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 Post subject: Virtual Reality Physics
PostPosted: Mon Jun 13, 2016 7:33 pm 
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The following is a YouTube post I recently made in a thread where "Open-Minded-Skeptic" and Jeremy Yarbro had posted (Fireside Chat April 2016 Pt 1). I thought it belonged here as well.

Open-minded-Skeptic, Jeremy must have watched the Atlanta GA 2016 YouTube videos I suggested you watch, and according to this statement, evidently understood them very well: "Everything works like the DS experiment. We build machines that constrain the rule-set, and the VRRE inserts the logical consequences of those constraints into our data streams."

Hallelujah! There is only one physics (one simple set of logic) that does it all, not two very complex sets: one for the micro world and one for the macro world.

Jeremy's statement simply reflects the nature of any VR -- in a VR there is no physical anything (electron, photon, Buckyball, freight train, cell phone, satellite, body, brain, or particle generator) -- it is a calculated (information constrained by a rule-set) computed reality, that is why we call it "virtual".

The consciousness player, who logically must be non-physical relative to the VR, receives and then interprets a data stream that describes what WOULD HAVE taken place IF the simulation were real and not a simulation. Everything that happens in the VR must abide by the logic of the rule-set which defines the "objective causality" within the VR. Accordingly, the IUOCs have their avatars arrange the virtual stuff in the VR such that it produces an effect that is in consonance with the VR's rule-set (e.g., a text message is sent via RF transmission from cell phone-A to satellite to cell phone-B).

The computer, realizing that the VR's rule-set logic has been obeyed, sends the result of that effect (a text message to Mr. B) in Mr. B's data stream which Mr. B interprets as a text message from Mr. A on his cell phone. There is no need for the computer to compute the complex RF transmission process from cell to satellite to cell -- that would be a complete waste of cycles since it is entirely unnecessary.

Mr. B gets the message (along with a delay time and some system noise determined by what is drawn from a probability distribution) AS IF that complex virtual communications technology (virtual RF to virtual cell tower to virtual satellite, to...). process actually took place. It did not.

The VR reality experience is created entirely by the computer sending data streams to IUOCs...and is driven by IUOCs sending choices back to the computer. Everything in-between is virtual just like WoW or The Sims -- dynamically computed data on a hard drive. The probability based simulation primarily works by simulating EFFECTS, that are in consonance with the rule-set. That is hugely more efficient than a deterministic rendering from the ground (particles) up.


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PostPosted: Wed Jun 15, 2016 12:53 pm 
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twcjr wrote: The computer, realizing that the VR's rule-set logic has been obeyed, sends the result of that effect (a text message to Mr. B) in Mr. B's data stream which Mr. B interprets as a text message from Mr. A on his cell phone. There is no need for the computer to compute the complex RF transmission process from cell to satellite to cell -- that would be a complete waste of cycles since it is entirely unnecessary.
So the computer essentially builds a "top-down" rule-set instead of a "bottom-up" one?

When we humans build a complex system in PMR (such as cellular RF text message communication) out of smaller building blocks, the LCS does not calculate the smaller building block causality everytime. The LCS just builds (to use another computer analogy) a "look-up table" for quick processing of macro events like text messaging?

I imagine the look-up table would be chock-full of probability values in a n-dimensional matrix mapping different variables (noise, transmission distance, RF capacity, etc.)

The LCS essentially builds up a knowledge-set of macro-objects like cars, houses, cell-phones, moose, the sun, etc. As a kid I always thought it was "bottom-up" in that it only had to know about the smallest particles and calculate from there. That was my intuitive understanding so this was always a big mind adjustment for me in MBT.

Top-down seems heavy on storage of the data, while light on the processing. A bottom-up approach would be lighter on the storage of the data (you don't need to know what a "car" is, just its constituent parts), but heavier on the processing. Am I right about this?

