Author Archives: Wyrd Smythe

About Wyrd Smythe

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The canonical fool on the hill watching the sunset and the rotation of the planet and thinking what he imagines are large thoughts.

Time and Thermodynamics

There is something about the articles that Ethan Siegel writes for Forbes that don’t grab me. It might be that I’m not in the target demographic — he often writes about stuff I explored long ago. I keep an eye on him, though, because sometimes he comes up with a taste treat for me.

Such as his article today, No, Thermodynamics Does Not Explain Our Perceived Arrow Of Time. I jumped on it because the title declares something I think many have backwards: the idea that time arises from entropy or change. Quite to the contrary, I think entropy and change are consequences of time (plus physics).

Siegel makes an interesting argument I hadn’t considered before.

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Virtual Physics

Last time I left off with a virtual ball moving towards a virtual wall after touching on the basics of how we determine if and when the mathematical ball virtually hits the mathematical wall. It amounts to detecting when one geometric shape overlaps another geometric shape.

In the physical world, objects simply can’t overlap due to physics — electromagnetic forces prevent it. An object’s solidity is “baked in” to its basic nature. In contrast, in the virtual world, the very idea of overlap has no meaning… unless we define one.

This time I want to drill down on exactly how we do that.

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Virtual Walls

Last time we saw that, while we can describe a maze abstractly in terms of its network of paths, we can implement a more causal (that is: physical) approach by simulating its walls. In particular, this allows us to preserve its basic physical shape, which can be of value in game or art contexts.

This time I want to talk more about virtual walls as causal objects in a maze (or any) simulation. Walls are a basic physical object (as well as a basic metaphysical concept), so naturally they are equally foundational in the abstract and virtual worlds.

And ironically, “Something there is that doesn’t love a wall.”

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Virtual Mazes

First, I discussed five physical causal systems. Next, I considered numeric representations of those systems. Then, I began to explore the idea of virtual causality, and now I’ll continue that in the context of virtual mazes (such as we might find in a computer game).

I think mazes make a simple enough example that I should be able to get very specific about how a virtual system implements causality.

With mazes, it’s about walls and paths, but mostly about paths.

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Virtual Causality

This is the third of a series of posts about causal systems. In the first post I introduced five physical systems (personal communication, sound recording, light circuit, car engine, digital computer). In the second post I considered numerical representations of those systems — that is, implementing them as computer programs.

Now I’d like to explore further how we represent causality in numeric systems. I’ll return to the five numeric systems and end with a much simpler system I’ll examine in detail next time.

Simply put: How is physical causality implemented in virtual systems?

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99 Cans

Put this under someone’s tree…

“You take one out and drink it down… 98 cans of beer in the case…”


Information Systems

Last time I explored five physical systems. This time I want to implement those five systems as information systems, by which I mean numeric versions of those five systems. The requirement is that everything has to be done with numbers and simple manipulations of numbers.

Of course, to be useful, some parts of the system need to interact with the physical world, so, in terms of their primary information, these systems convert physical inputs into numbers and convert numbers into physical outputs.

Our goal is for the numeric systems to fully replace the physical systems.

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Causal Systems

Recently, I’ve been involved in some discussions about causality, and some of those discussions have struggled to find any resolution, which I find frustrating. I don’t think people need to agree on ideas, but my experience is that usually people can agree on how to frame and talk about those ideas.

I sometimes get the feeling people are so set on disagreeing that they don’t always engage on what the other party is saying. I never know if it’s a lack of comprehension, a lack of willingness, or (on my part) a lack of communication skill or sufficient explanation.

So here are some things I think (I hope) are uncontroversial.

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SF: Old Gems and Older Duds

I’ve been reading Spacehounds of IPC (1947), by E.E. “Doc” Smith, and… it hasn’t aged well. For a long time I’ve been thinking it would be fun to read Smith’s Lensmen series again but given that I’m having a hard time finishing Spacehounds, maybe that train left the station some time ago (especially with so much other stuff to read).

It’s a pity because I sure liked those books when I was (much) younger. Smith wrote action-filled space opera that was very imaginative, and which also reeked of technology and science. I’ve never been that much into the space battles, but I’ve always been a sucker for hard SF. Fictionalized tech manuals work okay for me.

But these aren’t the gems mentioned in the post’s title.

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Virtual Reality

I’ve seen objections that simulating a virtual reality is a difficult proposition. Many computer games, and a number of animated movies, illustrate that we’re very far along — at least regarding the visual aspects. Modern audio technology demonstrates another bag of tricks we’ve gotten really good at.

The context here is not a reality rendered on screen and in headphones, but one either for plugged-in biological humans (à la The Matrix) or for uploaded human minds (à la many Greg Egan stories). Both cases do present some challenges.

But generating the virtual reality for them to exist in really isn’t all that hard.

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