Life After Death? - The Shocking Proof You’re in a Simulation
o-g0HnbZ_kQ • 2025-06-17
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Kind: captions Language: en In 2022, three scientists won the Nobel Prize for proving that the universe is not locally real, meaning particles don't exist in a fixed state until they're observed. What does that mean in simple terms? The universe only renders when you look at it. This has been proven scientifically, and it's made one question above all the obvious one to ask. Are we living in a simulation? And if we are, if this universe is simply a rendered environment, then there's no reason to believe that death is the end. Today's guest is MIT trained computer scientist, author, and video game entrepreneur Ryzswan Furk. He's got some wild theories that tie together ancient mysticism with modern quantum physics and simulation theory. I'm not sure if he's right, but I know he is interesting. Buckle up because here's RZswan Burke. Starting at the foundation, what is the simulation hypothesis and why do you think that it's actually a valid way to think of the universe? So, I started off coming to this road through video games. Uh and then as I started to research quantum physics and looking at all the weirdness in quantum mechanics, I came to realize that a simulated universe made much more sense than a physical universe. Like if we lived in a static physical universe, sort of a Newtonian world, if you will, where everything that's solid is solid and it always exists. uh as opposed to in the quantum world where everything gets rendered or we say that there's a probability wave that collapses to one specific possibility. So that's called quantum indeterminacy. And then the third part was when I started looking at the world's religions, I found that they were saying something similar. They just didn't have the terminology to talk about it back then. So there's this strange phenomenon called the observer effect. And this is so crazy. Yeah. or quantum indeterminacies would be the more formal name for it. And most people can probably think of it in terms of Schroinger's cat. Most people have heard of the cat. And so basically the idea is that you have this box and inside the box is a cat and some poison. And without getting in details, there's a 50% chance that the poison gets released and the cat is dead, which means there's a 50% chance poison does not get released and the cat is alive, let's say after an hour. And so uh that is called a state of superp position which means the cat is actually in two positions. Now normally we would say common sense tells us the cat is either alive or it's dead. Can't be both. It has to be one or the other. We just don't know because we haven't looked in the box. But the weirdness of quantum mechanics tells us that both of those are true. Meaning the cat is both alive and dead until somebody looks into the box. And then what happens is that this state of superposition or this probability wave as it's defined gets collapsed down to just one possibility and that's the possibility that we see. So those are the two most popular interpretations. The big question is why would the universe do that? And we can say well why do we do that in computer games we do it in order to optimize because we have limited resources and you know limited memory limited CPUs and all of this stuff. So it's an optimization technique that only renders that which needs to be rendered. Now the objection that some physicists have you know between these two camps they like that you know these guys don't like that interpretation and these guys don't like that interpretation. Why would the multiverse make sense? So what I'm saying is that the multiverse also makes more sense if it's a simulated multiverse. And I wrote a book called the simulated multiverse that goes through this idea. And so the objection to this idea that the universe is splitting off into multiple universes. every time we make not just a you know major life decision like am I going to live in Los Angeles or New York but at every single quantum decision event which is happening like yeah infinite yeah the numbers are incomprehensible but one objection that people have to that is well that is not a parsimmonious yeah it sounds like a memory leak that would like crash your computer exactly because each of those like when they split then within that there's essentially infinite quantum moments happening and so those are like mushrooming like yeah I don't see how yeah either my instinct is either we are wrong it's not a simulation and so quantum works in some other way that doesn't require that kind of computation or that one just rules itself out at the level of computation not necessarily and and this is why I I think it's interesting to look at simulation theory as a bridge between these two interpretations and so the objection comes If the universe is actually spinning off lots and lots of physical universes, basically you're saying that there's an infinite amount of resources and an infinite amount of um universes. Now, physicists love infinity. Computer scientists don't like infinity. We're always looking at, you know, this algorithm is on this order of resources are required. And so, we're always looking at ways to optimize. And nature has shown that in general it finds the most efficient way to do something. And I think that's true across many of the different sciences. Now in a simulated multiverse, you've redefined what it means to spin off a new universe. In fact, it's very easy to take a universe as it is now and then to create a copy of the data or information of that universe and spin off a new universe. And so that universe is only alive while the computation is running. So the idea is that this these universes might only exist while they're needed for the computation. And so when we run simulations, what do we do? We run with a certain