great Simulator itself. Of course, no one can prove that we are not software. Like all conspiracy theories, this one is untestable. But if we are to adopt the methodology of believing such theories, we may as well save ourselves the trouble of all that algebra and all those experiments, and go back to explaining the world in terms of the sex lives of Greek gods." (quote taken from David Deutsch's paper It from Qubit). And many scientists have criticised the idea on that very basis that if it is untestable (unfalsifiable): if a theory can never be proved wrong then it should not be regarded as scientific. However, Brian Whitworth in his paper The Physical World as a Virtual Reality makes the point that the existing orthodox view of the physics establishment is equally unfalsifiable: "The theory that the world is is an objective reality is just as unprovable as the theory that it is a virtual reality. It is inconsistent to dismiss a new theory because it is unprovable when the accepted theory is in exactly the same boat."

The General Uncertainty Principle

This idea that if we would never be able to tell if we were living in a simulated universe would appear to have profound implications for science. We would never be able to tell if our observations were real, or merely simulated. This result can be summed-up simply in one statement which I'm calling the General Uncertainty Principle: We can never know anything for certain.

David Deutsch appeared well-aware of this drastic implication when he said: "From the point of view of science it's a catastrophic idea, the purpose of science is to understand reality. If we're living in a virtual reality we are forever barred from understanding nature." (quote taken from here).

Many scientists believe the simulated universe theory should be rejected because it fails Occam's Razor which suggests that the simpler of two theories should be preferred (if the two theories give the same predictions). On this basis, the simulated universe theory should be rejected because it gives precisely the same predictions of what we would experience if the universe was not being simulated (hence, there is no need to introduce the extra complication of the simulated universe theory).

But this type of objection matters not one jot. The unavoidable truth still remains: if we were living in a simulated universe, we would never be able to detect it.

This General Uncertainty Principle ("We can never know anything for certain") reflects an all-encompassing uncertainty about every aspect of our world. This all-inclusive nature of the principle means it has must enclose the existing uncertainty principles such as Gödel's Theorem (described on the Mathematical Universe page), and the Heisenberg Uncertainty Principle from quantum mechanics (described on the Quantum Mechanics: An Introduction page). The General Uncertainty Principle represents a much wider uncertainty about absolutely everything in existence!

(The General Uncertainty Principle is a consequence of external world skepticism).

The Simulation Argument

The Simulation Argument presented by Oxford University philosopher Nick Bostrom is ambitious in that it that it does not stop by merely suggesting that we might be living in a simulated universe, it argues that we probably are living in a simulated universe! The argument uses evidence gathered from the world around us (about the rapid growth of our computer technology) and solid scientific reasoning to show that a rational scientific person has to take seriously the possibility that we are already living in a computer simulation.

The basic principle behind this theory is that the human civilisation will one day have access to sufficient computing power capable of running simulations of their ancestors (us!). Maybe in a few thousand years in the future we might actually make a re-appearance (as Sims) in those advanced simulations. That doesn't sound too far-fetched, does it? But what if it is the case that human civilisation has, in fact, already reached that advanced state and is already running those simulations? That would mean we are living in a simulated world right now!

In fact, the future human race could easily create simulations containing astronomical numbers of simulated beings (this has the ring of truth to it: when you run The Sims there's only one of you, but the program contains thousands of Sims). There is therefore a possibility that the number of conscious, simulated humans will one day become very much larger than the number of real humans.

The Simulation Argument then goes one step further by stating that with the number of simulated humans inevitably outnumbering real humans, the computer simulation scenario is actually the most probable situation (unless you think the human race is going to become extinct pretty soon, or we're going to get bored with The Sims and start playing Tetris again - both of which seem quite unlikely).

To sum up, the Simulation Argument is a rigorously-presented argument which means that a rational, scientific person considering the extraordinary recent increase in computing power available to us, now has to treat seriously the possibility that we are already living in computer simulation.

The Monkey Universe (Revisited)

On the page entitled Is the Universe a Computer? we imagined how the universe could be created by a million monkeys randomly typing into a typewriter for ten hours a day. We concluded that the probability of a monkey typing the information which defines the universe would be infinitely small. However, if the same monkeys type onto a computer instead then there would be a much higher probability that one monkey might type the short computer program which could produce our universe (a short computer program can generate tremendously complex structures, such as intricate fractals).

A monkey typing into a laptop computer might write a (very) simple computer program which could produce something highly-complex.

However, if we now entertain the possibility that the universe could be generated by some intelligent entity (some "Grand Computer Programmer") then we find we can interpret this result differently. We had previously assumed that the short program which produced the universe was generated by a random process (a monkey). However, we can now consider an alternative scenario that the program is short because a simple, short program would be easier for our Grand Programmer to write, and would be a more compact and elegant solution for producing a complex universe. A short, elegant program would be the result of good software design.

A program with low algorithmic complexity (a short, simple program) could arise from two different causes.

John Barrow describes this well in his book "Impossibility": "Just as the most expert computer programmer is the one who can write the shortest program to effect a particular task, so we might expect the Architect of the ultimate program that we call the laws of nature to be elegantly economical on logic and raw materials. It is a common tendency to think that it would be a hallmark of the universe's profundity if it were unfathomably complicated, but this is a strange prejudice. This view is motivated by the idea that the Creator needs to be superhuman - and what better way to assert that superiority than by incomprehensibility? But why should that be so? Anyone can explain how to assemble a model aircraft in 500 pages of instructions; it is not so easy to do it in 10 lines. Profound simplicity is far more impressive than profound complexity."

But ... surely there's "nothing outside the universe"?

On the Cosmic Universe page we stated that there was "nothing outside the universe" (which was called the "first principle of cosmology" by Lee Smolin in his book Three Roads to Quantum Gravity). We then saw how this simple maxim led to important conclusions such as the principle of relativity. However, we now seem to be suggesting that our universe might be a simulation on a computer contained within an external, simulator universe. So in that case, there is something outside the universe. In fact, there's another universe outside our universe! So was it wrong to say that there's "nothing outside the universe"? Is our simple maxim wrong?

Well, we came to the conclusion that there's "nothing outside the universe" by examining the behaviour of the universe and realising that the universe behaves in a self-contained manner which needed no external axes of position or time. Hence, what we really should have concluded was that the universe needs nothing outside the universe - which is a different thing to saying that there is definitely nothing outside the universe.

This is an important distinction as it would be possible to create a simulated universe which, to its inhabitants, would appear to need nothing outside of that universe. David Deutsch realises this in his book The Fabric of Reality when he writes: "The rendered environment would also have to be such that no explanations of anything inside would ever require one to postulate an outside. The environment, in other words, would have to be self-contained as regards explanations." Indeed, this is probably the most likely form of simulated environment as it would deceive the inhabitants into thinking that their environment was not simulated. In other words, they would think there's "nothing outside the universe" when, in fact, there was a whole simulator universe outside of their universe!

The Need for Constraints

Purely from a practical point of view, it would prove essential to impose some constraints on the abilities of your Sims. This is to avoid logical inconsistencies which would have a calamitous effect on your computer simulation. For example, if you allowed your Sims to travel back in time you would have to deal with "killing your own grandfather"-type paradoxes. There would be nothing to stop you programming time travel functionality into your simulation. You have complete freedom in that respect: you're effectively omnipotent in what you can allow. But "with great power comes great responsibility" (as Spiderman would say). You would need to constrain such behaviour or the resultant logically-inconsistent scenarios could bring down your entire simulation.

In order to clarify the dangers, let's imagine the situation of going back in time (say, from the year 2007 back to the year 1950) and killing your father before you are born. Once you have committed the murder, the simulation would need to determine the implications of the event. For example, if the simulation wants to display the situation in the year 1970, say, it will have to consider the effect of that murder back in 1950. The problem is that the implications of the paradoxical murder can never be established in a satisfactory and unambiguous form.

Because of the sequential nature of computer programming, in order to calculate the effect of the murder we could break down the required computer simulation processing into four steps:

a) Initially, a "father" object is created and, in time, the father object produces a "son" object (function father_constructor() is called to construct a father object (object-oriented programming) and that function in turn calls the son_constructor() function to construct the son object).

b) The effect of creating the son object has a calamitous effect on the father object (as the son goes back in time and kills the father). So function son_constructor() calls the father destructor.

c) When the father is killed, he cannot produce his son. So function father_destructor() calls the son destructor (the son is never constructed).

d) If the son is never produced then there is now nothing to kill the father. So function son_destructor() calls the father constructor.

Here are the four resultant functions:

If you consider the functions you will see that each function will call the next in a cyclic manner:

A => B => C => D => A => B => C ...

The sequence never terminates. In the computer simulation, this will manifest itself as an infinite loop. This will crash the entire computer simulation! To see the simulation running (trapped in an infinite loop), click the button below:


Waiting to start simulation



(To view the actual JavaScript code used in this simulation, see patricide.js)

In order to avoid these practical problems, you would unfortunately feel the need to impose a constraint on your Sims to prevent time travel behaviour: something along the lines of Stephen Hawking's chronology protection conjecture, or imposing an upper speed limit on light (see below). It would spoil your fun a bit, but you would effectively have no choice. You would have to rein in your omnipotent freedom slightly and apply some constraints to your simulation (ensuring logical inconsistencies are impossible). Constraints would be necessary to produce a quality universe capable of interesting, complex interactions (some of the more complex processes might even arrogantly describe themselves as "life"!). It's all reminiscent of the way we have to impose laws on society or else we would just be left with a useless, anarchic mess (which even the criminals would find undesirable!).

(This need to apply constraints to a completely unconstrained environment (in order to produce a tenable universe) has important ramifications for the "anything goes" interpretation of the Anthropic Principle. See "And now ... the Ultiverse!" in the page on The Anthropic Principle.)

Is a Simulation actually "Real"?

