Optimization

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In the Stacking discussion, an interesting point is raised about performance of a Simulation. In order to run a Simulation that simulates each and every aspect of the universe in real-time, a computer as powerful as the universe itself would be needed, and would thus be impossible.

This does not necessarily have to be the case, if there are methods to optimize the simulation.

[edit] Compression

The popular MP3 fileformat, which compresses digital audio into a format that takes a lot less diskspace, is based on a 'lossy compression' algorithm. This means that only audio information is preserved that, under normal circumstances, is audible to the listener.

A similar technique could be applied to a Simulation, where only those parts are simulated that are either observed, or that have a cause-and-effect relationship with elements that are observed.

3D computer games, a very crude form of simulation, have been employing this since they were first created: the rendering engine of games only renders the parts of the game that the player actually sees. The rest exists only as registers that keep track of certain aspects of the game, but are not rendered.

So to optimize the simulation, all parts that are not observed and that do not have 'state', can be offloaded from the simulation engine and even compressed so they take up less space. As soon as an Observer is present, the simulation will continue that part of the simulation.

Compare this to popular quotes such as: "If a tree falls in a forest with no one to hear it, does it make a sound?" and, to some extend, Schrödinger's cat.

[edit] Wouldn't we notice the optimizations?

Brad DeLong has an article on his site in which he states that if such optimizations were in place, scientists would notice, as on closer study, missing details would be revealed. This does not necessarily have to be the case however, the Simulation could render more detail when observers study it. 'The Expanding Simulation' talks about this subject.

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