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PostPosted: Wed Jun 15, 2016 1:43 pm 
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Mike,

Since everything is stored in the Actualized Data Base (the history of each IUOC in all of its VRs and other functions), it is easier to just use that rather than recreate it from scratch and then have to search it out of a central store and send it to where needed. You use this data for memory more than for anything else. If you are going to store it anyway, why also have to recalculate it from the smallest piece up? And the processing is done by TBC which is actually the IUOCs participating in the same System (as in OS) serving as linked processors in TBC. So saving processing opens up more cycles of the LCS for those IUOCs to serve in Union as AUM.

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PostPosted: Wed Jun 15, 2016 2:25 pm 
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Ted Vollers wrote:Mike,

Since everything is stored in the Actualized Data Base (the history of each IUOC in all of its VRs and other functions), it is easier to just use that rather than recreate it from scratch and then have to search it out of a central store and send it to where needed. You use this data for memory more than for anything else. If you are going to store it anyway, why also have to recalculate it from the smallest piece up? And the processing is done by TBC which is actually the IUOCs participating in the same System (as in OS) serving as linked processors in TBC. So saving processing opens up more cycles of the LCS for those IUOCs to serve in Union as AUM.

Ted
Good points, the data is stored anyway. I still think that it is neat that the LCS "abstracts" away the details to generalize its processing.

Thinking about this from a different angle, the LCS would want to design itself this way because storage is cheap but processing is expensive. The LCS can always make more bits to store more data (as long as it is useful), but the processing is constrained by the delta-t's of time. There's only so much that can be done in a delta-t, so you better make the most of it... otherwise the rising tide of entropy will catch up with you.

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PostPosted: Wed Jun 15, 2016 2:42 pm 
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The idea of reality as a simulation doesn't preclude the concept of a "bottom up" construction of reality. Which is why you have people even now who agree with the simulation theory but still talk about simulating the universe one particle at a time. This kind of thinking is rooted in the materialist mindset that reality is constructed like legos starting with the fundamental particles and on up until you get a planet or a person. Little chunks of matter or even energy that fit together to make bigger stuff. That all of these fundamental particles are "out there" and existing at the same time. That they are real.

That's nice, but now enters quantum mechanics. What exactly is a particle? A wave? A tiny ball of matter that has a trajectory? It has been proven to be both depending on what experiment you run. But it can't be both. The only way to understand QM is to know that there are no particles. That's why "nobody" understands it. Because as long as we hold on to this belief that an electron is a real thing that exists all the time, we will never understand QM. If you begin trying to understand Quantum experiments by imagining an electron entering the experiment and traveling down a path (or two paths) before hitting a detector, you will never succeed because you are starting in the wrong place. There are no photons, electrons, atoms, or buckyballs traveling anywhere.

What is an electron, then? It's a model of an effect. The model changes based on what effects we can coax out of the VRRE via experiment. Is it a real thing? Nope.

The same is true of most scientific models. Take gravity. Originally it was thought to be caused by the mass of Earth pulling everything down. Then along came Einstein and others who proposed some ways/experiments in which that model was not fully explanatory. So we got a new model called "curved spacetime" where gravity is not the Earth pulling on a falling apple, but the apple rolling down a curved spacetime. Or the model of an atom that went from looking like a ball nucleus surrounded by BBs to a probability cloud. None of these things are real. There is no curved spacetime or Earth pulling on us. There is no atom. These are all models invented by humans trying to apply increasingly abstract physical understandings to the VR ruleset which is not physical in any way. The more we discover about the ruleset, the more abstract the models must become in order to preserve the belief in materialism and physicality (because there is nothing physical or material about the ruleset). This is why the idea of a physical matter reality must eventually fade away. Eventually our physical models will be so abstract as to seem absurd(like in QM) and there will be no other option.

Think of the Elf in World of Warcraft. If he were smart enough to figure out how things might work he would see an apple fall from a tree and start to try and figure out how that happens. He figures out the logic, the ruleset, but because he believes his reality is physical he invents one physical model after another to try and give his measured effects a physical cause. One day the Elf decides his space is curved and that causes gravity. We would call that a delusion from our perspective. We know his space is not curved or the fire he conjures is not caused by microscopic particles heating up. His space isn't even real, it's simulated. So has mainstream science deluded itself. We are the Elf trying to make physical sense of that which is not physical.

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