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mad-scientist and computer programmer looking for something more interesting than most people accept as their future
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    I want to play tag, hide and seek, roll balls to eachother over interesting hills, learn to count, and look around and not think I know how everything works so certainly that we plan ahead to retirement. I don't believe in that world. Its only a possibility in multiverse space. We should learn to do these things again because we didn't learn it right the first time. The game is all in 1 small space shared by the whole Internet, but we can hide behind a path of light or roll balls made of curved space across other shapes. Playdough... something else we didn't learn right the first time. It comes in infinite dimensions, not just 3. And counting? How many particles are there in the game? Infinity or just 1? And how many particles is it when we're sliding on a P-Brane on the wave of light in Double Slit like a big slide? But lets get serious. Real warp drive can slide on light the same way, as this game will be a simulation of my very real theory of Quantum Gravity. Science is only boring when you don't know how it works. They put the numbers in computers and get their machines to produce and move very accurately, but why have we never seen physics from the inside? They don't know really know how it works. They let the machines think for them. Most of us live in physics but have no idea what it really is. Einstein was driven by wondering what it would be like to ride on light, or to be light. In this game, we are everywhere at once with time being just another space dimension, still scientificly accurate, and when we slide on the light of Double Slit, we will find that the slide expands into dimensions without limit as we explore the Massively Multiplayer game which has only 1 particle but unlimited variations of it flowing through eachother. Next, the simple math of how it will work...

    I'd like help from some physics and math people, to find a way to build this game efficiently enough that it ray traces in realtime from any number of computers across the Internet, all in this one shared space.

    I think it can be done. Its too simple to be unsolvable. How hard could it be to do raytracing on a single particle? Really, the game only has 1 object.

    In real physics, a quantum harmonic oscillator is any wavefunction which repeats after a specific amount of time. An atom is such an oscillator. It keeps being an atom as time goes forward, but at any one time and specific part of the atom's wavefunction, there is a certain phase (normally represented as a complex number, but we can think of it as a vector in 2d space that rotates as time goes forward).
    The simplest kind of soliton wave (any wave which rebuilds itself moved a little, so anything that moves without changing) is a bell curve shape of such rotating vectors spiralling outward as tall as the bell curve. The way to calculate time here, as a cellular automata, is at each point, change toward the rotation of the value here plus the opposite direction of rotation of the adjacent values. I have a "WaveSim" java code I downloaded somewhere which simulates this, and I added some curves and ramps into its terrain to watch the soliton split into 2 solitons and then recursively many. This is a simple calculation applied everywhere at once to create complex behaviors and I'm thinking it would work the same way in any number of dimensions or even a curved space, as long as we know which points in the space are near which others.

    In this game, there are no flat dimensions. It starts with 2 space and 1 time dimension, but there is nothing to make it stay that way, because each point in (x,y,t) space is defined only in terms of which other points are near it, and not every computer in the game will keep track of every point. There will be disagreements that have to be solved by how the puzzle of possible realities fit together.

    So where is the time paradox? Its the most normal kind, a quantum harmonic oscillator, which the particle already happens to be, so we don't have to simulate anything extra here, just a loop of states of the world that repeats and is smooth everywhere. Its easy to keep it smooth if it starts smooth and you only make small changes and keep it smooth at all times.

    The time paradox starts as the time dimension of (x,y,t) wrapping around at both sides of the cube of space. x and y can also wrap around on their sides, so we could have a continuous 3d space, or if not continuous, the walls would probably reflect the soliton wave or if they are more randomly shaped like jagged rocks or black hole spaghettification then the soliton wave would be randomized there, and when randomized, the smoothness constraint of the game, as it calculates only whole loops at once, would not accept such a collision into the multiverse space of the game.

    But thats not enough to create a time paradox. It only creates a loop, as in String Theory being made of loops which flow through eachother.

    To create the time paradox, we randomize a few local areas of the 3d space, so they're connected to those they would not normally be near, but still somewhere within the areas to be randomized. As I explained about the smoothness constraint of the loops, any local state of the game will be rejected if its too random and therefore does not flow through the loop back into the correct position in its own past to become itself and continue into the same future which it just came from.

    Still, it is a single loop which does not intersect any of those random areas, which we can call blocks of wood or whatever.

    The shape of the spaces we randomized leaves only 2 places for the particle to get through, and this we call a Double Slit.

