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Tuesday, January 7, 2020
UNUM 3.1: Updated to Unicode 12.1.0, UTF-8 Support Added
Version 3.1 of UNUM is now available for downloading. Version 3.1 incorporates the Unicode 12.1.0 standard, released on May 7th, 2019. Since the Unicode 11.0.0 standard supported by UNUM 3.0, a total of 555 new characters have been added, for a total of 137,929 characters. Unicode 12.0.0 added support for 4 new scripts (for a total of 150) and 61 new emoji characters. Unicode 12.1.0 added the single character U+32FF, the Japanese character for the Reiwa era. (In addition to the standard Unicode characters, UNUM also supports an additional 65 ASCII control characters, which are not assigned graphic code points in the Unicode database.) This is an incremental update to Unicode. There are no structural changes in how characters are defined in the databases, and other than the presence of the new characters, the operation of UNUM is unchanged. There have been no changes to the HTML named character reference standard since the release of UNUM version 2.2 in September 2017, so UNUM 3.1 is identical in this regard. UNUM 3.1 adds support for the UTF-8 encoding of Unicode, and allows specification of characters as UTF-8 encoded byte streams expressed as numbers, for example:$ unum utf8=0xE298A2 Octal Decimal Hex HTML Character Unicode 023042 9762 0x2622 ☢ "☢" RADIOACTIVE SIGNA new
--utf8
option displays the UTF-8 encoding of characters as a hexadecimal byte stream:
$ unum --utf8 h=sum Octal Decimal Hex HTML UTF-8 Character Unicode 021021 8721 0x2211 ∑,∑ 0xE28891 "∑" N-ARY SUMMATIONUNUM Documentation and Download Page
Reading List: The Simulation Hypothesis
- Virk, Rizwan. The Simulation Hypothesis. Cambridge, MA: Bayview Books, 2019. ISBN 978-0-9830569-0-4.
-
Before electronic computers had actually been built,
Alan Turing
mathematically proved a fundamental and profound property of
them which has been exploited in innumerable ways as they
developed and became central to many of our technologies and
social interactions. A computer of sufficient complexity, which
is, in fact, not very complex at all, can simulate any
other computer or, in fact, any deterministic physical
process whatsoever, as long as it is understood sufficiently to
model in computer code and the system being modelled does not
exceed the capacity of the computer—or the patience of the
person running the simulation. Indeed, some of the first
applications of computers were in modelling physical processes
such as the flight of ballistic projectiles and the
hydrodynamics of explosions. Today, computer modelling and
simulation have become integral to the design process for
everything from high-performance aircraft to toys, and many
commonplace objects in the modern world could not have been
designed without the aid of computer modelling. It certainly
changed my life.
Almost as soon as there were computers, programmers realised
that their ability to simulate, well…anything
made them formidable engines for playing games. Computer gaming
was originally mostly a furtive and disreputable activity,
perpetrated by gnome-like programmers on the graveyard shift
while the computer was idle, having finished the
“serious” work paid for by unimaginative customers
(who actually rose before the crack of noon!). But as the
microelectronics revolution slashed the size and price of
computers to something individuals could afford for their own
use (or, according to the computer Puritans of the previous
generations, abuse), computer gaming came into its own. Some
modern
computer games have production and promotion budgets larger
than Hollywood movies, and their characters and story lines have
entered the popular culture. As computer power has grown
exponentially, games have progressed from tic-tac-toe, through
text-based adventures, simple icon character video games, to
realistic three dimensional simulated worlds in which the players
explore a huge world, interact with other human players and
non-player characters (endowed with their own rudimentary
artificial intelligence) within the game, and in some games and
simulated worlds, have the ability to extend the simulation by
building their own objects with which others can interact. If
your last experience with computer games was the Colossal Cave
Adventure or Pac-Man, try a modern game or virtual
world—you may be amazed.
Computer simulations on affordable hardware are already
beginning to approach the limits of human visual resolution,
perception of smooth motion, and audio bandwidth and
localisation, and some procedurally-generated game worlds are
larger than a human can explore in a million lifetimes.
