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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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    Where forward thinking terrestrials share ideas and information about the state of the species, their planet and the universe, living the lives of science fiction. Introduction
    Featuring Powers of Ten by Charles and Ray Eames, based on an idea by Kees Boeke.
    There was a group of people, many of which loaned eachother various amounts of money. Then they all went off in space ships and travelled very far each on a different path, sometimes meeting small groups of eachother and doing further loans and repayments, and eventually all returned to Earth and met eachother. None of them could agree what month it is, and as the loans were large, they took eachother to court to each argue for the view of time that caused each of them to repay the least money or be repaid the most money. As the financial laws were made based on Newtonian time, the judge and jury had no idea how to proceed. How would you solve this paradox?

    Seeing the paradox, the financial giants of today's world started work on fast moving computers through which to do the Internet transactions to take advantage of the choice of lower or higher interest rates. Could quantum computers help in this?
    Sat, May 18, 2013  Permanent link
    Categories: time
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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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    Scientists agree that anyone who falls into a black hole is time-dilated until they see the end of time just as they get to the event-horizon. There is no location which is adjacent to a black hole. If you were close to a black hole, you would be in our future. But since you are not in our future, that location doesn't exist yet. Black holes exist only in the future yet we feel their effects in the present as gravity waves. Therefore gravity is moving backward in time. There's no way around it. Future affects past and past affects future.

    Please show physics researchers the above paragraph and ask them to come up with a possibility where it could be wrong. There is none. They just haven't wrapped their minds around a timeless universe so they can't see the obvious.

    That is a fact based on what scientists already agree on. Also, I propose the following theories which are not so certain...

    Wavefunction collapse (multiverse branches combining into 1 reality) is gravity in infinite dimensions, and if you could get a black hole to simultaneously rotate in 2 different directions (averaging its normal angular momentum) then that would multiverse branch the galaxy around it which would wavefunction collapse if other galaxies got too close and their gravity waves interfered with our superposition, like a quantum double slit experiment on a galaxy scale.

    Time is entropy (as thermodynamics says increases with time) and superposition.

    Gravity is negative entropy (patterns falling together) and wavefunction collapse.

    Gravity is Antitime. Gravity = -Time.

    When time and antitime combine (at the end of time, event horizon, thermodynamic heat death), you get a big bang which is both our past and future, closing the loop and allowing a more general form of string-theory (not about specific dimensions, but in infinite dimensions) to extend around time loops the same way it does with loops in space.

    Since I define time as whatever direction you tend to move through this multiverse of infinite possibilities, it makes perfect sense why regardless of how fast you're already moving, the remaining speed to get to the speed of light looks like its the full distance from zero to light speed from your point of view, why you get length contraction and time dilation. By moving a certain direction and speed, you're redefining time with yourself at the center.

    Look for gravity in the reverse direction of someone you observe moving near the speed of light and therefore you see them length contracted (because they see you for less time from their point of view, less length of them passes you from your point of view). Gravity is what happens if they go faster than light and get length contracted to be shorter than zero, but no amount of time sums to antitime so if you want to go faster than light you need to try a different strategy: Go slower than stopped, colder than absolute-zero, or exist less than nonexistence ( That's what I meant by http://spacecollective.org/BenRayfield/6031/The-Hitchhikers-Guide-To-Less-Than-Nothing  ). A black hole's size is negative.

    Think about relativity. If from our point of view X and Y are moving in opposite directions each near the speed of light, then X and Y see eachother moving away near the speed of light. Newton would expect them to see eachother moving away from eachother almost 2 times the speed of light, but its less, an attracting force in the direction opposite of time. Consider the opposite, moving toward eachother. They see eachother moving slower than Newton would expect, a repelling force in the direction of time. Time pushes things apart. Antitime pulls them together. In infinite dimensions and as many multiverse branches do this at once relative to eachother, it generates gravity in the opposite direction of time, and time is whatever direction you happen to be moving (your light-cone) through infinite possibilities.

    The following fact of math should help: Nonexistence is isomorphic to the set of all self-consistent possibilities.

    Neither existence or nonexistence follows from no statement at all, but if we take nonexistence and all self-consistent possibilities to be equal then the universe being here for no reason at all makes perfect sense because it is simultaneously everything and nothing and those 2 words mean exactly the same thing so there is no question to ask about is it here or not. When you understand that, you will know why there must be exactly the same amount of time and antitime regardless of how you divide the universe, in any inertial frame (position and direction, a light-cone), and why the http://noosphere.princeton.edu  Global Consciousness Project's quantum "random" number generators found very small statistical patterns at the time of major world events. The "random" numbers became less random and nobody knows why. Its because as important events happen that change our path through possible futures, the relativity effect applies in infinite dimensions and applies gravity to the "random" numbers.

    If you want to move faster than light, the answer is in why those "random" numbers become less random.

