| > 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? 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. |
In a chaotic quantum system, everything has an influence, including the butterfly 2000km from where you are sitting now.
We can't 'just implement the parts mattering to the players', because the butterfly could cause a storm in your location a month from now, and we can't know whether it does or does not without actually computing it.
So if the system is modeling all the butterflies, you have a simulation cost problem. If it not modeling the butterflies, than the system does not truly implement 'the weather', but a simpler system, in which point it would have been easier to simulate a simpler system with less noise.
"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."
Lets look at the example of past data. Quite a lot of it is not by "players" (lets assume humans are the "players" here). Tree ring data, geological formations... How does our simulation deal with that?
A) Calculate everything in advance. That's not very promising.
B) Calculate everything the 'players' may care about in advance.
In some systems, that's equivalent to A. Even in other systems, the players pick their own motivation and tests. If the simulation is of any worth, we may not know in advance what tests they chose, so that's not promising either.
C) When the players are somewhere, calculate the past of anything they might be examined by them.
That would require enormous amounts of state or massive calculation. Calculating the past of quantum systems can be as complicated as approach A.
D) Read the players' mind and just give them what they want (why not? It's not outside the scope of a full simulation).
There are some coordination issues here (what if different players expect different things? or if player has a flaw in the original calculation?), but that seems manageable. Even more so if we are allowed to rewrite the players' mind. Of course, that means there'll never be a proof of the simulation since it will be prevented/rewritten immediately...
E) Don't bother with consistency, lie to the players all the time and hope they could rationalize everything. I'd have expected the world to be weirder and more inconsistent than it is in that case.