There are some important questions we could ask about the reality of a computer simulation. For example, are objects within the simulation just as "real" as everyday objects outside the simulation? So is a computer simulation actually a "real" environment?

These are difficult concepts, but some things are clear. Firstly, the simulation has to run on a physical computer. If the simulation is not being run on any computer then surely it cannot be said to "exist", and so the objects within the simulation could never be said to be "real". So now we're seeing the first links between the reality of the external environment and the reality of the simulated environment: the reality of the simulation is dependent on the reality of the computer.

We could then ask what exactly are objects in a computer simulation? For example, if there is an (apparently solid) desk in a computer simulation, what is it made out of? Well again, clearly, the element in the computer simulation is dependent on a real object in the physical computer: objects are described by combinations of binary "bits" in the computer's registers and memory. In many ways, the role of bits in a computer simulation is analogous to the role of atoms in the physically real world.

But, you might argue, bits are not actually real atoms, so it is mistaken to suggest a universe based on bits could ever be as real as one based on atoms. Well, if you examine computer bits at the most fundamental detail you in fact discover that they are indeed made of atoms, atoms composing the computer registers and memory units. So computer "bits" are just as real as atoms because bits are made of real atoms.

So, I would argue, that a computer simulated universe has just the same ontological status (i.e., reality status) as our normal universe. This is a surprising result, but David Deutsch comes to the same conclusion in his book "The Fabric of Reality": "The simulated universe passes the test for reality because the calculations to create it are physical processes within the computer, and the computer is an ordinary physical object, and perfectly real."

It is now possible to simulate another computer on your PC by creating a virtual machine (see image above). When you use the virtual machine window on your PC it feels like you are operating a completely different PC. This is because the virtual PC is a completely self-contained unit, with no indication that it is actually a simulation contained within a larger computer - just how a simulated universe would feel. However, all calculations in the virtual PC are actually being performed on the external, simulating PC. So the "virtual" PC is actually just as real as the simulating PC.

A universe on a memory stick: Does a simulation really need to be run?

In the section "Implications for the Simulation Argument" on page 17 of his Mathematical Universe paper, Max Tegmark suggests that a computer-simulated universe could be held on a memory stick: "If the computer need only describe and not compute the history, then the complete description would probably fit on a single memory stick, and no CPU power would be required."

On the basis of the previous discussion of the reality of a computer simulation, I would agree that this computer simulation on a memory stick could be considered "real" as it is being stored on a physically real memory stick: the simulation therefore "exists". However, Tegmark then goes one step further and suggests that we could do without the memory stick altogether: "It would appear absurd that the existence of this memory stick would have any impact whatsoever on whether the multiverse it describes exists for real." However, I would disagree with Tegmark about this on the basis of the previous discussion about the reality of a computer simulation. Without the memory stick, the simulation could not be said to "exist" - the simulation would not be "real". As we have just discussed, the reality of the simulated environment depends on the reality of the computer. (This idea of Tegmark that mathematics has some form of independent reality of its own is considered on the Mathematical Universe page. Basically I disagree with him.)

By suggesting that a computer-simulated universe could be held on a memory stick, Tegmark seems to be arguing that a simulated universe would have a block universe structure, with no moving "now". While this is possible, in the next section I will suggest that it is more likely that a simulated universe would be designed with a moving "now". After all, why waste resources (computer memory) retaining full, detailed descriptions of the entire past and future when only the present needs to be calculated, stored, and rendered on your computer display (I would imagine this is how most conventional simulations - such as The Sims - are coded). Tegmark's "memory stick" containing full descriptions of past and future would simply not be required, and so could not be said to exist. All that would exist would be the "now", represented by the computer's current rendering of the simulation. Thus it could be said that only the "now" has any form of reality in that it is currently being represented - as states in a microprocessor - in our physical world.

Also, I would suggest that a simulation that is not "played" would be very boring for the simulators. Consider a reel of movie film: each frame of the film describes a single moment in time, so the entire celluloid reel could be considered a "block universe" (each moment being equally real). However, just to hold the reel in your hand would be very boring: it would only be interesting if it was played-back through a projector, and the movie viewed as intended. The process of playing-back the movie essentially recreates the moving "now" (the current position in the projected movie). So I disagree with Tegmark: it is more likely that a simulation would be run. In the next section we will see that this gives new life to the tensed theory of time.

Spacetime in a Simulation

Relativity and quantum mechanics are the two most fundamental and important theories known to physics, and, as such, any theory that suggests we might be living in a computer simulation would have to provide an explanation for their presence. However, both of these theories are problematic for computer simulation theories because they would both appear to be totally unrelated and unnecessary for any simulation of human behaviour (I bet the programmers of The Sims, for example, don't bother coding-in relativistic or quantum mechanical features). The next couple of sections considers relativity and quantum mechanics in a simulation, starting with a discussion about time.

There are two dominant - and incompatible - theories of time: the tensed theory, and the tenseless theory. The tensed theory of time most resembles the popularly-held view of time. The tensed theory requires there to be a present moment (the "now"), and a distinction between an event in the past, present, and future (an event in the past was real, an event in the present is real, and an event in the future will be real). Notice that the "now" moves. This apparent movement of the "now" is an essential feature of the tensed theory of time.

The tensed theory of time

However, the Cosmic Universe page showed how the Wheeler-DeWitt equation suggested a universe in which all of time is laid-out (just as the space dimension is laid-out), and there is no moving "now". All times are equally real: as there is no special "now", there is no distinction between past and future. This forms the tenseless theory of time. The apparent flow of time is considered to be just an illusion of human perception due to the asymmetry of the time dimension: we can remember the past, but we cannot remember the future. This then gives the illusion of a flow of time with the unknown future becoming the fixed past. For more details on this, see the Arrow of Time page.

Most physicists would favour the tenseless theory as the most accurate representation of time. It is also called block universe because all of spacetime can be viewed as being laid-out as an unchanging four-dimensional block:

The tenseless theory of time

For a clear explanation of the block universe, see this excellent Scientific American article by Paul Davies.

Another objection to the moving "now" is related to a question which has puzzled philosophers: "How fast does time flow?". If the "now" moves then it must move with respect to some time reference. So is it moving with respect to itself? Surely not. To say "Time moves at the rate of one second per second" is meaningless. Rather, the rate of time flow would have to be measured with respect to some secondary, external time reference. Throughout the page on The Cosmic Universe it was stressed that there was no clock outside the universe, so there could not be any such external time reference.

So the absence of any time reference external to the universe is another argument in favour of the block universe model, and against the moving "now" model. However, now we are considering a simulated universe we discover that we can postulate a time reference external to our universe: we finally have that "clock outside the universe"! This could be pictured as the master clock of the microprocessor performing the simulation.

This answers the question "How fast does time pass?" (at least, in the simulated universe). Time passes at 5 simulated seconds (as experienced by the simulated beings) per 15 actual seconds (as experienced by the simulators - the simulators are watching the football in slow motion). It's as if the simulators are watching frames of a movie, and they can control how fast the movie is played.

So the structure of a simulated universe recreates the moving "now" and seems to give new life to the tensed theory of time.

The precise value for the "now" (which is set by the simulator) now becomes a crucial free parameter which has similarities with the parameters which are said to be set in The Anthropic Principle. If the simulator sets a value too close to the start of the universe (say, 500 million years) then the resultant universe might be rather featureless and lacking in life. It would seem far more likely that he turns the dial to the 21st century at which point he finds the simulated beings starting to discuss the possibility that they might be living in a computer simulation, and figuring-out the secrets of the simulation. How fascinating that would be!

Does this lead to infinite regression?

However, we're not out of the woods yet. The question now arises "How fast does time pass in the simulator universe?". Do we have to propose a secondary simulator universe outside of the simulator universe in order to provide us with yet another time reference - a simulation within a simulation? Surely that would lead to infinite regression: an infinite series of simulations within simulations. This is certainly problematic for the idea of the universe being a computer simulation.

This problem with infinite regression was realised by the 13th century theologian Thomas Aquinas because it essentially represents the question "Who created God?" (God, in this case, being represented by the "Grand Programmer"). The answer to that question only poses another question: "Who created the person who created God?", and so on, thus resulting in infinite regression.

This question was considered in the Wired article God is the Machine: "Any large computer these days can emulate a computer of some other design. You have Dell computers running Amigas. The Amigas, could, if anyone wanted them to, run Commodores. There is no end to how many nested worlds can be built. If smaller worlds have smaller worlds running within them, however, there has to be a platform that runs the first among them. If the universe is a computer, where is it running?" While this problem of infinite regression does not necessarily mean that we are not living in a computer simulation, it does mean that it cannot be the whole story: it does not explain the origin of the "Grand Programmer".

Relativity in a Simulation

Another objection to the tensed theory has been raised on the basis that it is incompatible with special relativity (see the Rietdijk-Putnam Argument). Special relativity says that the rate at which time passes can be different for each individual, dependent on their relative motion (due to time dilation). Hence there is no such thing as a global time - one clock for every person in the universe. But if there is no global time, how can there be a single "now" for the entire universe? With the tensed theory so dependent on the principle of the "now", how can the tensed theory survive relativity? The function of the "now" in the tensed theory is to turn the unreal future into something real. However, observer-dependency in special relativity means that some events are in the present for some observers (i.e., real) but still in the future for other observers (i.e., unreal). How can an event be both real and unreal?

So the tensed theory of time - which I have suggested is a likely model of time in a computer-simulated universe - is once again being challenged. How can it survive?

Well, the computer simulation idea can provide a solution to this problem. This is because is order to generate a view of the simulation on a simulating computer screen we would have to specify the position of our "observer" within the simulation. So we don't need a single "now" for the entire universe (as the Rietdijk-Putnam Argument suggests) - we only need a "now" for our particular observer position.