    Just a thought-experiment to lead you to what you need... If you could somehow superposition a ship and onboard is some quantum random number generators, and each of those superpositioned multiverse branches travels a different direction, the relativity effects (Newton thinks they see eachother moving away faster than Einstein thinks) would pigeonhole-proof the "random" numbers observed for exactly the same reason http://en.wikipedia.org/wiki/Bose%E2%80%93Einstein_condensate  Bose Einstein Condensate works, which is that the total possible unique states of the system is less than the number of states going in so they are forced to overlap. Design a warp drive so its speed is forced to overlap its speed, and as high as you can stack the Bose Einstein Condensate, in this analogy, you can multiply the speed of light.

    One thing scares me about this... As the Human species continues advancing technology and converging toward less and less probable futures (how likely is it a computer would form from random atoms, or be mass produced and expand exponentially?), our paths through the multiverse are converging from a larger number of possible wavefunctions to a smaller number of possible wavefunctions, therefore I see it as a fact that we will experience something like the Bose Einstein Condensate but more generally applying to our whole reality repeatedly overlapping itself. What does Bose Einstein Condensate do when it becomes slightly unbalanced? Answer that question, multiply by an astronomically large number (as large as our current level of advancement is improbable in a wavefunction context), and that is almost all our possible futures. If such a small imbalance were to happen, our increasingly Bose-Einstein-Condensate-like extremely improbable reality could spread out into unitary equilibrium (no overlapping wavefunctions, 1 to 1) which would mean vaporizing the galaxy into quantum chaos as a result of the force of our overlapping possible futures repeatedly converging. It makes me curious about the theory of timewave zero, even though I haven't looked into the specific data points of that theory, what I've derived here proves that we should expect to see the convergence of timewaves in general, and as explained in the first paragraph it is clear that future affects past and past affects future as we can see in black holes being at the end of time yet still affecting us in the present with gravity waves. But hopefully if we are smart enough to create such a potential problem we are also smart enough to solve it. I'm still betting on the warp drive and the general ability to statistically control space and time.
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    Space Time
    Fractal Quine

    A quine is anything which outputs itself. It normally means a software that outputs its own source code, which can then be used to generate that software, but I mean it more generally. A fractal is something which contains itself, usually multiple times.

    Since the universe is defined as everything that exists, that definition requires it have no external cause, since nothing can be external to everything. Everything is already defined to include whatever thing, so that thing is not external to everything. Therefore, by definition, the universe is a quine. If there are any god(s) or other unusual things, they are by definition part of that quine.

    I define life as a distorted fractal-quine which increases in fractal-quineness in at least 1 direction, like the statistical pattern called time is an example of a direction, and changes what kind of fractal-quine it is in that direction.

    http://en.wikipedia.org/wiki/Quine_(computing)

     http://en.wikipedia.org/wiki/Mandelbrot_set  is a very simple equation that generates a very interesting fractal, which you can see by clicking the link.

     http://en.wikipedia.org/wiki/Nash_equilibrium  is a game-theory example of a quine in continuous math.

    I mean this in an infinitely manyworlds multiverse and quantum and relativity way. The laws-of-physics, as we observe them only statistically in this part of the universe, would be the details of the fractal-quines, like any of the infinite number of patterns in a mandelbrot fractal but much more complex than those in the pictures.

    Since you can do rotations between space and time, you can also do rotations between fractal and quine. Fractal and quine are 2 ways to view the same thing, but I do not mean to limit their definitions to 2 dimensional graphics or software that outputs its own source code. This is a branch of math, and those are examples of it.

    Heisenberg Uncertainty and quantum nonlocality may be the result of rotations between fractal-quines. We have a word called mass-energy. Now we have a word called fractal-quine for the same reason.

    The "big bang" would be similar to the outermost recursion of the mandelbrot fractal or many other possible fractals that have a base case. Unlike a quine, a fractal can repeat as you go inwards infinitely but not outwards infinitely, or the opposite, or it can be infinite in both directions.

    I literally do not believe in space or time or mass or energy. I think those are all a linear view of such fractal-quines, which means we can affect past, future, and many other patterns by acting now, and those patterns can affect now.

    A solution to Friendly AI is to build it so its root goal equals "maximize fractal-quineness of my own mental state including all inputs and outputs". I know this because it is how my mind works, which was a gradual change over many years.

    I'm not just saying this theory. I'm going to prove it, using a much later version of this software http://sourceforge.net/projects/humanainet  to network many peoples' minds together, accessing the subtle fractal-quine patterns (and there are an infinite variety of such patterns since the universe equals all possibilities of math), and we will learn in a scientific way how metaphysical things work. They're only called metaphysical because we don't understand them much yet.
    Sun, Oct 30, 2011  Permanent link
    Categories: space, time, Fractal, quine
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