Path: utzoo!utgpu!watmath!iuvax!ndcheg!uceng!dmocsny From: dmocsny@uceng.UC.EDU (daniel mocsny) Newsgroups: comp.ai Subject: Re: Simulation verus reality Summary: It's not nice to fool Mother Nature Message-ID: <864@uceng.UC.EDU> Date: 13 Apr 89 06:35:31 GMT References: <827@htsa.uucp> <5227@cs.Buffalo.EDU> Organization: Univ. of Cincinnati, College of Engg. Lines: 51 In article <5227@cs.Buffalo.EDU>, rapaport@sunybcs.uucp (William J. Rapaport) writes: > And I quote: > > "It is often suggested that a simulation of a phenomenon is not an > instance of the p[henomenon being simulated. For example, simulated > hurricanes are not real hurricanes. After all, as people often point > out, simulated hurricanes don't get you wet. Why doesn't, or couldn't, a simulated hurricane get you wet? Because we aren't so good at simulating things yet, or because that would be "cheating?" For us to detect the presence of a hurricane, we must absorb some sort of sensory data (raindrops on skin, the view of the ground rushing by as the gale carries us along, or perhaps we detect the hurricane indirectly by reading reports from instruments). To detect the presence of a _simulation_, we must also absorb some sort of sensory data. This means that the simulating device must have some link with the physical world for it to convey messages to our sensory organs. If a simulation can't deliver some sort of sensory experience to an observer, then in what sense does it exist? For a simulation to be a simulation, it must first exist...one hand clapping, that sort of thing... Thus any device that simulates things must have two essential parts: the computing engine that performs what we ordinarily think of as a simulation, and the I/O subsystem that pumps energy into the physical world in a way that provides a convincing sensory experience to an observer. The I/O subsystem can be as crude as a line printer that hammers out line after line of numbers. It can be a high-fidelity digital audio system that faithfully simulates the sounds of an orchestra (...heard any CD's lately? Simulated hurricanes don't get you wet yet, but simulated orchestras can move one to tears). It can be the future successor to NASA's VIVED (VIrtual Visual Environment Display) with stereoscopic LCD goggles and head-motion cancelling panning, that delivers a convincing panoramic view of simulated surroundings with depth cues. Someday it may be neural-interface implants that directly induce signals on our sensory nerves indistinguishable from the "real" thing. A really good simulation should saturate the observer's sensory bandwidth, just like the "real" thing does. Certainly a hurricane simulator could include a fancy device to generate raindrops and impart the correct velocity vectors to them. Spraying water as an output is not different in principle from pounding ink into a page--the simulating device has an expendable store of material that it imparts energy to and exhausts over the course of the simulation. Dan Mocsny dmocsny@uceng.uc.edu