Computer power is forecast to continue to grow exponentially for
the foreseeable future and, in the Roaring Twenties, permit
solving a number of problems through “brute
force”—simply throwing computing power and massive
data storage capacity at them without any deeper fundamental
understanding of the problem. Progress in the last decade in
areas such as speech recognition, autonomous vehicles, and
games such as Go are precursors to what will be possible
in the next.
This raises the question of how far it can go—can computer
simulations actually approach the complexity of the real world,
with characters within the simulation experiencing lives as rich
and complex as our own and, perhaps, not even suspect they're
living in a simulation? And then, we must inevitably speculate
whether we are living in a simulation, created by
beings at an outer level (perhaps themselves many levels deep in
a tree of simulations which may not even have a top level).
There are many reasons to suspect that we are living in a
simulation; for many years I have said it's “more likely
than not”, and others, ranging from Stephen Hawking to
Elon Musk and Scott Adams, have shared my suspicion. The
argument is very simple.
First of all, will we eventually build computers sufficiently
powerful to provide an authentic simulated world to conscious
beings living within it? There is no reason to doubt that we
will: no law of physics prevents us from increasing the power of
our computers by at least a factor of a trillion from those of
today, and the lesson of technological progress has been that
technologies usually converge upon their physical limits and
new markets emerge as they do, using their
capabilities and funding further development. Continued growth in
computing power at the rate of the last fifty years should begin
to make such simulations possible some time between 2030 and the
end of this century.
So, when we have the computing power, will we use it to build
these simulations? Of course we will! We have been
building simulations to observe their behaviour and interact
with them, for ludic and other purposes, ever since the first
primitive computers were built. The market for games has only
grown as they have become more complex and realistic. Imagine
what if will be like when anybody can create a whole
society—a whole universe—then let it run to
see what happens, or enter it and experience it first-hand.
History will become an experimental science. What
would have happened if the Roman empire had discovered the
electromagnetic telegraph? Let's see!—and while we're at
it, run a thousand simulations with slightly different initial
conditions and compare them.
Finally, if we can create these simulations which are so
realistic the characters within them perceive them as their real
world, why should we dare such non-Copernican arrogance as to
assume we're at the top level and not ourselves within a
simulation? I believe we shouldn't, and to me the argument that
clinches it is what I call the “branching factor”.
Just as we will eventually, indeed, I'd say, inevitably, create
simulations as rich as our own world, so will the beings within
them create their own. Certainly, once we can, we'll create
many, many simulations: as many or more as there are running copies of
present-day video games, and the beings in those simulations
will as well. But if each simulation creates its own
simulations in a number (the branching factor) even a
tiny bit larger than one, there will be exponentially
more observers in these layers on layers of simulations than at
the top level. And, consequently, as non-privileged observers
according to the
Copernican
Principle, it is not just more likely than not, but
overwhelmingly probable that we are living in a simulation.
The author of this book, founder of
Play Labs @ MIT,
a start-up accelerator which works in conjunction with the
MIT Game Lab,
and producer of a number of video games, has come to the same
conclusion, and presents the case for the simulation hypothesis
from three perspectives: computer science, physics, and the
unexplained (mysticism, esoteric traditions, and those enduring
phenomena and little details which don't make any sense when
viewed from the conventional perspective but may seem perfectly
reasonable once we accept we're characters in somebody else's
simulation).
Computer Science. The development of computer games is
sketched from their origins to today's three-dimensional
photorealistic multiplayer environments into the future, where
virtual reality mediated by goggles, gloves, and crude haptic
interfaces will give way to direct neural interfaces to the
brain. This may seem icky and implausible, but so were pierced
lips, eyebrows, and tongues when I was growing up, and now I see
them everywhere, without the benefit of directly jacking in to a
world larger, more flexible, and more interesting than
the dingy one we inhabit. This is sketched in eleven steps, the
last of which is the Simulation Point, where we achieve the
ability to create simulations which “are virtually
indistinguishable from a base physical reality.” He
describes, “The Great Simulation is a video game that is
so real because it is based upon incredibly sophisticated
models and rendering techniques that are beamed directly into
the mind of the players, and the actions of artificially
generated consciousness are indistinguishable from real
players.” He identifies nine technical hurdles which
must be overcome in order to arrive at the Simulation Point.