We can understand the concept of the "observer" in a computer simulation by the analogy with the rendering process in computer graphics. Rendering is the process of producing a two-dimensional image on a rectangular viewport (essentially, the computer screen) from a three-dimensional mathematical model (see here). Once a precise observer position (and time) is defined, the scene can be rendered:

The method of rendering in computer graphics by specifying a viewport.

We should not be concerned about the lack of a global time: the only time with any physical significance is local time - the time as experienced by a particular (specified) individual. It doesn't matter if you are in bed getting woken by your alarm clock, or in a spaceship travelling at near the speed of light, your personal local time (or, more correctly, proper time) is the only time with any relevance to you, the only real measurement of time in the universe. Once we understand that the only time is proper time, "most of the interpretative problems of special relativity drop away" (quoted from here). You can still retain the concepts of past, present, and future, but they are specific to a particular observer - they should no longer be regarded as global for the entire universe.

So each observer has a specified position AND time. These combine to produce a unique worldview for that particular observer, which is realised by the computer graphics rendering process.

In a simulation, the position of the observer (represented by the computer screen viewport) would be specified. This, in combination with the observer's time, produces a unique worldview for that observer.

So each observer has a different "reality" worldview. Reality as perceived by each observer could be different in that the time-ordering of events could be different for each observer due to special relativity. Some events are in the present for some observers (i.e., real) but still in the future for other observers (i.e., unreal). We have different "realities" for each observer. In fact, this is the most efficient method of simulation: reality is created "on demand" for each observer only after an observer position and time has been specified.

Programming Spacetime in a Simulation

This method of rendering a view of a simulation is effectively the same as taking an "observation" of the simulation (the simulators would use this method to "observe" the events occurring in the simulation). So the process of rendering a view should employ exactly the same method as a simulated observer (a human, for example) embedded in the simulation would use. And this is indeed the case: if I make an observation of the world around me then I have a specified position in the universe and I am making that observation at a particular specified time. Those time and position values combine to give me my unique worldview.

But it's not just human observers which have their own, unique worldview within the simulation: every element of the simulation, right down to the smallest particles (electrons, say) must have their own worldviews (the worldview of the human observer is then the cumulative total of all those tiny worldviews). And those worldviews must operate in exactly the same way as the human observer. So this gives us an insight into how spacetime is structured at the smallest scales, and how it would need to be programmed in a simulation.

(Important Note: This is not the orthodox view of spacetime, it is just a suggestion for the most likely implementation of an accurate simulation of spacetime (which would incorporate general relativity) in a game like The Sims for example. However, for the simulated beings, this suggested spacetime structure would be completely indistinguishable from the orthodox model of spacetime. For a description of the orthodox model of spacetime, see The Hole Argument).

Each particle can be viewed as having its own personal "proper" time.

So that is how "time" would work for each particle in the simulation. But spacetime is composed of both "space" and "time", so how would we handle "space" in the simulation? We intuitively think of objects moving around in Newtonian absolute space, with reference to a background substrate. And, indeed, this is how most computer graphics applications are programmed: plotting the positions of objects with respect to absolute Cartesian axes (see the diagram below). But if we are going to accurately model space then we must do so without reference to any background substrate as there is no such thing as absolute space: "There are no absolute axes of reference for space or time outside the universe" (see the Cosmic Universe page). So in the absence of any absolute global time or position for the simulation, both time and position must be relative. So instead of defining our particles with respect to a background coordinate system, we would have to define our particles' positions with respect to the position of other particles in the simulation:

a) Most computer graphics applications plot object positions with respect to Cartesian coordinate axes ("absolute space"). b) But if we want to model space accurately, all particle positions must be relative to the other particles, and not specified with respect to absolute axes. This is called background independence.

"Space" then emerges as a result of the positional relationships between the particles - it does not exist as a separate entity in its own right. If you removed all the particles from the universe you would not be left with "space" - there would just be "nothing".

So now we can describe how spacetime could be represented in a computer simulation. Each particle would have to maintain its own personal "proper" time, and it would have to store its position relative to every other particle in the simulation:

The structure of spacetime in a simulation. The information to be stored for each particle in the simulation is then the particle's time together with its relative position.

(This resultant network structure is similar to a spin network which is believed to represent the fundamental structure of spacetime (see Lee Smolin's Scientific American article Atoms of Space and Time) in that the geometry of both techniques is purely relative and they are fully background independent).

As far as rendering this simulation is concerned, we can see that the "time" property for each particle is really only a numeric value used for "filtering" purposes, i.e., the simulator selects a certain value for "now" and only those particles which possess that value as their time property (and are positioned in the rendering viewport) would be rendered. All other particles without that value for their time property would be filtered-out (otherwise the rendered image would be a mess of all particles). This ties-in with John Wheeler's quote: "Time is nature's way of keeping everything from happening at once".

As far as programming this spacetime structure is concerned, we could use an object-oriented approach in which the objects are the individual particles (in this case, electrons). The dynamic properties which each individual electron would have to store would be its proper time and its relative position (its distance to all other particles). The remaining static properties (such as electric charge) would be inherited from a generic "electron" class and those fixed values would apply to all electrons:

In this generic "electron" class, the electric charge and the mass are constant values which apply to all instances of electrons. However, the time and the relative position of the electron has to be defined for each individual electron, and so is not set in the class definition.

Now, when we want to instantiate an individual electron, we define it to be an object of the "electron" class. It then inherits values for electric charge and mass from the class definition, but its values for time and position have to be set for each individual electron:

As Brian Whitworth says in his paper The Physical World as a Virtual Reality when comparing particle physics to object-oriented programming: "In computing terms, objects can be 'instances' of a general class. Likewise every photon in the universe is exactly identical to every other photon, as is every electron, quark, etc."

Quantum Mechanics in a Simulation

The question has been asked "What purpose would be served by simulating events at the quantum mechanical level?" For example, in his book Quantum Reality, Nick Herbert wonders what is the point of quantum non-locality (for a discussion of quantum non-locality, see the page on Quantum Entanglement): "If all the world's phenomena are strictly local, what need is there to support local phenomena with a non-local fabric? Here we confront an alien design sense bizarre by human standards: the world seems strangely overbuilt."

I was one of the contributors to a highly-speculative discussion on this topic which considered if quantum mechanics might be an artifact of the underlying simulating computer system - see here. However, the most surprising similarity between quantum mechanics and computer simulation technology is revealed when we consider computer graphics rendering techniques, considered next:

The CGI Universe

We are all aware of the tremendous advances which have been made in computer generated imaging (CGI) over the last few decades. Astounding photorealistic images are now commonplace in movies such as The Matrix. It would be very important to generate the highest-quality visuals in any computer-simulated reality (in order to fool the participants). The most accurate rendering algorithm is ray tracing.

Ray tracing works - as its name suggests - by tracing individual rays of light emitted from light sources as those rays bounce off reflective surfaces. Ray tracing is especially useful for generating photorealistic images involving multiple reflections or shadows. Ray tracing is the only way to achieve perfect photorealism, and would therefore be the chosen method in any potential computer-simulated universe: "Implementing the rendering equation gives true photorealism, as the equation describes every physical effect of light flow." - see here.

You might imagine that ray tracing would work by tracing all possible rays from a light source to the eye (or computer viewport), taking into account any reflections of those rays off any intermediate objects:

However, it transpires that this is a very inefficient way to generate an image - you would have to generate lots of rays which never reach the eye (the computer viewport) and so never appear in the final image (these "wasted rays" are shown on the image above). As Wikipedia says: "Following rays in reverse is many orders of magnitude more efficient at building up the visual information than would be a genuine simulation of all possible light interactions in the scene, since the overwhelming majority of light rays from a given light source do not wind up providing significant light to the viewer's eye." - see here. It is actually far more efficient to trace rays backwards from the eye, and to see if those rays eventually finish at a light source. In this way, no rays are "wasted":

As in the example considered above, "Relativity in a Simulation", reality is created "on demand" only after an observer position is defined. This is the most efficient way of generating a simulation.

It so happens that we can now start to see parallels between these efficient methods of generating reality and the method by which reality is created in quantum mechanics. In the double-slit experiment, for example, a particle appears to take all possible paths before it hits the screen (the double-slit experiment is explained on the page Quantum Mechanics: An Introduction), including passing through both slits at once! (Also see the Feynman sum-over-paths: "Fast moving subatomic particles travel from point A to point B not by a single path but by all possible paths").

This could be considered the equivalent to the inefficient ray tracing method in which rays are traced along all possible paths from the light source to the eye. However, in quantum mechanics we find that once an observation is made (i.e., once the particle hits the screen) then it appears clear that the particle only passed through one slit. It is though the act of defining an observation position (placing the screen) forced the past history of the particle to take only a single route through a single slit. It is as if the history of the particle is then defined backwards in time along its path once the observation position is defined.

We can now see the similarity between this process and the efficient ray tracing method by which rays are traced backwards from the eye to the light source. It will always be more efficient to generate reality by waiting until an observer position is defined, rather than modelling all possible eventualities. Hence, one of the interpretations of quantum mechanics is consistent with the idea that our reality might, indeed, be simulated!

These ideas are based on the consistent histories interpretation of quantum mechanics. This approach says that the result of a quantum observation (say, a particle hitting the screen in the double-slit experiment) is used to determine the past history of that particle. Hence, there is an element of "changing the past to fit the present". For example, in the delayed-choice double-slit experiment, once the particle hits the screen the past history of that particle is selected as one in which the particle passed through the slit that was not blocked. (The equivalent of the "wasted rays" in the ray tracing example could then be considered to correspond to parallel universes in the many-worlds interpretation of quantum mechanics which never become real).

This idea is also considered by Brian Whitworth in his paper The Physical World as a Virtual Reality: "In an online virtual world, the entire world is not calculated onscreen at once. The computer, for practical reasons, only calculates what the viewer chooses to view after they choose to view it, i.e., screen calculations are as required. If what we call reality is a multi-dimensional spacetime interface, it would likewise be expected to be calculated only on demand. The virtual reality viewer would then be no more aware of this than a virtual game player is, as everywhere they looked the world would 'exist'."

