📄 Extracted Text (1,873 words)
From: Joscha Bach
Sent: Monday, February 19, 2018 8:58 PM
To: Jeffrey Epstein
Subject: Re:
Attachments: signature.asc
In the computational oscillator universe, energy has two forms: there is =he information contained in the oscillator
pattern itself, which to me =ooks like its mass: how much information fluctuates in each step? (Mass =s basically
displacement of information in time.) And there is =omentum, which is the amount of information that gets translated
along =he computational graph. (Momentum is displacement of information in =pace.)
If we look at the relationship between the locus of computation and the =lobal state, a number of variants are possible:
- global calculation advances all bits in the state vector at the same =ime
- single bit local calculation advances one one bit at a time
- multi-local calculation has a number of individual "read/write heads" =hat weave simultaneously
All variants can be realized so that the resulting dynamics are the =ame, which means that they would be independent
from the perspective of =n observer. However, variants B and C could also be implemented in such = way that the
outcome of the computation depends on the order in which =ocations of the universe are touched. I doubt that this is
the case, =ecause it might make the universe look for stochastic than it does.
> On Feb 19, 2018, at 06:49, jeffrey E. <[email protected]> wrote:
> Energy? Unlimited? Equal per computation ? Non local ? Two places
> =t once? Distribution s. Field effects time to compute / all the same
> =ime ? Synchronized
> On Mon, Feb 19, 2018 at 6:24 AM Joscha Bach =rote:
> As you may have noticed, my whole train of thought on computationalism =s based on the rediscovery of intutionist
mathematics under the name =computation".
> =tp://math.andrej.com/wp-content/uploads/2014/03/real-world-realizabil
> ity.=df
> The difference between classical math and computation is that =lassically, a function has a value as soon as it is
defined, but in the =omputational paradigm, it has to be actually computed, using some =enerator. This also applies for
functions that designate truth. For =omething to be true in intuitionist mathematics, you will always have =o show the
money: you have to demonstrate that you know how to make a =rocess that can actually perform the necessary steps.
> This has some interesting implication: computation cannot be =aradoxical. In the computational framework, there can
be no set of all =ets that does not contain itself. Instead, you'd have to define =unctions that add and remove sets from
each other, and as a result, you =ight up with some periodic fluctuation, but not with an illegal state.
> Intuitionist math fits together with automata theory. It turns out =hat there is a universal computer, i.e. a function that
can itself =ompute all computable functions (Turing completeness). All functions =hat implement the universal computer
can effectively compute the same =et of functions, but they may differ in how efficiently they can do it. =fficiency relates
to computational complexity classes.
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> The simplest universal computers known are some cellular automata, =ith Minsky and Wolfram arguing about who
found the shortest one. =oolean algebra is Turing complete, too, as is the NAND gate, the lambda =alculus, and almost
all programming languages. The Church Turing thesis =ays that all universal computers can compute each other, and
therefore =ave the same power.
> I suspect that it is possible that the Church Turing thesis is also a =hysical law, i.e. it is impossible to build physical
computer that can =alculate more than a Turing machine. However, that conflicts with the =raditional intuitions of most
of physics: that the universe is =eometric, i.e. hypercomputational. The fact that we cannot construct a =ypercomputer,
not just not in physics, but also not mathematically =where we take its existence as given when we perform geometry),
makes =e suspect that perhaps even God cannot make a true geometric universe.
> How can we recover continuous space from discrete computation? Well, =pacetime is the set of all locations that can
store information, and =he set of all trajectories along which this information can flow, as =een from the perspective of
an observer. We can get such an arrangement =rom a flat lattice (i.e. a graph) that is approximately regular and =ine
grained enough. If we disturb the lattice structure by adding more =inks, we get nonlocality (i.e. some information
appears in distant =attice positions), and if we remove links, we get spatial superposition =some locations are not
dangling, so we cannot project them to a single =oordinate any more, but must project them into a region).
