- #1
Gerilgfx
- 6
- 0
hi, i am wondering about creating a virtual machine, that is capable to simulate the work of our universe/world/whatever. so, basically, i want to create an universum modell that can simulate self-hosting neural networks, including simulation of the known atomic level interactions beethwen materials, energy. i want this to be hosted within a cohesive universum model simulator. this would be a computer game about evolving and creating virtual monsters with neural networks. it would be good, if the neural network would be also hosted within this universum model, so the simulation would be cohesive and unified in every possible ways.
there is a huge problem with this.
1: for example, let's see, i want to simulate surfaces, okay. i write then a phisic engine that can collide boxes, spheres, and other geometry materials, i can manually set they weight (okay, precisely: mass, but let me call it weight in the future, since i am dilettante). then i can collide them, they snapping down, breaking - due to presetted values. however, this is not a true simulation of our world. you just simulating surfaces then. you can't simulate bio-organic beings, nuclear fission, you can't simulate the wind like this - you just use a bounch of pre-setted values, to calculate them together, and, maximum, to write a phisic engine to a computer game, to avoid the main character to fell over the walls. but that's all, this is not simulation. also, its huge amount of code. for example, my current phisic engine that i use for my game engines, is alreday around 1000 code line, and it just can do pure cuboid collision in an acceleration structure. if i would make freely rotatable cuboid, it would incrase the lines above 1500-2500, also, if i would add the ability, to broke things, above 3000-4000, etc etc. if we would investigate a complex phisics engine, like bullet, or any other engine, we seen its over million of code lines, and its still can't do anything beyond colliding things. even simulating wather needs special code paths, since its standard representation form can't even do anything with wather (density).
2: let's go deeper. forget surfaces, and simulate the molecules directly. now its simply to make collision beethwen the two material, since if the atoms are overlapping, then a collision been happend, and so the algo can calculate that the atoms start to push each other back, to stop the overlap, resulting the easyest direction of the molecule structure to flip into new directions. however, this sounds a lot of more easyer, still brutal amount of code. maybe still million of lines - especially, when we want to keep datas in acceleration structures, to keep up the good speed. and it still not explains: molecules: why? why the molecules are connecting together? okay, we can simulate the connections too, but the conception still does not have the question that explains why there is connection beethwen those two molecule. and let's goo deeper: why the atoms are even pairing together, to form a molecule - why electron fly around the proton and neutron, where these energies comes from, and how to deal them in the simulation. it makes no sense to simulate them, since as a viewer, we still would not get an accurate simulation result. maybe we would simulate (yes, of course, we would) a nuclear fission or fusion, if we specially design a simulator, to simulate these reactions, but the question is still up there: why they start to make reactions, why electrons fly around the protons, what energy keep them flying around, and where magnets come from, what is gravitation, where it comes. we still can implement them into the simulation, but they would be useless, it will not work, until we start to write long pages of code to iron-shod reactions, if to different kind of molecule meets, becouse the simulation would not able explain these links.
3: let's see biology: when we want neural nerwoks, that still just an array that cause logical arrays to fight about which of them would be able to play chess more, however, this still not able to explain, how life works - since in a proper simulator, placing the proper molecules to the proper places, would cause our little biological monster to - at least do something, before it dies, however, this will not happen in any simulation. of course, if we place special code lines that especially allows these molecules to interact, we may would be able to move a leg. but that still a hack. and again, we are around millions of code lines... so it would not start to ,,live'' on its own.
4: let's go more deeper: String Theory
i have read it a long time ago, at first time, i have read it for a hour, and i was like: what is this?
at the second time, i was readed it for one hours, from the begining, again, and i was like: what they are talking aniway?
after i investigating this theory, i still don't know, what they are talking about at all, and how this theory connecting with the real world. so i don't see/know, how this would be allow me to design a simulator for this.
so any suggestions, how to go deeper than this? is there any theory (even philosophycal!) that can help to go deeper levels in writing such a simulator, which would go one step deeper than this?
the game would be about creating, breeding, and evolving little creatures. at my current knowledge, this is only possible with a hardcoded fixed-size neural network simulator for each creature, and creating a simulated world where they can eat, can die, etc, however, that's far from simulating a so called ,,universe'', since the body and brain of the creatures shall be run through a separated algo, and can not be hosted directly through the world simlation algo itself. so the creature is not a real form from atoms, its just a logical array that can't even spread in the sim, becouse it needs to be cloned manually by the algo (it can't re-form its body, and his body can't be descriped by atoms, since then it would be not able to ,,life'')
if anybody have any theories about this topic, i would be read happily.
there is a huge problem with this.
