Sure (as far as my layman's understanding of quantum physics goes).
So, you have independent physical system (say, a photon). Before it interacts it exists in quantum superposition. It has the potential to exist in any possible configuration and, in fact, seems to exist in all of them simultaneously. Almost like a variable of a certain type but this type is kind of special in that some possible values are more likely than others.
You can combine these 'probability types' systems with others and get useful information out of them in aggregate (example, wave interference patterns) very easily. They seem very well suited to treating them in aggregate in bulk calculations -- IOW, it is computationally cheaper to keep them in this state until the individual values of the variables must be extracted and used. Then the universe accesses the actual value of that individual variable that, so far, has only been needed as part of the aggregate if at all, through an interaction. Then, and only then, is the variable loaded with a concrete value chosen from its probability type through entanglement and it becomes useless as part of these aggregate calculations since it must be treated as an individual entity with a value.
(I am ignorant of quantum physics outside of pop science articles, so if I have something egregiously wrong, please let me know).
Let's say you've made a video game. It is a MMO set in the Stone Age based around massive battles with slings and swords. There are hundreds of thousands of players and computer controlled NPCs in the same world simultaneously. To conserve server resources many calculations are done on the client computer. The clients cannot be expected to do a full calculation for every projectile in the world so there is an algorithm that chooses to load state of only those players that are near enough to actually act on that particular client.
Let's say a player has come onto the battlefield out of range of everyone else but has a scrying spell that allows that player to see an overhead map showing dots of troop formations. This is the aggregate calculation. This player doesn't need to know every other player's full state, just their general density (because he only gets a dot for every ten or so players). As this player moves toward the battle, some NPC comes in range. Suddenly the player needs to know much more state so it is chosen from the possible values and now that NPC must act in a certain way -- only have certain state changes, because only certain transitions make sense now that he's been interacted with. The NPC can't go from fully armored with a spear to in a loin cloth with a sling, for example. And any NPCs in range of that NPC must also de-cohere into a fully defined state and so on. They all become entangled.
Does any of that make any sense whatsoever? I know these are imperfect analogies.
Very cool way of thinking about it! Thanks for that elaboration.
Re: SoftwareMaven's "why is the 'player character' so important?", I don't think the player character we follow is necessarily any more important than the other player characters. You can say every individual character (or particle in the real-world side of the analogy) has an importance only within its own reference frame and I think it still works.
Just like you can have many players playing the MMO game and "collapsing the state" of different things from their own reference frames at different times, you can have the same be true for the particles in the real-world analogy. No one player of the game is more "important" than any others. The only requirement is that it all stays self-consistent in the backend and across everyone's individual points of view at all times.
But (for better or worse) I don't think what we're talking about now is science, really, unless there's some way to test it.
Maybe you could try to detect a "lag" by doing something that causes an especially large number of states to collapse across an especially large number of frames of references all at once, but I'm not sure if you could do anything that would detect this lag because all of our ways of detecting would be lagging too. (This goes along the same lines as trying to tell if the computer you're using is running within a VM or running natively.)
I need to research more into what it means to have a collapse of state. Also whether a state of superposition is one that a system can return to or if once a system has collapsed if it stays that way. And if a system can return to superposition, what makes that happen?
I was thinking, initially, that the 'player characters' where just previously entangled systems. Anytime anything that has previously decohered interacts with a system still in quantum superposition a new 'player character' would be created.
But that seems like an exponential process so it immediately makes me ask: Why isn't everything entangled at this point? Is there that much in the universe still in superposition that it just hasn't happened or can something that has previously been entangled become un-entagled and re-enter a state of superposition?
If you want to twist your mind over this subject, read Quantum Enigma by Bruce Rosenblum and Fred Kuttner[1]. It's written by a couple of quantum physics researchers who spend some time thinking about WTF quantum reality means. It's one of the few metaphysical books on quantum physics I've found that sticks to the real science (and, as a result, has no conclusions).
The new 'player character' on decoherence is, essentially, the many worlds interpretation. That is a valid interpretation, and while it matches the data (and may not be falsifiable), I have a hard time buying it (where does all that energy come from??).
So, you have independent physical system (say, a photon). Before it interacts it exists in quantum superposition. It has the potential to exist in any possible configuration and, in fact, seems to exist in all of them simultaneously. Almost like a variable of a certain type but this type is kind of special in that some possible values are more likely than others.
You can combine these 'probability types' systems with others and get useful information out of them in aggregate (example, wave interference patterns) very easily. They seem very well suited to treating them in aggregate in bulk calculations -- IOW, it is computationally cheaper to keep them in this state until the individual values of the variables must be extracted and used. Then the universe accesses the actual value of that individual variable that, so far, has only been needed as part of the aggregate if at all, through an interaction. Then, and only then, is the variable loaded with a concrete value chosen from its probability type through entanglement and it becomes useless as part of these aggregate calculations since it must be treated as an individual entity with a value.
(I am ignorant of quantum physics outside of pop science articles, so if I have something egregiously wrong, please let me know).
Let's say you've made a video game. It is a MMO set in the Stone Age based around massive battles with slings and swords. There are hundreds of thousands of players and computer controlled NPCs in the same world simultaneously. To conserve server resources many calculations are done on the client computer. The clients cannot be expected to do a full calculation for every projectile in the world so there is an algorithm that chooses to load state of only those players that are near enough to actually act on that particular client.
Let's say a player has come onto the battlefield out of range of everyone else but has a scrying spell that allows that player to see an overhead map showing dots of troop formations. This is the aggregate calculation. This player doesn't need to know every other player's full state, just their general density (because he only gets a dot for every ten or so players). As this player moves toward the battle, some NPC comes in range. Suddenly the player needs to know much more state so it is chosen from the possible values and now that NPC must act in a certain way -- only have certain state changes, because only certain transitions make sense now that he's been interacted with. The NPC can't go from fully armored with a spear to in a loin cloth with a sling, for example. And any NPCs in range of that NPC must also de-cohere into a fully defined state and so on. They all become entangled.
Does any of that make any sense whatsoever? I know these are imperfect analogies.