Some, such as simulating a sufficiently large world and
number of players, are challenging but straightforward
scaling up of things we're already doing, which will become
possible as computer power increases. Others, such as
rendering completely realistic objects and incorporating
physical sensations, exist in crude form today but will
require major improvements we don't yet know how to
build, while technologies such as interacting directly with
the human brain and mind and endowing non-player characters
within the simulation with consciousness and human-level
intelligence have yet to be invented.
Physics. There are a number of aspects of the physical
universe, most revealed as we have observed at very
small and very large scales, and at speeds and time intervals
far removed from those with which we and our ancestors
evolved, that appear counterintuitive if not bizarre
to our expectations from everyday life. We can express them
precisely in our equations of quantum mechanics, special
and general relativity, electrodynamics, and the
standard models of particle physics and cosmology, and
make predictions which accurately describe our observations,
but when we try to understand what is really going on or
why it works that way, it often seems puzzling and
sometimes downright weird.
But as the author points out, when you view these aspects of
the physical universe through the eyes of a computer game
designer or builder of computer models of complex physical
systems, they look oddly familiar. Here is how I expressed
it thirteen years ago in my 2006 review of Leonard Susskind's
The Cosmic Landscape:
What would we expect to see if we inhabited a simulation? Well, there would probably be a discrete time step and granularity in position fixed by the time and position resolution of the simulation—check, and check: the Planck time and distance appear to behave this way in our universe. There would probably be an absolute speed limit to constrain the extent we could directly explore and impose a locality constraint on propagating updates throughout the simulation—check: speed of light. There would be a limit on the extent of the universe we could observe—check: the Hubble radius is an absolute horizon we cannot penetrate, and the last scattering surface of the cosmic background radiation limits electromagnetic observation to a still smaller radius. There would be a limit on the accuracy of physical measurements due to the finite precision of the computation in the simulation—check: Heisenberg uncertainty principle—and, as in games, randomness would be used as a fudge when precision limits were hit—check: quantum mechanics.
Indeed, these curious physical phenomena begin to look precisely like the kinds of optimisations game and simulation designers employ to cope with the limited computer power at their disposal. The author notes, “Quantum Indeterminacy, a fundamental principle of the material world, sounds remarkably similar to optimizations made in the world of computer graphics and video games, which are rendered on individual machines (computers or mobile phones) but which have conscious players controlling and observing the action.” One of the key tricks in complex video games is “conditional rendering”: you don't generate the images or worry about the physics of objects which the player can't see from their current location. This is remarkably like quantum mechanics, where the act of observation reduces the state vector to a discrete measurement and collapses its complex extent in space and time into a known value. In video games, you only need to evaluate when somebody's looking. Quantum mechanics is largely encapsulated in the tweet by Aatish Bhatia, “Don't look: waves. Look: particles.” It seems our universe works the same way. Curious, isn't it? Similarly, games and simulations exploit discreteness and locality to reduce the amount of computation they must perform. The world is approximated by a grid, and actions in one place can only affect neighbours and propagate at a limited speed. This is precisely what we see in field theories and relativity, where actions are local and no influence can propagate faster than the speed of light. The unexplained. Many esoteric and mystic traditions, especially those of the East such as Hinduism and Buddhism, describe the world as something like a dream, in which we act and our actions affect our permanent identity in subsequent lives. Western traditions, including the Abrahamic religions, see life in this world as a temporary thing, where our acts will be judged by a God who is outside the world. These beliefs come naturally to humans, and while there is little or no evidence for them in conventional science, it is safe to say that far more people believe and have believed these things and have structured their lives accordingly than those who have adopted the strictly rationalistic viewpoint one might deduce from deterministic, reductionist science. And yet, once again, in video games we see the emergence of a model which is entirely compatible with these ancient traditions. Characters live multiple lives, and their actions in the game cause changes in a state (“karma”) which is recorded outside the game and affects what they