RE: If the universe was fine tuned for our life...
December 5, 2014 at 8:32 am
(This post was last modified: December 5, 2014 at 9:32 am by The Grand Nudger.)
(December 4, 2014 at 9:56 pm)Heywood Wrote: Can you provide an example of a procedural generated thing which did not require intelligence?-Every "world" in every game you've mentioned as examples of a " sub reality".
As I've already explained to you- many times -this is a defining feature of procedural generations. They require rules, not intelligence. That's how expansive worlds are handled in an economic way so that you, as a user, can enjoy them. As I said, pages ago, you have no fucking clue what you're talking about....you have defined a sub reality as something that specifically does not require intellect, or intelligence to achieve - and have ironically claimed that any example of such a thing would demolish your argument. Let that sink in.......and when it has, explain this thread to me Heywood...what's happening here?
Now, understandably you have a perception that when you log in a world is created. That you've somehow formed a necessary portion of that...or that the programmers of the sim are generating a world for you. This is not the case. An algorithm is generating that world with no input required from either you or the programmer -and it's done that way on purpose. Any algorithm that meets the definition of a procedural generation will be capable of generating such a "sub-reality" regardless of whether any intelligence is there to perceive it - and even if the initial state is a product of random number generation (and random number generation is often the core of a procedural generation even when -we- design them for a specific purpose). It's a testament to the state of tech and gaming that these environments are so compelling to you, but the observations you are making are entirely disconnected from the very practical reality of how this is all accomplished. This isn't magic, games are not portals to another world.
Try making observations from accurate info, and see how your argument pans out. "Sub realities" - if the things you have pointed to are sub realities - don't require intelligence to come into existence, nor are they some discrete "space" unto themselves or within a "parent reality". Same space, same reality, same rules. The last bit there is counter-intuitive, but very explanatory-
:We observe our character riding on the back of a dragon shooting bolts of dark energy from her fingertips. This is certainly impossible in our world...so there must be different rules in this world - in order for us to observe this. Right?
Wrong. What is actually occurring is a series of images are being moved around a central image identified by the user as the character, the avatar. While it may be impossible to fly on the back of a dragon - it's not impossible to slide pictures of mountains around pictures of a dragon on a screen - and that's what's actually occurring. That the vast majority of this is handled by some automated function - a piece of code delineating rules and interactions -between data sets- rather than an artist on the other end painting the world in front of you as you move to generate whatever server address is considered a "loaded chunk" explains why intelligence is neither required -but also why it would be cumbersome as a means of generation (imagine all the artists that would be required to service a game world, 24/7 watching players and trying to anticipate their movements to generate terrain in advance of their game location)....and this is why we use this type of program to begin with. Now, try explaining our universe et all in this manner and you find that it becomes even more cumbersome - and still no more necessary.
To go deeper still, these sims often share the same game engine- and while the effect of the games themselves may be very different an actual description of each individual game is nearly identical at the level of machine language - where things are actually occurring. The same "rule" that allows you to ride a dragon in the one handles a dirtbike going over a mogul in another. All of what you see is simply a variable. An abstraction..not referent to any observation or event other than the work of a logic gate - an assumption made by a beefed calculator. Even here, these are not discrete rules with an objectively quantifiable function in separate spaces or realities. The "sub reality" created by two entirely different games from the users point of view is mechanically and mathematically equivalent to any other game running the same engine. Amusingly, the rules of that sim are the same as those in ours because they are the same reality. Simply put, you can't make impossible things happen in a computer, even though you can leverage what is possible to give the effect of what is not - in the same way that a magician "pulls rabbits out of a hat" - here, in our world (as opposed to a game environment).
Is there anything else I've left out? Any got suggestions?
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