For more about this idea of "retrocausality", including a description of the delayed-choice double-slit experiment, see this New Scientist article, or Stephen Hawking's paper Cosmology from the Top Down which considers retrocausality at the cosmological level: "The histories of the universe depend on what is being measured, contrary to the usual idea that the universe has an objective, observer-independent history".

But that's not all ...

It is now an established fact that matter can be broken down into individual atoms and fundamental particles. But might space itself possess a similar "atomic" structure? One of the current frontrunners for a "theory of everything" - loop quantum gravity - asserts that space is composed of discrete elements. In other words, space is not infinitely divisible, but instead it is composed of incredibly small units of volume (the smallest is a cubic Planck length: 10-99cm3) which cannot be broken-down into smaller elements.

According to loop quantum gravity, structures known as spin networks describe the relationships between these discrete elementary objects. In a spin network, the volume element is represented by a dot, or node, and the lines between the nodes show how the elements are connected together (see the section "Visualizing Quantum States of Volume" in Lee Smolin's Scientific American article Atoms of Space and Time). In other words, the position of each unit of space is defined in terms of the positions of the units which surround it (rather than relative to some absolute axes):

At this point we can now see a parallel between the discrete nature of space and the computer graphics technique of forming objects out of small polygons (such "volumetric pixels" are called voxels in computer graphics terminology). Our current technique for creating voxels has remarkable similarities with the relational nature of spacetime: "Voxels themselves typically do not contain their position in space (their coordinates) - but rather, it is inferred based on their position relative to other voxels (i.e. their position in the data structure that makes up a single volume image)" - quoted from the Wikipedia entry on voxels here. I'll admit when I read that, my jaw dropped! We're creating spin networks artificially without realising it!! Is that just a coincidence? Voxels do appear to be the hot new thing in computer graphics - we've already made voxel galaxies at the San Diego Supercomputer Center (SDSC). Also see the ENZO cosmology simulation code at the SDSC, designed to do simulations of cosmological structure formation.

At high resolutions, the voxels become so small as to be completely visually undetectable (as is the case with discrete volumes of space). Might these elements of discrete space be a form of voxel in an advanced rendering system? Are we living in a universe simulation created by an advanced civilisation's equivalent of the SDSC? At the very least, our own attempts to generate realities of our own seem to be taking us down the same path by which our actual reality is created, and that's fascinating.

Of course, this is all probably just a coincidence. But there again ...

The Big Brother Universe

But do we have any evidence that we are living in a computer simulation? Is it just a coincidence that our current popular pastimes - such as watching reality shows like Big Brother and playing God games such as The Sims or the latest astonishing game called Spore - are aimed at producing environments identical to the one in which we find ourselves? Why should that be? It doesn't have to be that way. We love to watch these participants carry out their (often boring!) daily activities, contained within a carefully controlled, closed environment.

There's no reason why these forms of entertainment should be so popular, but the fact of their popularity and their increasing sophistication does seem to provide circumstantial evidence that maybe 500 to 1,000 years from now we would ourselves be interested in creating simulations of the environment we now inhabit. And that, in turn, might be viewed as providing evidence-of-a-kind that we are, indeed, already participants that ultimate game of Big Brother.

Some tactics have been suggested to ensure we remain participants in any such universe simulation: "You should care less about others ... expect to and try more to participate in pivotal events, be more entertaining and praiseworthy" (see here) - surprisingly similar to the tactics likely to avoid eviction from the Big Brother house!

Big Brother's Big Mouth

Russell Brand and me on Big Brother's Big Mouth.

Here are some insights about the Big Brother environment:

  • If our universe is a simulation, then the Big Brother house would be a simulation within a simulation. On eviction from the house, the contestant returns to the higher-level simulation. Similarly, if you were woken (evicted) from a particularly vivid dream you would return to the higher-level reality. By analogy, if our universe really is a simulation then maybe when we are evicted (die) we move to the higher-level reality - maybe this could give some solace to those who believe in some form of existence after death! (See this thread on the Big Brother forum).
  • Contestants on the show frequently behave unnaturally, aware that they are being watched. In physics we know you cannot make an observation without distorting the experiment. The only way to avoid this would be if the contestants were unaware they were being observed (in a recent reality show, Space Cadets, the participants were completely unaware they were on a show). This would provide an explanation for why we would not be informed if we inhabited a simulation.
  • The UK version of the show has a concept of an "Evil" Big Brother who stirs things up within the house to increase the entertainment value. If our universe is simulated then maybe that would provide an explanation for natural disasters and other challenges - they're designed to increase the entertainment value for those viewing the simulation (see the illustration below! Also see this article in which a video game character complains about his hard life, being used for the entertainment of his simulator).

Maybe we should modify Edward R. Harrison's "natural selection" universe theory (described at the top of this page) in which only universes conducive to intelligent life would predominate. Instead we should say that only those universes which support intelligent life which is interested in creating Big Brother-style simulations would predominate.

Wouldn't it be ironic if now by taking a look at ourselves, and our own behaviour, we may indeed - as Stephen Hawking famously said - finally get to "know the mind of God"?

(Footnote: The "Space Cadets" experiment was due to be terminated if the participants figured-out the secret of the hoax. So maybe we shouldn't be trying too hard to uncover these secrets!)

"There is a theory which states that if ever anybody discovers exactly what the universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable. There is another theory which states that this has already happened." - Douglas Adams

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Comments

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Great article; had a fun time reading it. - Ivo Jansch, 2nd January 2007
Thanks, Ivo. You run the Simulism wiki? http://www.simulism.org/ I really hope your site is a success as this is such an important topic, and it's only starting to get enough attention. - Andrew Thomas, 2nd January 2007
Yes, I run this wiki and it would be great if you would contribute.

A quantum physics explanation for the 'is the father alive in 1990 or not' can be found here:
http://en.wikipedia.org/wiki/Many-worlds_interpretation

If you see time as a tree where each time you change something in the past, you create a new branch of space/time, the implication is that you can travel backwards in time and change something (at which point you create a new branch), but when you go forward, you go forward along the newly created branch.

A larger problem with time travel, taking our current understanding of physics into account, is the relationship between matter and energy (e=mc2). Imagine the universe as a small room with nothing in it but a single ball. If you would at some point transport the ball to the past, you would end up with a past that has 2 balls and a future with no balls; to make this work, a corresponding amount of energy would have to have been transfered from the past to the future; I haven't found much information about this problem, but I think it should be taken into account.

(Fun thing is that in The Matrix, to obey the laws of nature they installed in the matrix, the agents only materialize 'in place' of an existing person, taking over their avatar; similar concept) - Ivo Jansch, 3rd January 2007
Hi Ivo, yes, the idea that the universe can split into two branches is a potential solution to the "father dead or alive?" problem. It is considered in detail in David Deutsch's book "The Fabric of Reality". In the chapter on "Time Travel" he considers how a time travel paradox could be resolved in a computer simulation by employing a model of parallel universes (a "multiverse"). He considers using a time machine for a trip five minutes into the past: "I resolve that if a copy of me emerges at noon from the time machine, then I shall NOT enter it at five minutes past noon. But it no one emerges, then at five minutes past noon I SHALL enter the time machine and emerge at noon. What happens? Will someone emerge from the time machine or not? Yes, and no! It depends which universe we are talking about."

Thus Deutsch resolves the paradox by imagining that the universe splits into two different parallel universes. In one universe, I DO enter the time machine at five minutes past noon, and in the other universe I DO NOT enter the time machine at five minutes past noon.

Your second point about transporting the ball back to the past also reveals potential problems with time travel. If you were a software engineer trying to code time travel into your simulation I think you would encounter endless problems like that. I suspect you'd probably end up with an ever-increasing number of balls in the past and a memory leak ... which would eventually crash your simulation.

That's an interesting point you make about The Matrix - they've obviously thought how to avoid memory leaks by not increasing the total amount of people in the past! - Andrew Thomas, 3rd January 2007
This is all pretty heady stuff for me, but if I may, I'd like to comment.

I have a problem with the Simulation Argument. Specifically, the idea that since future civilizations will be far less populous than the simulations they create we are more likely than not a part of one. This seems to assume not only that future civilizations will desire to run simulations, but also that if they do the ancestral/historical simulations will be popular. I believe that if you factor in all possible futures it seems reasonable to say that there are much much more futures that do not involve simulation building than those that do. By this reasoning, it would actually be very unlikely that we are now a part of one.

Does that make any sense? - Kevin Cantwell, 3rd March 2007
if we are living in the matrix...
where's the updates??? it's time for some major improvements around here!!! - jan, 3rd March 2007
Kevin, I also have a bit of a problem with the prediction of the Simulation Argument that we are more likely to be living in a simulation than not. However, if you read Nick Bostrom's original paper carefully his argument is quite ingenious and precise, very hard to disprove http://www.simulation-argument.com/simulation.html The way it's phrased it's almost as watertight as a legal document. As Nick Bostrom always states, the argument has never been successfully refuted.

As to your idea that "there are much much more futures that do not involve simulation building than those that do", well, you have to consider the evidence at hand and consider which of those many futures are the most likely. At the moment, the most likely future seems to be one in which human computing power continues to grow exponentially, and our interest in creating sophisticated simulations will also continue. That would appear to be the most likely of all the many possible futures, so we have to seriously consider the implications of that. - Andrew Thomas, 4th March 2007
Try looking at something closely that you previously disregarded. The drain on the side of a house, for example, or a rock. As you look closely you will observe features that you didn't see before. The longer you look, the more features you will see.

Evidently, the simulation initially provides a gross shot of our surroundings, just enough to fool us into thinking everything is there. It only provides details when we focus on something.

This method saves huges amounts of processing time and memory.

The simulation need not keep track of things you are not presently engaged in. For example, Paris, or the wall behind you. It only needs to provide you with what you are seeing now.

