4 ms·
There's a pruning threshold in some universal-substrate compression/optimization. Until a macro-phenomenon repeats enough to reach that threshold, lossy chaos
by gojomo 12y ago
There's a pruning threshold in some universal-substrate compression/optimization.
Until a macro-phenomenon repeats enough to reach that threshold, lossy chaos is used to minimize state. (The sim remains lower-resolution.) Once an arrangement starts repeating enough to exceed that threshold, extra regularity is allocated to it, potentially also assisting self-reinforcement (reproduction). That is, cycles (and attention?) is focused on the interesting parts.
Compare in speculative fiction: the terrestrial complexity-limit reached in Greg Bear's Blood Music, or the 'zones of thought' in Vernor Vinge's A Fire Upon the Deep et al. (And if my hunch is right, perhaps also the 'ragtime' in Leonard Richardson's Constellation Games.)
- gojirra 12y agoThere's a naturally destructive boundary which can automatically limit arbitrarily redundant "information" in a subset of certain types of derived objects. Until a visible event recurs frequently, such that it reaches the pre-defined boundary, an undisclosed entity is able to take advantage of destructive entropy in order to simplify the situation, when deriving an interpretted expression for these sorts of objects. (in other words, virtual recreations are deliberately created with poor quality in seemingly repetitive situations like this) When a collection of objects is particularly repetitive for some reason, beyond the previously described limits of repetitiveness, an undisclosed entity might permit even more repititions than usual, which obviously begets even more replicas of this peculiar set of objects (continuity). This suggests that repetitive loops (and interest?) become the appealing part of a pretend virtual model that an undisclosed entity might choose to observe. All of this is similar to the circumstances described in the following novels: - Blood Music by Greg Bear - A Fire Upon the Deep by Vernor Vinge - Constellation Games by Leonard Richardson