    So instead of representing a single loop, we represent a wave that flows through both slits, and waves outward in many directions (as I explained above how to calculate as cellular automata of complex numbers), and must exist somewhere (or many places, however many states of the game you have) intersecting the future time side of the cube space which wraps around to the past cube side and, as always, closes the loop as it becomes itself.

    This is not something which happens. Its something which is true at all times in every state of the game, because the game happens in a 3d space of x, y, and time. All points in that space are represented at all real-world-times and real-world-computers across the Internet in some combination they gradually agree on in parts of how the puzzle fits together.

    This generates wave-interference, not just in each state of the game, but also in the way the many computers fit together the puzzle of the many game states, which each disagree on variations of which part of the 3d space has which approximate complex number.

    Every state of the game is a quantum harmonic oscillator, which means if you take an x and y snapshot of the 3d space and run the cellular automata on it as many times as the time dimension's size, it will calculate at the end approximatly itself. It is a quine, a thing which outputs itself. Its proven to be that way by storing the whole 3d sequence at once and rejecting every such sequence which does not have that approximate property of looping smoothly. No paradoxes are ever created because there is never anywhere for them to start.

    When the many players across the Internet move through this one space, they will start to disagree on the shape of the space because its necessary to solve the constraints of keeping each loop smooth (quantum harmonic oscillator, creates itself if you run cellular automata on it).

    Since each state of the game is a loop defined by one particle moving through a Double Slit then through a wormhole (time wraps around smoothly) into its own past, conserving momentum of course, and closes the loop as it again goes through Double Slit the same way, the time paradox is that the loops can only be smooth when they go through the bright spots on the back wall (which is not a wall in this case but edge of time) of Double Slit, and there are a few such spots spread continuously in a wave-interference pattern (instead of bell curve if it wasn't double slit).

    The time paradox is in the players needing to agree on which part of Double Slit the particle went through.

    But the time paradox doesn't end there. It expands without limit as the players each bend the space a little differently as is necessary to keep their local view of the game smooth looping around to its own past.

    When such local views of the game slide to stay smooth, there's a word for that in String Theory: a P-Brane. Its how String Theory expanded to higher dimensions, and this will happen automatically by each computer trying to stay consistent with the rest of the network.

    Remember, there is only 1 particle in this whole massively multiplayer game. There is nothing else to raytrace.

    It will be a mind bending game that expands in a very open ended way, like we could have 2 teams which each collect points when the particle goes through their parts of Double Slit, so they would fight eachother by bending the space in ways to make it flow toward their goal space, and the other team would go into their past and make it go around the places they bent the space, wormholes would form across time and space, many states of the game would be dropped while others become a stronger influence when more computers use them and spread them through the network. Theres many ways we could expand this simple game idea, as one shared space across the Internet, containing only a single particle - in a time paradox that expands without limit powered by the players acting toward their preferred states of the game.

    Is it just a game?

    Its actually a fun way to demonstrate my very real theory of Quantum Gravity, which is caused by the smoothness constraint on each local state of the game and how the computers across the Internet act to find the biggest set of them which fit together as a puzzle. Every quantum harmonic oscillator is a Graviton and a P-Brane.

    So if we really only have to raytrace a single particle in this massively multiplayer game, what about all that curved space and walls of the Double Slit? Aren't those separate objects? No. They are the same particle in different paths of its experience. The space, however it curves (as defined by which points are near which other points), is entirely defined by the one particle which moves through it and wraps around to its own past then closes the loop. That's not an exception, not something bizarre and hard to simulate... Its the most normal thing in the universe, every atom, every wave, is such a loop in time, a quantum harmonic oscillator.

    In real physics, my theory of Quantum Gravity says that wherever you are in the space of possibilities (your lightcone), all your possible futures (what goes out of the light cone) must wrap around and eventually become all your possible pasts (what comes into the light cone), so every light cone is the entire universe and a closed loop. Every light cone is a string, or more accurately a P-Brane, or more accurately than that a dimensionless manifold defined only by which points are near which other points which may have gradually more or less dimensions in some parts.

