That a closed universe may of necessity have a one-dimensional Hilbert space is surprising (with normal quantum mechanics only arising for internal observers, relative to the unique total wavefunction of such a universe). But why is it what you’d expect of a simulation?
Because it’s how a lot of our own simulated worlds behave?
For a game like Minecraft or No Man’s Sky with procgen or a transformer’s world model like Genie 3 or Seedance 2.0 the information of the world generates based on the relative frame intersecting it. There’s the latent potential for generation, but the inner world model only fills out with actual data based on the need to render.
If you load up a Minecraft world with no players visiting it, it’s very small. As you add players into the game, it’s at that point that the engine is populating it with state that needs to be tracked and managed, based on each relative frame within it.
Convergence here is not “Q.E.D. we’re in a simulation” — these approaches could have occurred in parallel due to just how efficient systems organize information entirely separate from simulation and recursive containment.
But it’s not surprising through a simulation lens given how common the paradigm is of a virtual universe whose information increases lazily based around relative inhabitation.
That a closed universe may of necessity have a one-dimensional Hilbert space is surprising (with normal quantum mechanics only arising for internal observers, relative to the unique total wavefunction of such a universe). But why is it what you’d expect of a simulation?
Because it’s how a lot of our own simulated worlds behave?
For a game like Minecraft or No Man’s Sky with procgen or a transformer’s world model like Genie 3 or Seedance 2.0 the information of the world generates based on the relative frame intersecting it. There’s the latent potential for generation, but the inner world model only fills out with actual data based on the need to render.
If you load up a Minecraft world with no players visiting it, it’s very small. As you add players into the game, it’s at that point that the engine is populating it with state that needs to be tracked and managed, based on each relative frame within it.
Convergence here is not “Q.E.D. we’re in a simulation” — these approaches could have occurred in parallel due to just how efficient systems organize information entirely separate from simulation and recursive containment.
But it’s not surprising through a simulation lens given how common the paradigm is of a virtual universe whose information increases lazily based around relative inhabitation.