Similarly, concepts need not be "filled in" until you spend time thinking about them. And when you do, the concepts you are then ignoring can be purged from memory. - Bob Sage, 17th March 2007
That's an interesting idea, and I'd agree. It's a similar idea to the notion of a "bounding volume" used to improve the efficiency of computer graphics algorithms: http://en.wikipedia.org/wiki/Bounding_volume Basically, if it's not possible to see an object then you don't have to simulate it. - Andrew Thomas, 17th March 2007
Great article, i want to say that Relativity Theory in fact is incompatible with tense time, because the principle of "The Simultaneously Relativity", that says that 2 event that are simultaneous in a inercial reference frame could not be it in other, destroy the concept of now(imagine two captures witch a cam, with 2 diferents events in a pictures, captured in the same place, the same time, the same angle, the same zoom, the same cam, but a different velocity). - Luchin, 20th April 2007
Thanks for your comment. Yes, I do think special relativity poses a real problem for tensed time, but, as explained in the main article, if you specify an observer position/velocity then that particular observer can have a tensed time all of his own. Basically, time is worked-out for a particular observer. Each observer has his own version of "now" (his own particular visual experience, calculated like a computer graphics viewport) based on his particular position/velocity. So, as I suggest in the main article, "the tensed theory survives". - Andrew Thomas, 20th April 2007
Great website with interesting ideas and links – really enjoying it!
What seems missing in discussions about time is the phenomenon of change. I would argue that time is a perception of rate of change within a system. In your simulation of the football game, the players process information about, for example, the position of the ball relative to the other players, and act accordingly; the relative rate of change within the context provides the timescale for those in the game – as well as observers watching. There does not need to be any external “clock”. Furthermore, because of the dynamics of systems, there will be many timescales (as you suggest in your comments on Relativity). But maybe this just moves the question into the next court: what is change? - Jeremy Becker, 20th April 2007
I think you're falling into a bit of a trap, there, rather casually defining time in terms which INCLUDE time. Well, as I said in the main article "rate of change" means how things change with respect to time. So I don't really see how you can define "time" in terms of itself: "Time is change with respect to time", which would lead to the strange idea of time flowing at the rate of one second per second. No? - Andrew Thomas, 20th April 2007
I don't mean one should define time in terms of “time” but in terms of relative motion (“perception of rate of change”). Time arises when things move relative to each other. We measure time by observing regular motions within a context, like the eath's rotation (sundial), wristwatches (hands moving around the face), atomic clocks (absorption spectroscopy of cold atoms) and the speed of light (cosmological time). My point is that time is not a fundamental property but an emergent one, arising out of relative motion. - Jeremy Becker, 21st April 2007
A final note. We can easily imagine universes without time - for example, one that is frozen, motionless; a solid state universe. Or one that is totally empty and void; a perfect vacuum. Or perhaps one that is filled with a singularity of some sort? In other words, time is part of the information content of a universe, concerning its state of order, space, change and motion. - Jeremy Becker, 22nd April 2007
If reality redefines itself to each individual, that would explain a lot. For example lets talk about people who were killed in car wrecks where witnesses said," they just pulled out right in front of that other car!!!" Perhaps in their individual reality it seemed as if the car was farther away than it actually was (I guess I can't say "actually was" beacause actually was for who?). According to the article it's impossible to ever actually completely define or understand reality, correct? Maybe our "reality show producers" just decide to wipe some of us out from time to time, could be for entertainments sake, just by tweaking our realities to combat with others' realities... If that's the case we're walking on far more fragile egg shells than I've ever began to fathom, which leads me to the question; which came first the...?? - Jeremy Butts, 25th July 2007
Love the site!! Now for my two cents; The only problem I have with the simulation argument (brain in the vat, video game reality, matrix universe in a universe stuff) is the question of Occams razor; so many universes, which are so complex, in order to explain ours. Really, it's the only saving grace that allows us to think that we are real. And, it's a nice thing to shave with. Keep the thoughts coming!!
jr - John, 14th August 2007
To one and all: As to the question of what is reality? I have thought about this for a long time and it dawned on me that the answer is obvious yet not recognised or acknowledged. Ultimate reality is pure intelligence. This is what "God" is, pure intelligence that exists in a dimension overlaying all dimensions. Our universe is but a physical manifestation of the ability of this intelligence to create. The laws of the physical universe do not pertain to the dimension where this intelligence exists. The dimension itself is pure intelligence. The laws of the physical are purely for the functioning of the physical and as such have no direct relavence to the non-physical, yet the physical can only exist because of the non-physical. That man was made in the "image" of God makes complete sense to me.A small amount of creative intelligence , with almost limitless potential, was designed into man to exercise his mind in a creative way. And what is the ultimate desire of man, but to live forever as a brotherhood in peace and to exercise his creative abilities in whatever field he chooses? From where does this desire eminate? Is this not a part of the "image" that is designed into man? - andrej, 5th February 2008
This is/was an important synergy of ideas that I've been thinking about for some time. But I'm more incline to believe that this "simulated reality" is as a result of some holographic virtual reality. This essay should have included work from psychophysics. We experience the world through our senses...this holographic principle might be linked to sensory perception... - Alberick, 19th February 2008
Thanks for your comment, Alberick. However, I do mention the "Brain-in-a-Vat" argument near the top of the essay: "our notion of reality is so loosely defined: our human sensory inputs form the easily-fooled last link in the chain of our cognition, but we rely on those senses to define the nature of all our reality." - Andrew Thomas, 19th February 2008
Does an infinite loop "crash the entire simulation"? No, not really, it just loops. This is no more a disaster imho than the Godel theorems. Moreover, I don't see any way of preventing this either in maths or physical reality.
Indeed there is no special "now" or global time just as there is no global "here". Both are just your point of view. I think that Time is not like Space, but is derived entirely from changes in spatial objects, such as with discrete motion. Time 'passes' when something changes, and is measured by counting these changes. You can get special relativity (at least) just by counting changes. Email me for more.
I had the great pleasure of attending the Perimeter Institute conference on Time and QTheory last week, and spend a little, er, time with Smolin, Penrose, Barbour, Price, and others I've wanted to meet for a while.

- Richard Shoup, 6th October 2008
Hi Richard, thanks for your comment. I'd say a simulation would be deemed to have crashed if it entered an infinite loop as that is how we describe the effect of an infinite loop in conventional computer programming. A program that is forever repeating the same loop is not doing anything interesting. We could avoid infinite loops in a simulated reality (our "physical reality") in just the same way as we would avoid an infinite loop in any computing project: good programming practice. Which we would interpret as the Chronology Protection Conjecture: http://en.wikipedia.org/wiki/Chronology_protection_conjecture

It must have been amazing to meet those fascinating scientists at PI. - Andrew Thomas, 7th October 2008
Well if you define "crash" to mean just non-responsive, I guess so. But a realistic simulation would be highly parallel, and hopefully still executing other parts even if one loops. I'm thinking more of execution faults, overflows, etc. I haven't heard yet a good reason to buy the CPC.

Meanwhile I can't believe that more than 50 years into the modern computing era, the word "crash" is still in common usage! Amazing and embarassing, to say the least, for computer science and engineering. - Richard Shoup, 7th October 2008
I discovered Gordon McCabe's paper "Universe creation on a computer" and I found it was highly critical of the idea that we are living in a simulated universe. What is your view of this? Is he right? - David, 14th October 2008
Hi David, yes, I'm well aware of Gordon McCabe's highly-critical paper. But I don't find his arguments convincing. For the interested reader, the link to Gordon's paper is: http://arxiv.org/abs/physics/0511116

I'll do a mini-review of the paper:

Starting with Section 3 of his paper, McCabe considers Frank Tipler's hypothesis that our universe could be a perfect computer simulation, a precise copy, such that every "particle" in our universe is represented by one "bit" in the simulating computer system. So there is a precise one-to-one correlation between elements in the simulated universe and elements in the simulating computer (this seems quite a likely scenario, as it would be an easy method to simulate complex universes (such as ours) using this method: just initiate a "Big Bang" and then let all the pieces fly). This is similar to a "cellular automata" universe such as the Game of Life (discussed on the "Mathematical Universe" page on this website).

McCabe claims that if we were living in a universe such as that (i.e., a Frank Tipler-style precise copy) then we would be able to tell if it was running on a digital computer or not by attempting to find non-computable functions in our universe (which would disprove the computer hypothesis). This seems fair enough, and I would certainly agree. But then McCabe has to admit that a variation of Tipler's theory by Nick Bostrom (in which there is no longer a requirement for that one-to-one correlation between elements in the simulated universe and the simulator computer) would be impossible to detect. This is because the experiences of the observers within the simulated universe could be faked in Bostrom's simulation. As McCabe admits: "The possibility of such illusions prevents Bostrom's computer simulation hypothesis from having empirically testable predictions". So any test you could perform to disprove Tipler's theory (by testing if the universe was not spatially compact, or a computer being unable to hold an infinite amount of information, as McCabe suggests) could be faked by Bostrom's theory. So you could never be certain of detecting if you were living in a computer simulation using McCabe's suggested methods.

In Section 4, McCabe takes a very peculiar tack and makes a rather bizarre claim that a digital computer cannot realise a discrete object (and hence could not simulate a tornado, in the example he provides). The basis for his claim is that all voltage levels in a digital computer are continuous, not discrete. But surely all voltage levels in a computer are thresholded to produce binary values? He then claims: "Successive runs of the same program will not produce exactly the same sequence of electronic states in computer memory". Eh? Of course it will. Run the same program twice, you get the same output, pretty obviously, no? He then proceeds: "This level of electrical noise prevents a contemporary digital computer from exactly realising anything, even discrete objects". Sorry, this is a desperately weak argument. And even if a computer didn't manage to produce a completely accurate copy of a tornado, say, the inhabitants of the simulation would never realise the minute discrepancy of the position of an air molecule.