1: for example, let's see, i want to simulate surfaces, okay. i write then a phisic engine that can collide boxes, spheres, and other geometry materials, i can manually set they weight (okay, precisely: mass, but let me call it weight in the future, since i am dilettante). then i can collide them, they snapping down, breaking - due to presetted values. however, this is not a true simulation of our world. you just simulating surfaces then. you can't simulate bio-organic beings, nuclear fission, you can't simulate the wind like this - you just use a bounch of pre-setted values, to calculate them together, and, maximum, to write a phisic engine to a computer game, to avoid the main character to fell over the walls. but that's all, this is not simulation. also, its huge amount of code. for example, my current phisic engine that i use for my game engines, is alreday around 1000 code line, and it just can do pure cuboid collision in an acceleration structure. if i would make freely rotatable cuboid, it would incrase the lines above 1500-2500, also, if i would add the ability, to broke things, above 3000-4000, etc etc. if we would investigate a complex phisics engine, like bullet, or any other engine, we seen its over million of code lines, and its still can't do anything beyond colliding things. even simulating wather needs special code paths, since its standard representation form can't even do anything with wather (density).
2: let's go deeper. forget surfaces, and simulate the molecules directly. now its simply to make collision beethwen the two material, since if the atoms are overlapping, then a collision been happend, and so the algo can calculate that the atoms start to push each other back, to stop the overlap, resulting the easyest direction of the molecule structure to flip into new directions. however, this sounds a lot of more easyer, still brutal amount of code. maybe still million of lines - especially, when we want to keep datas in acceleration structures, to keep up the good speed. and it still not explains: molecules: why? why the molecules are connecting together? okay, we can simulate the connections too, but the conception still does not have the question that explains why there is connection beethwen those two molecule. and let's goo deeper: why the atoms are even pairing together, to form a molecule - why electron fly around the proton and neutron, where these energies comes from, and how to deal them in the simulation. it makes no sense to simulate them, since as a viewer, we still would not get an accurate simulation result. maybe we would simulate (yes, of course, we would) a nuclear fission or fusion, if we specially design a simulator, to simulate these reactions, but the question is still up there: why they start to make reactions, why electrons fly around the protons, what energy keep them flying around, and where magnets come from, what is gravitation, where it comes. we still can implement them into the simulation, but they would be useless, it will not work, until we start to write long pages of code to iron-shod reactions, if to different kind of molecule meets, becouse the simulation would not able explain these links.
3: let's see biology: when we want neural nerwoks, that still just an array that cause logical arrays to fight about which of them would be able to play chess more, however, this still not able to explain, how life works - since in a proper simulator, placing the proper molecules to the proper places, would cause our little biological monster to - at least do something, before it dies, however, this will not happen in any simulation. of course, if we place special code lines that especially allows these molecules to interact, we may would be able to move a leg. but that still a hack. and again, we are around millions of code lines... so it would not start to ,,live'' on its own.
4: let's go more deeper: String Theory
i have read it a long time ago, at first time, i have read it for a hour, and i was like: what is this?
at the second time, i was readed it for one hours, from the begining, again, and i was like: what they are talking aniway?
after i investigating this theory, i still don't know, what they are talking about at all, and how this theory connecting with the real world. so i don't see/know, how this would be allow me to design a simulator for this.
so any suggestions, how to go deeper than this? is there any theory (even philosophycal!) that can help to go deeper levels in writing such a simulator, which would go one step deeper than this?
the game would be about creating, breeding, and evolving little creatures. at my current knowledge, this is only possible with a hardcoded fixed-size neural network simulator for each creature, and creating a simulated world where they can eat, can die, etc, however, that's far from simulating a so called ,,universe'', since the body and brain of the creatures shall be run through a separated algo, and can not be hosted directly through the world simlation algo itself. so the creature is not a real form from atoms, its just a logical array that can't even spread in the sim, becouse it needs to be cloned manually by the algo (it can't re-form its body, and his body can't be descriped by atoms, since then it would be not able to ,,life'')
if anybody have any theories about this topic, i would be read happily.
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