Thanks for sharing, I will cite in a future v2 of the paper.
I don’t agree with simple --> highest probability of glitches, at least not always. For instance, if we restrict to the case of the same universe-simulating algorithms running on smaller portions of simulated space (same level of approximation). In that case running an algorithm on larger spaces may lead to more rounding errors.
Glitches may appear if simulators use very simple world-modelling systems, like 2D surface modelling instead of 3D space modelling, or simple neural nets to generate realistic images like our GANs.
Thanks for sharing, I will cite in a future v2 of the paper.
I don’t agree with simple --> highest probability of glitches, at least not always. For instance, if we restrict to the case of the same universe-simulating algorithms running on smaller portions of simulated space (same level of approximation). In that case running an algorithm on larger spaces may lead to more rounding errors.
Glitches may appear if simulators use very simple world-modelling systems, like 2D surface modelling instead of 3D space modelling, or simple neural nets to generate realistic images like our GANs.