The simple truth of the matter is that an advanced civilisation could certainly simulate a tornado using a particle system to generate the path of each air molecule: http://en.wikipedia.org/wiki/Particle_system using much the same approach which Hollywood used to simulate tornados so convincingly in the movie "Twister".

(continued ...) - Andrew Thomas, 14th October 2008
(continued ...)

In Section 5, McCabe presents a more philosophical argument and, as with most vague philosophical arguments, things become a lot trickier and unclear here. He starts making claims with great certainty about subjects we do not fully understand, most notably the true nature of physical reality.

McCabe claims that the numbers within a computer are interpretation-dependent, so there is some form of transformation or mapping required to move from computer bits to physical reality. Without such a mapping, he claims, it can never be possible for computer to generate a reality which would appear "physical" to an occupant of a simulated universe.

I think McCabe misunderstands physical reality and, for this reason, no interpretative step or mapping is required to produce reality from a computer. He does not appear to understand how difficult it is to produce a clear definition of physical reality. The key is that our reality is **relative**, not absolute. If our reality was absolute (i.e., we could devise a form of objective reality test to determine "this object is real") then, yes, we would need some form of mapping or interpretative step. But our reality is relative: we define real objects in terms of other objects which we already consider to be real, or tangible. For example: "I know the apple is real because I can hold it in my hand". That's the best definition of physical reality we can ever possess, a rather circular definition. We can never have an objective "reality test".

It is this relative nature of reality which means there is no need for an interpretative mapping. Because where does that interpretation come from in our current physical world? It comes from humans! Humans who would be nothing more than patterns of numbers in a simulation ourselves! All there is is the numbers (which would be the computer bits). With nothing objective, all that remains is the relationships, relationships between "physical objects" and other "physical objects" (which are defined in terms of each other), or relationships between computer data and other computer data. Objects in a simulated universe would feel tangible to the occupants as the objects would have precisely the same ontological status as the "humans".

This is actually the idea behind Max Tegmark's Mathematical Universe Hypothesis (MUH). Whereas the customary terminology in physics textbooks is that the external reality is **described** by mathematics (as McCabe suggests, we would need an additional interpretative step to generate reality in that case), the MUH states that reality IS mathematics. Tegmark describes the inside view of an observer living inside the generated universe which is called the "frog" view in his Mathematical Universe: http://www.ipod.org.uk/reality/reality_mathematical_universe.asp Other mathematical structures in that universe would appear physically real to that frog, so no additional interpretative step is required. In fact, Tegmark specifically says that no interpretive "human baggage" is required, which McCabe seems to feel is essential.

Thanks very much for your question, David. - Andrew Thomas, 14th October 2008
I've got a theory that the reason we have a fixed speed limit on the speed of light is because this represents the upper limit of the processor power of the processor rendering the simulation. It just can't move things any faster! What do you think? - Robert Puttnam, 2nd February 2009
Hi Robert, several people have actually suggested that, but I don't think it's correct. I don't think any of the laws of physics in the external simulator universe need apply to the simulated universe: the Grand Simulator is effectively omnipotent and can choose any laws of physics he wishes - he is not even bound by the processing power of his computer.

The simulated universe experienced by the simulated being is **completely independent** of the type of computer performing the simulation. It doesn't matter if it's running on a slow Mac or a new PC, as long as the resultant rendered image is the same then the experience will be the same. So the external laws of physics also do not affect the experience.

Considering your example of the speed of light, it is actually possible to move things around at **infinite** speed within the simulation just by making them disappear at one moment in time and then making them reappear some arbitrarily large distance away (100 million light years?) at the next moment in time. That's effectively infinite speed within the simulation, but it does not involve any extra processing power.

David Deutsch agrees with this in his book "The Fabric of Reality" when he considers the related problem of creating virtual reality environments: "A flight simulator can give the user a wide range of piloting experiences, including some that no real aircraft could: the simulated aircraft could have performance characteristics that violate the laws of physics: it could, for example, fly through mountains, **faster than the speed of light**, or without fuel." - Andrew Thomas, 2nd February 2009
Thanks for your reply.

You say that the external laws of physics do not affect the experience, and "It doesn't matter if it's running on a slow Mac or a new PC, the experience will be the same". But surely if the simulated environment takes a long time to render on a "slow Mac" then the simulated beings will notice time slowing down? So there IS a dependence on the external environment. - Robert Puttnam, 4th February 2009
Hi Robert, thanks, that's very interesting. But I'm afraid I'm going to have to disagree with you again. I do not believe the simulated beings would be able to tell how long it takes to render their world on a "slow Mac". As far as they are concerned, they would not notice time slowing down at all. This is why:

Everything inside the simulated universe is defined in terms of other objects inside the simulated universe. For example, the simulated beings would measure time using clocks (these would be simulated clocks, of course). So if the simulated world is generated more slowly (on a "slow Mac") then the rate at which the clocks move also slows down at precisely the same rate. Even the functioning of the simulated beings' brains would slow down at precisely the same rate. So the simulated beings would feel like nothing had changed: time would feel the same in their brains, and their clocks would give the same readings.

(For more on this idea of time being defined by relationships, see page 11 of Carlo Rovelli's paper "Quantum spacetime: what do we know": http://arxiv.org/abs/gr-qc/9903045 which considers the relationship between a clock and a moving pendulum).

David Deutsch also makes this point on pages 124-125 of his book "The Fabric of Reality" when he considers the similar situation of a user wired-up to a virtual reality machine. He wonders how an extremely complicated scene could be rendered quickly enough: "The computer causes the brain to slow down (or, if necessary, to stop) until the calculation of what should happen next is complete; it then restores the brain's normal speed. What would this feel like to the user? By definition, like nothing. The user would experience only the environment specified in the program, without any slowing down, stopping, or restarting."

So the generation of the simulation is truly implementation-independent as far as the simulated beings are concerned: it really doesn't matter if it's running on a "slow Mac" or a "fast PC", processor speed is unimportant. As David Deutsch again says in his book "The Fabric of Reality": "This method allows us to specify in advance **an arbitrarily complicated environment** whose simulation requires any finite amount of computation". So it would even be possible to simulate our existing universe on a basic PC - the processor speed would be sufficient, though it would take an incredibly long time! (And you might need to install a considerable amount of additional RAM!!) - Andrew Thomas, 4th February 2009
I have written a book called "42 - The Answer to Life" which touches upon aspects of this. (Quick plug: http://www.2x21.com but the question about defining reality, if we assume we are part of a computer simulation, is not about questioning 'our' reality but 'total' reality. So, let's just say we are a construct of a fabrication, maybe how we perceive that and beyond - the 'above' reality - helps all questioning intellects determine the ultimate unanswered questions to discover the ukltimate answers. In which case, artificial or not, we are still in the loop!

mol - Mol Smith, 28th June 2009
One idea I quite like to imagine is this: if we are in a computer simulation, how is data collected and taken outside of our boundaries?

The answer I like to imagine as best fit is: at the centre of each galaxy (hub) is a 'black hole'. Here, all data is broken down into its raw parts and sucked out through the 'ports' into the super-real reality to be made use of.

We see 'black-holes' but I see the gateways which somehow fit the function of my hardware i am using to write this note.

mol
- Mol Smith, 28th June 2009
If we are in a computer simulation, and let's face it - nothing is perfect: complex programes leave as many errors and open ends as they do solutions; then within our existing reality, there will be subtle errors and unexplained items which may well get filled in after the event of simply go on being missed.

So here are a few tothink about. i call them 'cracks in reality'.

1) World War II saw the desruction of bricks and mortar on a fantastic scale. London, Hiroshama, Nagasaki, Coventry, Dresden, Hamburg, Stalingrad, suffered poundings which obliterated billions of tons of physical structures.

Th twin towers in the USA took over 2 years to clear the debris: a tiny thing compared to the cities I just mentioned. Where have you read or seen a documentary on the colossal work of removing the debris from these cities. More... the engineering and manpower task of removing the waste and rebuilding these massive cities would have been so costly at a time when the world was bankrupt and focused almost 100% on destructive industries that the task would have taken decades.

Where in the world today is the accounts/accounts of this enormous set of projects?

2) In the UK, the 1950's saw the ris of nuclear power stations, 4 years after the second world war. I was born in 1950. I am now 58 years old. In 58 years, I have never witnessed the construction of electricity pylons and their wiring. They dont rot. You may see a guy here and there paintng one, but I just cant see how they all got there. In fact, as a child they must have been going up like blazes with all these incredible vehicles lifting tons of cables above my head to get over all the housing estates etc., but I never saw them. Ask everyone you ever meet now or knew in the past, they will tell you the same answer: they never saw one goingup nor any of this work either!

I kid you not.

There are cracks in reality in the everyday things. The big stuff is probably covered but the devil is always in the fine details. The illusion is never achieved by the big view but the lesser one. Each person should examine their own reality, or journey and see what facts they can agree on. Ask a friend his recollection of accounts on a small thing at school in the past or at at a job or any event which sticks in your mind that you both shared. Your accounts will differ greatly. Is this a product of your observations, your memories, or the event itself?

mol
- Mol Smith, 28th June 2009
Hi Mol, thanks, that was tons of fun paranoia!

I've wondered about that question of reconstruction after the second world war myself. I think it's especially amazing when you consider how Germany was totally destroyed in the war but was leading the world by the 60s & 70s with great cities. It's interesting, I searched for "post-war reconstruction" on Google Images and there wasn't a single image of the reconstruction process - not a mechanical digger or a workman in sight.

I also think it's interesting when you boil a saucepan of water and you get huge bubbles of air bubbling up endlessly. We are told that that air is just dissolved in the water, but when you consider the volume of air released it seems like its 10-20 times larger than the volume of water it came from. Seems to me like a programming bug!

