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by yyyk
2256 days ago
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"To address the quote: We don't need to simulate the weather in its full apparent complexity, as long as the observed aspects of the weather falls within parameters that makes them plausible but sufficiently unpredictable." What's the point of a simulation pretending to simulate a complex system when it could have just implemented a simpler system in the first place? Also, What is "observable"? If you mean "what people [well, simulation subjects] might look at", recall that people do take past data of weather, including data that's not collected at the time (e.g. tree ring data). Assuming that the simulation can't examine future actions of the simulated people (if you could, why bother with a simulation?), it would need to simulate pretty deeply too, to be "plausible" with everything they might collect in the future. It isn't clear at all that a good simplification exists that would do that more cheaply. |
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Why are you assuming the simpler system would achieve the goal of the simulation? If the intent is to see how a "player" responds to an environment that is a realistic reproduction of a given environment, then placing them in a simulation that isn't a realistic reproduction may be insufficient.
> Also, What is "observable"? If you mean "what people [well, simulation subjects] might look at", recall that people do take past data of weather, including data that's not collected at the time (e.g. tree ring data).
The only "observable" data that complicates things are data that has been affected by "players", and where the effect has been observed by them and may be remembered by them. Anything that has not been affected by "players" can, assuming a simulation that consists of a deterministic base parameterised by time with a layer of "player modifications", be generated purely from the simulation. Anything that has been affected by "players" requires you to record those changes and alter the simulation based on those recorded differences.
Recording those changes has a significant "cost" because if they have knock on effects you also need to account for those knock on effects.
But as long as you store that state, you can still recreate any past state.
(consider here Minecraft as a gross simplification: If I chop down a tree, but leave a stump, and then walk outside of the chunks the simulation runs, and walk back again, I still expect to see the stump; this requires storing state where you otherwise could have re-generated the chunk purely from the seeds of the simulator - the ability to minimize that state is what has the potential to make a complex simulation viable)
What I was getting at was that a way of optimizing away most of that stored state is to keep track of when you can plausibly perturb what should be pseudo-random values in the simulation to "nudge" things back towards the base outcome of the simulator. When you can, you can then throw away saved state going forwards from that point in the simulation.
(e.g. add decay and growth, and the changing environment means you can bit by bit throw away state where throwing it away can be justified by the passage of time altering the environment)
The recording of things like weather data has no impact on that. You're not changing what the weather was. You're reducing the cost of recording aberrations from the baseline simulation to cut the cost of simulation going forwards.