    So how do we build a warp drive? There are huge universe size strings all around you in every direction, flowing together in a variety of patterns and angles, like we'll see in the game. How hard is it to rotate a string half a turn? You are a string. Vibrate in a way that acts on the string you want to travel along. You can choose a string we see as the repeating oscillation of an atom, or equally easy, you can choose any of the strings that your lightcone is part of and are touching the whole universe at once. Its more spread out than the atom, from where you're looking at it, but the deepest truth of it is we are all everywhere at once, just in such a variety of combinations and angles that it looks like the parts of unity are separated by distance. But how do you choose which strings to vibrate with? You have to use gravity recursively to measure that, as I explained how Quantum Gravity will happen in the game as a result of the many computers trying to agree on local states of the game fitting together as a big puzzle, while every local state that is not a smooth enough whole loop will be dropped from the network as a bad calculation.

    In this massively multiplayer game, we really will play inside a single particle, in a time paradox, but that one particle is the whole universe.

    The data structures are simply, networks of points that are near other points, and loops of them, wrapping around the time dimension, with constraints on how smooth the whole loop must be in each local state of the game. From this simple math, an open ended multiverse space will form across the Internet, a shared space we can all play and build shapes of curved space in.

    Its the only game in a curved hyperbolic topological manifold, and on top of that, a scientific quality implementation of Quantum Gravity gets grid computed as a side effect of people playing the game. As the game becomes more popular, so does the grid computing of quantum gravity.

    Even better than that, long term, if we build simple wireless cell processors to calculate a few bits each and small local memory then broadcast a few inches to other such cell processors, really cheap devices we mass produce and spread across the Earth, and run the game on them (so simple its only sets of points near eachother sliding toward more smoothness of each loop), then I predict, based on my theory of Quantum Gravity, that the simulated multiverse vibrates into reality real dimensions of multiverse where people across the Earth, separated by distance that light can not immediately travel, while each part of the peer to peer network is still held consistently smooth with near parts so the whole global network is constrained to stay smooth, therefore since light can not travel 8000 miles across Earth fast enough to affect eachother but the consistency constraint still works, the force put on the state of the computing grid toward more consistent simulations of multiverse must vibrate into reality real multiverse dimensions of those same shapes, and the Earth becomes a puzzle of many overlapping variations of people playing the game differently than those on the other side of Earth have constraints on their end pushing toward. Theoretically, and I propose this as a scientific test of my theory of Quantum Gravity, the game would become real.

    Who wants to help with the math or physics of how to efficiently build this game?
    Tue, Jan 8, 2013  Permanent link
    Categories: time, game, soliton
    Sent to project: Proposal for a multimedia playground
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    2 players each have 1 coin. Each round of the game, each player secretly lays their coin down heads or tails. Its a choice, not a random flip. One player is called EQUAL and the other is called XOR (eXclusive-OR, means not equal). If both coins are heads or both coins are tails, the EQUAL player gets 1 point. If 1 is heads and 1 is tails, the XOR player gets 1 point. Repeat many times. The player with the highest score at the end wins.

    That game is the simplest possible intelligence test. It is the exact definition of intelligence.

    It is also the simpler version of the game "Rock Paper Scissors", where each player secretly chooses rock, paper, or scissors (instead of heads or tails), then who wins 1 point is decided by: rock crushes scissors, scissors cut paper, paper covers rock. Nobody wins a point if the 2 choices are equal. My EQUAL XOR game has 2 things to choose instead of 3 but measures intelligence the same way.

    If player1 chooses rock more often than paper or scissors, then player 2 will learn to choose paper more often. Complex patterns will form between 2 intelligent players of "Rock Paper Scissors". Except for my simpler version of it (EQUAL XOR), Rock Paper Scissors is the most strategic and intelligent game ever created. Its the exact definition of intelligence except it has an unnecessary third choice.



    What can this game be used for?...

    I build artificial intelligence (AI) software, the kind that can eventually become what we see in the movies, except for the parts where it tries to take over the Earth and kill everyone.

    The Friendly AI paradox ( http://en.wikipedia.org/wiki/Friendly_AI  ) is how to build an AI that is allowed to modify itself in any way but chooses only to modify itself in ways that work toward its original goal more effectively. Example: You are at a party. You want to dance with some girl but instead sit in a chair talking about how good she looks. To accomplish your goal of dancing with her, you order a beer and think maybe you will feel more like dancing after drinking it. You modified yourself by drinking the beer. A side-effect of that modification is a desire to drink more beer and run your mouth, which may lead to other things you did not predict. This is an analogy between AI and people. Most people learn how much to drink at a party, but in AI, it is a serious research problem, not specificly about drinking at parties, but about how an AI can modify itself without having unexpected side-effects that build up until the whole system crashes or results in the AI wanting to kill everyone or other hard-to-predict things.