Anyway, great fun. Good luck with your book, Mol. - Andrew Thomas, 28th June 2009
The "Matrix" notion is (in my mind) similar to the fovea of the retina, i.e. 50% of the nerve fibers are in 1% of the area. You only have to process a lot of data when you are "focused" on that data.
The required processing power (of the Matrix) would be considerably less than one would imagine. If you didn't see it, it didn't happen and wouldn't be computed. - johnny, 6th July 2009
Great Article Andrew. Two arguments seemed very compelling to me. Simulation argument and quantum mechanic on demand reality creation to save computational power. But I still believe that we are not in a simulation. Godel Incompleteness theorm cleary shows that our mind performs some non-computational activities. Then how does master programmer simulate those activities if in a simulation he can only perform computable activities. ?? - Gorav Jindal, 16th July 2009
Hi Gorav, that's a good question, and it is the question posed by Roger Penrose in his book "The Emperor's New Mind" (I presume you are aware of that book). Penrose said that a computer could never act like a human mind for precisely the reason you suggest.

However, I think this shows a general lack of understanding over what "non-computability" entails. I explain it well on my "Is The Universe A Computer?" page:
http://www.ipod.org.uk/reality/reality_universe_computer.asp

Basically, for a particular, specified mathematical axiomatic system (i.e., a particular group of axioms) then there will always be a theorem which is true but you cannot prove (from those particular axioms). So the particular theorems which are undecidable will depend on the particular set of axioms you select. There is no such thing as an **absolute** undecidable theorem.

So a computer can basically do anything a human mind can as long as it starts from the correct axioms (i.e., as long as it is given the correct starting axioms in its programming). This is described about half-way down this review of "The Emperor's New Mind" by John McCarthy:

http://www-formal.stanford.edu/jmc/reviews/penrose1/penrose1.html

Here is the important quote from that review: "One mistaken intuition behind the widespread belief that a program can't do mathematics on a human level is the assumption that a machine must necessarily do mathematics within a single axiomatic system with a predefined interpretation."

The way I look at it, whenever we try to prove a theorem, or work out anything, in our minds then we clearly follow a step-by-step process (we could basically say what we are thinking, and the steps we are making). And any computer could make exactly the same steps. So as long as the computer is given exactly the same "basic knowledge" as a human (basically, the same initial axioms) then it could perform exactly the same steps as a human mind. So there is essentially nothing absolutely non-computable for a computer.

Thanks for your great question, Gorav.
- Andrew Thomas, 16th July 2009
Thanks for the reply Andrew. I am well aware of the book "The Emperor's New Mind". In fact I asked the above question after reading that book only. As of "non-computability", I think I understand what It means. I think any computer cannot do better than Turing machine or lambda-calculus or URM(All of these are equivalent in computational power). SO Grand Programmer's computer should also not do better than these computational systems. Now hypothetically, let's assume that (3n + 1) conjecture is proved to undecidable in the number theory today(Set of Axioms is the set of axioms used in today's number theory and so are the inference rules). So some human proves the undecidability of this beautiful conjecture in today's axiomatic number theory. What would you make of that? Grand Programmer's simulations could only do as good as Turing Machine. And If I understand it correctly, A Turing machine can never prove the undecidability of any thing(For any set of axioms and any set of inference rules). I might be talking foolish. Am I missing something here? Or Humans use more axioms and inference rules ?Please explicate more. I am a bachelor in Computer science and Engineering. I plan to do a doctorate in something related to computational models, mathematical logic and proof theory. May be after that I will be more clear on these critical and probably the most beautiful issues on this earth. Anyway thanks for your quick reply. Recently I finished the book "The quantum challenge". This book is a great book for developing deep understanding of quantum mechanics. Earlier I believed in einstein's idea that there has to be some hidden variables of reality which will explain statistical results of quantum mechanics. But Bell's theorem is clear proof that there is no reality before measurement and there are no real hidden variables. Idea of "on-demand reality creation to save computational power" seems very compelling to me. I believe just like Einstein that there has to be reality before measurement and Grand Programmer's presence is a good reason why it is not so. Anyway this article was a great read particularly for this very beautiful idea. It's your idea or it has been proposed earlier. Waiting for your reply on my naive comments. - Gorav Jindal, 16th July 2009
Hi Gorav, thanks, I do cover the principle of non-computability on my "Is the universe a computer?" page. Basically, for any formal axiomatic system (FAS) there will always be a theorem which is true but which you cannot prove to be true using the axioms of the system - the theorem is then said to be "undecidable". However, if you then add more axioms to your system then you **could** prove it to be true (hence, there is no such thing as an *absolutely* non-computable function), but then there would be other different theorems which you could not prove to be true. So any axiomatic system is bound to be "incomplete" in some way.

As to your question of how non-computability in the simulated universe would relate to non-computability in the Grand Simulator's universe - that's a very tricky and interesting question and it hadn't occurred to me. I would imagine the axioms generating the simulated universe would have to be equal to (or a subset of) the axioms of the external simulator universe (after all, it's just a program running in the simulator universe), and so it would not be possible to prove a theorem in the simulated universe if you couldn't prove it in the simulator universe.

So if you are the Grand Simulator and you find a theorem you can't solve, you wouldn't be able to make a shortcut by creating a simulated universe and hoping the simulated beings prove the theory for you!

I have just discovered that David Deutsch considers this idea of the mathematical limitations within a computer simulation in his book "The Fabric of Reality". He says: "A type of experience which certainly cannot be artificially rendered is a *logically impossible* one. I have said that a flight simulator can create the experience of a physically impossible flight through a mountain. But nothing can create the experience of factorizing the number 181, because that is logically impossible: 181 is a prime number."

Very interesting - thanks a lot. - Andrew Thomas, 17th July 2009
That was the whole point I guess. If humans prove something to be undecidable in any axiomatic system, there is great chance that they are not being simulated because if they were, they won't be able to do that I guess. Taking into account the fact that we have proved some statements to be undecidable makes a great case that we are not simulations. Thanks for your reply. BTW, If there is really a grand programmer, can we treat black holes to be USB ports ? :). We have no way of knowing what lies beyond the space-time singularity of black-hole and master programmer may be feeding information into our universe by these black holes(USB ports). The simulations will never know what lies beyond a USB port and grand programmer can easily send the information by these ports to make little tweaking and corrections the simulation. Just a random thought!! - Gorav Jindal, 17th July 2009
Hi Gorav, you said: "If humans prove something to be undecidable in any axiomatic system, there is great chance that they are not being simulated because if they were, they won't be able to do that I guess." I don't think I would agree with you there. If we discover an undecidable theorem, then it might well be undecidable in the simulator universe as well. So it doesn't really help us determine if we are simulated or not.

However, it might reveal some interesting facts about the structure of the Grand Simulator's simulating algorithm!

As to your USB theory, well, USB is bi-directional but black holes are pretty much uni-directional. So I'm not a fan of that theory. I actually think any Grand Simulator would be virtually omnipotent and would not be limited to sending information only through black holes - they would basically have complete control of the simulation. I would imagine they could traverse the simulation in the same way as we can when we play "The Sims". - Andrew Thomas, 17th July 2009
Okay, I withdraw my thought on black holes. I think you are dead right on that issue of uni-directionality. But I still persist on that undecidability issue. I guess you misunderstood me. Anything that is undecidable in any universe will be undecidable in any universe. Physics may change universe by universe. But mathematical properties remain same. I agree that if anything is undecidable in simulator universe then it will be undecidable in simulated universe also.But the point is that any simulated being should not be able to prove the undecidability of that thing. - Gorav Jindal, 17th July 2009
Hi Gorav, very interesting. You say: "Physics may change universe by universe, but mathematical properties remain same." Well you might think that's the case but that is not as clear-cut as you might imagine. Mathematics is an axiomatic system, i.e., based on axioms. Now, you might think the axioms of mathematics are "obviously correct", such as Euclid's five postulates of geometry (this is considered in detail in the section "Is there really a Platonic realm?" on my Mathematical Universe page - I suggest you have a read of that). However, when non-Euclidean geometry came along it was realised that those "obviously correct" geometrical axioms are not so obvious after all!

If we had a different universe with non-Euclidean space, or more than three spatial dimensions, then geometry (a branch of mathematics) would look very different. Even arithmetic could be different (see the section "Arithmetic in different universes" on my Mathematical Universe page). So when you say mathematics is the same in every universe, it is not necessarily the case. It all depends on the axioms. We have chosen a system of mathematics which closely follows the physics of our universe, and so is most useful. But we were at liberty to choose a completely different set of axioms.

The whole system of mathematics developed by the inhabitants of another universe could be different to the system of mathematics we have developed in our universe because it would be based on different fundamental axioms. Those axioms would be based on the physical axioms of their universe, but those physical axioms are different from our universe. But those different axioms would seem completely normal and "obviously correct" to the simulated beings, just as our axioms seem "obviously correct" to us!