can do. They complete quests, which affect their karma and capabilities, and upon completing a quest, they may graduate (be reincarnated) into a new life (level), in which they retain their karma from previous lives. Just as players who exist outside the game can affect events and characters within it, various traditions describe actors outside the natural universe (hence “supernatural”) such as gods, angels, demons, and spirits of the departed, interacting with people within the universe and occasionally causing physical manifestations (miracles, apparitions, hauntings, UFOs, etc.). And perhaps the simulation hypothesis can even explain absence of evidence: the sky in a video game may contain a multitude of stars and galaxies, but that doesn't mean each is populated by its own video game universe filled with characters playing the same game. No, it's just scenery, there to be admired but with which you can't interact. Maybe that's why we've never detected signals from an alien civilisation: the stars are just procedurally generated scenery to make our telescopic views more interesting. The author concludes with a summary of the evidence we may be living in a simulation and the objection of sceptics (such that a computer as large and complicated as the universe would be required to simulate a universe). He suggests experiments which might detect the granularity of the simulation and provide concrete evidence the universe is not the continuum most of science has assumed it to be. A final chapter presents speculations as to who might be running the simulation, what their motives might be for doing so, and the nature of beings within the simulation. I'm cautious of delusions of grandeur in making such guesses. I'll bet we're a science fair project, and I'll further bet that within a century we'll be creating a multitude of simulated universes for our own science fair projects.
Wednesday, January 1, 2020
Reading List: The City of Illusions
- Wood, Fenton. The City of Illusions. Seattle: Amazon Digital Services, 2019. ASIN B082692JTX.
- This is the fourth short novel/novella (148 pages) in the author's Yankee Republic series. I described the first, Pirates of the Electromagnetic Waves (May 2019), as “utterly charming”, and the second, Five Million Watts (June 2019), “enchanting”. The third, The Tower of the Bear (October 2019), takes Philo from the depths of the ocean to the Great Tree in the exotic West. Here, the story continues as Philo reaches the Tree, meets its Guardian, “the largest, ugliest, and smelliest bear” he has ever seen, not to mention the most voluble and endowed with the wit of eternity, and explores the Tree, which holds gateways to other times and places, where Philo must confront a test which has defeated many heroes who have come this way before. Exploring the Tree, he learns of the distant past and future, of the Ancient Marauder and Viridios before the dawn of history, and of the War that changed the course of time. Continuing his hero's quest, he ventures further westward along the Tyrant's Road into the desert of the Valley of Death. There he will learn the fate of the Tyrant and his enthralled followers and, if you haven't figured it out already, you will probably now understand where Philo's timeline diverged from our own. A hero must have a companion, and it is in the desert, after doing a good deed, that he meets his: a teddy bear, Made in Japan—but a very special teddy bear, as he will learn as the journey progresses. Finally, he arrives at the Valley of the Angels, with pavement stretching to the horizon and cloaked in an acrid yellow mist that obscures visibility and irritates the eyes and throat. There he finds the legendary City of Illusions, where he is confronted by a series of diabolical abusement park attractions where his wit, courage, and Teddy's formidable powers will be tested to the utmost with death the price of failure. Victory can lead to the storied Bullet Train, the prize he needs to save radio station 2XG and possibly the world, and the next step in his quest. As the fourth installment in what is projected to be one long story spanning five volumes, if you pick this up cold it will probably strike you as a bunch of disconnected adventures and puzzles each of which might as well be a stand-alone short-short story. As they unfold, only occasionally do you see a connection with the origins of the story or Philo's quest, although when they do appear (as in the linkage between the Library of Infinity and the Library of Ouroboros in The Tower of the Bear) they are a delight. It is only toward the end that you begin to see the threads converging toward what promises to be a stirring conclusion to a young adult classic enjoyable by all ages. I haven't read a work of science fiction so closely patterned on the hero's journey as described in Joseph Campbell's The Hero with a Thousand Faces since Rudy Rucker's 2004 novel Frek and the Elixir; this is not a criticism but a compliment—the eternal hero myth has always made for tales which not only entertain but endure. This book is currently available only in a Kindle edition. The fifth and final volume of the Yankee Republic saga is scheduled to be published in the spring of 2020.