    Quote from:http://en.wikipedia.org/wiki/Three_Laws_of_Robotics

    (1) A robot may not injure a human being or, through inaction, allow a human being to come to harm.

    (2) A robot must obey any orders given to it by human beings, except where such orders would conflict with the First Law.

    (3) A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.

    The "3 laws of robotics" were an attempt to solve the Friendly AI paradox by forcing an AI (in a robot) to think certain ways, but that strategy will never work because AI will eventually become smart enough to modify itself. Its the same reason Humans do not do what animals command, even though simpler animals created Humans through evolution.

    Today that area of research is called "Friendly AI" but it is still very speculative.http://en.wikipedia.org/wiki/Friendly_AI

    As I define it, a Friendly-AI is an AI that has the ability to modify itself (including its goals) and intelligently predicts what a possible modification would cause in the near and far future, and considers all that before modifying itself, which results in it creating new goals that more effectively work toward its original goals, and does not result in significantly changing its original goals, and to satisfy the "friendly" part, its original goals are similar to the goals that the most number of people could agree on.

    The best strategy to build a Friendly-AI that we know of is to define its thought processes as a simulation of some new kind of physics that we define as math equations. Strategies like the "3 laws of robotics" will not result in a Friendly-AI. Those strategies are more likely to result in the kind of destructive AIs we see in movies. The correct strategy is to build it in a way that it wants to do certain things, not to put in a system to control it to do that. If it wants to do it, and if its smart enough, then it will not try to change itself in a way that it stops wanting to do its original goals.

    Below, I will explain the progress I have made in designing a "simulation of some new kind of physics that we define as math equations" for the long-term goal of solving the Friendly-AI paradox:

    Start with the EQUAL XOR game I describe above. Bits in computer memory can be substituted for coins, and artificial intelligence code can be substituted for each 2 players.

    First, I'll explain some math. A vector in N dimensions is a list of N numbers. A 3-dimensional vector is a direction and length in 3d space, like pointing your finger in some direction and saying how far to go. A 2-dimensional vector is the same thing except without the up/down part. A 1-dimensional vector is the same thing but only forward and backward. A 0-dimensional vector is nothing. I'm going to use N-dimensional vectors, and it does not matter what N is. The more dimensions you have, the more choices there are in how to play the game. You only need 1 dimension, but its more flexible with more.

    I'm going to remove some of the flexibility that is not needed. All vectors must be length 1, so in 2 dimensions, its a point anywhere on the perimeter of a circle of radius 1. In 3 dimensions, its anywhere on the surface of a sphere of radius 1. Here's the surprising part: In 1 dimension, since it has to be length 1, the only choices available are -1 and 1, and that exactly equals the EQUAL XOR game described in the first paragraph above. Just say 1 is EQUAL and -1 is XOR, or the opposite would work too. This makes the EQUAL XOR game work in any number of dimensions. I haven't changed what the game does. I've only added a way to use it gradually instead of all-or-nothing. I started with TRUE/FALSE and defined the idea of a continuous dimension wrapped around a circle/sphere/etc.

    What does it mean to play the EQUAL XOR game on the perimeter of a circle? Each player chooses a point somewhere on the perimeter of the circle. If the points are near, the EQUAL player wins more. If the points are far from each other, the XOR player wins more.

    There is a way to write that in math: The dot-product of the 2 vectors (points on the perimeter of the circle) is the amount of score that moves from the XOR player to the EQUAL player. The dot-product is some number between -1 and 1, depending on which 2 vectors the players choose each round of the game.

    If the vectors are separated by a 90 degree angle, the dot-product is 0. If the vectors equal, the dot-product is 1. If the vectors are exactly on opposite sides of the circle, the dot-product is -1. The dot-product is the cosine between the 2 vectors.

    In this vector-based version of the EQUAL XOR game (which is a simplified version of the Rock Paper Scissors game), it is more accurate to call the EQUAL player the COSINE player, and call the XOR player the NEGATIVE-COSINE player. We could expand the game by adding other geometry functions like SINE, but simple is better. Its simply the dot-product (the overlap when viewed at a perpendicular angle) between the 2 choices of the 2 players.

    All the basic logic operations (equal, xor, and, or, not...) can be done on the surface of circles/spheres/etc this way as gradual/continuous changes instead of all-or-nothing like logic is normally done.

    That is the exact definition of intelligence and how to measure it as a game.
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