I would recommend you have a read of my Mathematical Universe page for more on this. Things aren't as obvious as we might think they are at first glance - Andrew Thomas, 17th July 2009
A virtual existance is most likely what is going on. Even looking at the facts logically. Atoms the building blocks of all matter are composed of electrical energy only, neutrons , protons & electrons.There matter is only energy & not solid as we imagine it to be. Like wise with string theory , vibrating strings of electrical energy as buidling blocks. This can be confirmed by the fact that quarks pass right through the earth, electric particles from space, & out the other side, unchanged in mass or velocity. A large part of the universe is composed of dark matter & dark material. An apparent undectictable force or energy. Gravity holds galaxies together as they rotate, for some unknown reason.( rotate that is) The centra-fugal outward pull is balanced by the black hole at the galaxy centre, functioning as the spindle of the wheel, keeping the structure fairly balanced & intact. Matter apparently gets digested into this black hole, which only ingests unlimited quantities of material never to emerge in this reality state anyway.As we know the universe has no limits continually expanding into a void. Endless space.Is this logical. Time is endless no start no end. Living on our little ball no wonder we have tunnel vision with limited distances & spaces. As Einstien said God is not a mean man but he has a sense of humour, he probably wrote the software, not bill gates. Thats it really.Any suggestions. - David Perry, 9th September 2009
Hi David, thanks for that. I think the structure of "dark matter" is very interesting in this respect: most of the universe is invisible. Maybe that is in some way connected to some hidden "simulator" aspect of the universe? - Andrew Thomas, 10th September 2009
Great website. Thanks.
And here are my questions:
1. Being a computer programmer, speed of light feels like a global limit like the ones we, programmers have to include in our programs.
It is like "ok, how many addresses is the user going to store?"
In most of the cases, we go with a huge number, just in case. It doesn't necessarily mean that this value can not be increased, should the application require it.
But, in most cases, we need a limit, more like a "nobody is going to need these many addresses" limit, just so that we can write efficient loops.
2. After reading this, I couldn't help but think of the buddhist question about "when a tree falls down on the forest, does it make any sound, if you are not there?" (or something like that - of course, not considering sound as pressure waves that would affect the surrounding environment, but the actual "sound" of it).

Regarding number 1, I just though about this: if the speed of light is a programmer-defined global limit, (var c = 300000; // km/s), so that the programmer can easily write code like: (for i = 0; i <= c; i++){...}), then (in an actual computer program), c could be increased, if needed be.
Wouldn't it be great to see that happen? Like, the program automatically increases c to 350000 km/h? That would be amazing...
Cheers,

Rui
- Rui Barbosa Jr., 5th October 2009
Hi Rui, yes, I like your idea about the speed of light - placing the limit so high that no one will notice there is a limit.

I'm not convinced by these speed of light arguments, though. See my answer to a similar comment posted by Robert Puttnam earlier: "it is actually possible to move things around at **infinite** speed within the simulation just by making them disappear at one moment in time and then making them reappear some arbitrarily large distance away (100 million light years?) at the next moment in time. That's effectively infinite speed within the simulation, but it does not involve any extra processing power." Thanks Rui. - Andrew Thomas, 5th October 2009
"The Simulation Argument then goes one step further by stating that with the number of simulated humans inevitably outnumbering real humans, the computer simulation scenario is actually the most probable situation"

The fundamental problem with Bostrom's premise is that, the way it is framed, *IT SHOULD HAVE BEEN JUST AS "PROBABLE" FOR THE ORIGINAL, REAL, NON-SIMULATED HUMANS TO THEMSELVES HAVE BEEN SIMULATIONS*.

There's some seriously flawed logic here that renders the entire premise unconvincing, regardless of how "rigorously" it is presented.

Is it not conceivable that in the original, "real", non-simulated universe, the humans who would one day build the simulation in which we "probably" exist, had a Nick Bostrom amongst themselves who reached exactly the same conclusion about his own REAL universe, convincing other REAL humans that their REAL universe was "probably" a simulation and who, incidentally, must have been flat-out wrong? Funny, that.

His assumption regarding probability is inherently flawed as well. Using his logic it seems easy to conclude the following; Since the majority of all humans living and breathing in the world today were born and live in Asia, the most probable case is that you yourself were born and live in Asia. If the only piece of information I knew about you was that you were neither born in nor live in Asia, I can then conclude that you are probably not a living, breathing human.....right?

The problem is that he creating a false equivalency between an unknown, hypothetical variable (the number of simulated humans presumed to exist in some future time) and real humans who do exist and have already in fact been born.

That simulated humans capable of sufficient complexity and depth of thought equivalent to you and I will someday exist is a prediction and extrapolation based on our own current technology, it is NOT an extant fact.

That, even given the assumption that simulated humans will one day be created, they will simultaneously exist in extremely large numbers is too large a leap of logic since he is imposing his own basic assumptions about the usefulness of such simulations to future societies which don't even exist yet. Historically, predictions about the needs, desires, and knowledge of future societies have consistently and embarrassingly fallen flat on their face (I'd bet such predictions will continue to fall flat).

As I've said, since his argument rests too much on assumptions about the specific desires and interests of future beings whose knowledge and intellectual abilities presumably surpass his own, those assumptions are essentially baseless as far as I'm concerned.

For all we know, simulations of the scale that Bostrom conceives of may be totally unnecessary by the time the technology exists to create them, and superior, more efficient methods to acquire the same information will be developed and used instead. - Bostrom's argument is based on a false premise, 5th October 2009
Hi, thanks for your comment. Bostrom's simulation argument is based on only two assumptions: 1) the human race does not become extinct, and 2) that future human civilisation will want to create human simulations. Neither of these assumptions seems particularly unreasonable - we already see how we love to make computer simulations of humans in games like "The Sims". It's not unreasonable to suggest this will continue (and probably accelerate, with more sophisticated simulations). I would imagine any intelligent civilisation would be fascinated by the opportunity to "play God". And if Bostrom's (not unreasonable) assumptions are correct then you have to then logically conclude we are living in a simulation.

Yes, you might well be right. But Bostrom's two assumptions do not in any way seem unreasonable to me.

Yes, the original "real" non-simulated universe WOULD have had its own Nick Bostrom convincing other REAL humans that their REAL universe was "probably" a simulation. And it that case, yes, that particular Nick Bostrom would have been wrong. But there would be many more simulated universes simulating other universes, so the probability that OUR Nick Bostrom is actually wrong and we are living in a real universe becomes vanishingly small.

This "Matrix" idea is a real possibility which is hard for a scientific argument to easily dismiss. It does seem to follow from only two reasonable assumptions.
- Andrew Thomas, 6th October 2009
Hello again.
I don't want to be a pain, bringing the speed of light subject back...
You really are right about the program being able to instantly teleport things around.
But I have written a couple of 3D games myself, and usualy that's not how we do all the movings.
3D elements are usualy moved by applying forces to them, not by direct manipulation of their positions.
Of course, I am talking about how programming is done in our own world :)
But to me that would also make sense in the simulated world.
There are a number of good reasons to do it that way.
First, it is a high level approach, highly object-oriented; it frees the "main program" from having to move objects around, specially if you (the simulated universe) has some kind of accelerated physics - like Ageya PhysX, in our world.
Then, there is the collision detection problem.
Collision detection is handled in many ways one would not expect.
If we are talking about a *multiplayer* simulation, then effective collision detection is usually handled by prediction, instead of actually detecting the collisions when they happen.
This saves a lot of processing power.
It works like this: particle A is moving by Va, while particle B is moving by Vb.
Will they collide? When will that happen?
We (and I would assume any programmer that uses a similar kind of logic, no matter what world he/she lives in) would project both speed vectors and see where they touch each other.
In order to achieve this, the program would deal with positions and velocity vectors.
This dramatically increases performance, at the cost of computing movements by using a set of equations and, invariably, a set of parameters that determine the limits for the simulation.
That's how physics engines work in our world - which does not mean that's how they would work in the "real world".
But as far as I can tell, that's how I would doit - and that's how it is made in ODE, Tokamak, Havok, PhysX... you name it.
So, in short, I am not trying to stick to some idea, I am just offering an explanation of why I believe limits like speed of light are required for the bread-and-butter physics of that simulated universe.
BUT - that would not keep the main program to apply "infinite speed" when it is needed. Those would be special "game objects". The rest of us, the core objects, the great majority of the simulated particles would still be moved around by the physics engine, still using object oriented approaches and still subject to the equations and the limits that are implemented by the classes they inherit their functionalities from.
That speed limit would then be easily explained, I guess... but I may be wrong and I would love to hear what you guys think about this.
Cheers,
Rui
- Rui Barbosa Jr., 11th October 2009
Hi Rui, yes, that's very interesting treating the speed of light as a design decision rather than an implementation limitation. I can go for that. But why should there be any upper limit at all? Why not just let things go faster and faster with no upper limit?

Yes, I am definitely in favour of the speed of light being a design decision rather than being due to any limit in processing speed (which, as I explained, isn't really a limitation anyway - we can still make things move at infinite speed). I actually think the reason why there is an absolute limit is to stop objects being able to move "backwards in time". Considering Einstein's theory of relativity, we see that time slows down for objects that move close to the speed of light: http://en.wikipedia.org/wiki/Time_dilation And if an object could ever move faster than the speed of light it would effectively be travelling backwards in time. See:

Why faster than light implies back in time

This would introduce all sorts of inconsistencies into your simulation, such as the ability to kill your own grandfather (see the section "The Need For Constraints" further up this page). So I think an upper limit on the speed of light could be a design decision to stop these inconsistencies (which would appear as an infinite loop in your computer program).

Thanks a lot, Rui. - Andrew Thomas, 12th October 2009
I think you found a very good explanation for that question.
It makes perfect sense, it is elegant - and it is simple.
If I had to offer another explanation, I would say that it would have something to do with time granularity, or how small a time-slice can be.
Time granularity is critical when one needs to integrate velocities to get displacements.
Now that I think of it, this would make sense, too.
Moving objects by applying forces to them, rather than directly manipulating their space coordinates, would result in displacements, which are always relative, rather than absolute.
Why would we need to define the size of the smallest possible time-slice? I am not sure.
Maybe it has something to do with the way information is stored.
Maybe speed vectors are coded using time^-1 notation (how many time-slices are needed to move 1 space-unit). I don't see why one would do that, thou.
He... I don't think we can find another answer without analyzing the actual data structures that is being used.
Cheers,

Rui - Rui Barbosa Jr., 13th October 2009
Andrew, the NASA article below sums it all up dark matter / dark energy in the universe. With matter being spontaineously created & destryoed. There must be an 'outside body' i e another dimension affecting or controling the whole process.
http://nasascience.nasa.gov/astrophysics/what-is-dark-energy - David Perry, 13th October 2009
Hi David, yes, have a look at the section "There's no such thing as nothing" on the Quantum Reality page of this website. - Andrew Thomas, 13th October 2009