> On the elementary level, we can define a space by using a set of =bjects, and a bijective function that maps a scalar
value to a subset =f these objects. The easiest way of doing might be to define a typed =elationship that orders each pair
of objects, and differences in the =calar are mapped to the number of successive links of that relationship =ype. We can
use multiple relationship types to obtain multiple =imensions, and if we choose the relationships suitably we may also
=onstruct operators that relate the dimensions to each other via =ranslation, rotation and nesting, so we derive the
properties of =uclidean spaces.
> To get to relativistic space, we need to first think about how =nformation might travel through a lattice. If we just
equalize value =ifferentials at neighboring locations, we will see that the information =issipates quickly and won't travel
very far. To transmit information =ver large distances in a lattice, it must be packaged in a way that =reserves the value
and a momentum (in the sense of direction), so we =an discern its origin. A good toy model might be the Game of Life
=utomaton, which operates on a regular two dimensional lattice and =flows the construction of stable, traveling
oscillators (gliders). In =ame of life, only the immediate neighbor locations are involved, so =liders can only travel in very
few directions. A more fine grained =omentum requires that the oscillator occupies a large set of adjacent =attice
locations. Smoothlife is a variant of Game of Life that uses =ery large neighborhoods and indeed delivers stable
oscillators that can =ravel in arbitrary directions.
> I think I have some idea how to extend this toy model towards =scillators with variable speed and more than two
dimensions. It may =lso possible to show that there are reasons why stable traveling =scillators can exist in id, 2d and 3d
but not in 4d, for similar =easons why stable planetary orbits only work in 3d.
> To give a brief intution about a traveling oscillator as a wavelet: =hink of a wavelet as two concentric circles, one
representing the =eviation above zero, the other one the deviation below zero. They try =o equalize, but because the
catch up is not immediately, they just =witch their value instead. (This is the discretized simplification.) =ow displace the
inner circle with respect to the outer one: the =rrangement starts to travel. Making the pattern stable requires =istorting
the circles, and probably relaxing the discretization by =ncreasing the resolution. The frequency of the wavelet
oscillation is =nversely related to how fast it can travel.
> You can also think of a wavelet as a vortex in a traveling liquid. The
> =ortex is entirely generated by the molecular dynamics within the
> liquid =which are our discrete lattice computations), and it does not
> dissolve =ecause it is a stable oscillator. The vortex can travel
> perpendicular =o the direction of the fluid, which is equivalent to
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> traveling in =pace. It cannot go arbitrarily fast: the progression of
> the liquid =efines a lightcone in which each molecule can influence
> other =olecules, and which limits the travel of every possible vortex.
> Also, =he faster the vortex moves sideways, the slower it must
> oscillate, =ecause the both translation and state change depend on
> sharing the same =nderlying computation. It will also have to contract
> in the direction =f movement to remain stable, and it will be
> maximally contracted at the =order of the light cone. (The contraction
> of a vortex is equivalent to =iving it a momentum.)
> An observer will always have to be implemented as a stable system =apable of state change, i.e. as a system of vortices
that interact in =uch a way that they form a multistable oscillator that can travel in =nison. From the perspective of the
observer, time is observed rate of =tate change in its environment, and it depends on its own rate of =hange, which in
turn depends on the speed of the observer. This gives =ise to relativistic time. Also, the observer does not perceive itself
=s being distorted, but it will normalize itself, and instead perceive =ts environment around itself as being distorted. As a
result, the =bserver will always have the impression to travel exactly in the middle =f its light cone. This model seems to
recover Lorentz invariance, but =ith a slight catch: it seems to me that while speed of light is =onstant and there is no
preferred frame of reference wrt acceleration, =he resolution of the universe changes with the speed of the observer.
=o idea if this is a bug or a feature, or if it will be neutralized by =omething I cannot see yet before I have a proper
simulation.
> Obviously, all of the above is just a conjecture. I can make a =onvincing looking animation, and I am confident that
many features like =imultaneity etc. will work out, but I don't yet know if a proper =umeric simulation will indeed work
as neatly as I imagine.
> On Feb 18, 2018, at 09:00, Jeffrey E. <[email protected]> wrote:
>>
> i want to hear more on your views on projection spaces. . also =eel free to put some more meat on the bones of
the thinking re lorentz =ransformations
>>
> > --
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