set of variables and then we rewind and we run it again with another set of variables. Right? So in essence we try out the different possibilities and we see which of those is likely to lead us to let's say you know what is the likely result what is the most favorable outcome. So if those universes aren't necessarily alive forever if those universes are alive only as they're needed in order to do whatever computation the universe is doing. It could be that the other uh the other universe is paused. It could mean that it's running again. So, you get into this interesting notion of what does it mean for these other universes to be physical universes? If our universe is not physical to begin with, then that starts to make more sense. I think when when you say then that starts to make more sense, what's that? That the universe must be simulated. Our universe must be simulated. doesn't mean there isn't a physical one outside of the simulation. Otherwise, this weird behavior that we get in quantum mechanics, I mean, there's almost no good explanation for for why that would occur. So, let's go back to the the Copenhagen interpretation. I said there's a probability wave and then that goes down to one collapses to one probability. What does that mean actually? And so there was a physicist uh from Oregon I think University of Oregon uh named Amit Gowami and he said something once that that really struck me and he said look it's not really a probability wave because h how would you know what the probability is of this happening versus that happening unless you had run something multiple times like if you look at where probability comes from the idea goes back to some French mathematician uh who was asked to help somebody who was betting money on the roll of the dice. And so he said, "Look, if you have a dice, a dieice, a single dice, you can roll it and there are six possible futures in a standard dice." And so the probability of each of those futures would be one out of six in this case. But how would you know that if you haven't actually run it multiple times? So probability by itself implies that there is some amount of repetition going on from which you can make the conclusion that this is a probability that begins to look like a simulated multiverse. It ends up being a universe that runs again and again. Uh and it tries out each possibility. You know let's take Schrodinger's cat. So for uh people that know it, you're going to get this there. There's a part of the story where there's like a radioactive isotope that has the a 50% chance of uh decaying and as it decays then it triggers the poison that kills the cat 50% chance of not. Okay. If I'm programming that in a video game I have to decide what the odds are so that when the box is opened a calculation happens that goes this time alive or dead. Now as a game developer the reason that you do that is you want the game to feel dynamic. You don't want it to be on rails. So when you look at like procedural generation, you realize I can make this game a lot more interesting for the player if it's a rules-based game. A lot of this mental model began developing for me when I played Minecraft. Minecraft is a deceptively brilliant game because it's just a set of rules. And so each biome has a different set of rules which makes the biome react differently which makes different things happen different times of day, different amounts of light. And once you know those rules, then you can predict everything that's going to happen in the game. But if you make the rules sufficiently uh simple but complex, then what emerges is stable, learnable, but very diverse and capable of surprise. And so it's like, oh, as a game developer, that's that's my goal. Now, if I'm a from our perspective, a godlike game developer, then I'm going to be putting probabilities across as many things as I can. And as a game designer, you want a stable, predictable game, but you want it to be based on rules enough that take for instance, if I wanted right now, I could go absolutely crazy. I could smash my computer. or I could break this table and it has been programmed into the matrix the way that pressure applied to these specific materials will break and shatter and move. And so the first thing you learn when you're developing a game is, oh my god, I have to tell every pixel how to act. And so if you have like as a filmmaker, nature takes care of the physics engine. So clothes move the way you expect, grass moves the way you expect, wind happens the way you expect, it's all there. In a game, you've got to tell the fabric how to move. You've got to tell wind what to do. Hair how to react to wind. Hair how to react to a hand. This is why you get crazy things like clipping. And so if I'm developing that game and my game is dope in the way that real life is, it's like everything has tailored probabilities that you apply pressure in this way and it's likely to break like that. And I had a physicist once explain to me, Tom, uh, I can explain quantum physics to you in a single sentence. The universe you see is simply the most probable university universe. And I was like, ah, it's actually a really interesting way to see it. He said there is if there are infinite universes, there is a universe in which you go to sit down in your chair and you just fall right through it because all of your the gaps in your space cuz when you zoom in enough we're all basically just empty space line up perfectly with the gaps in the chair because it's also at a microscopic level just empty space and so you fall through it. He's like that's just not very probable so it doesn't happen. So, going back to game development, you've got this setup where um everything's just been pre-programmed so that no matter what might happen, it's already been accounted for. And so now the game isn't forced to be on rails. You get all of this surprise. And but the rules ultimately are knowable. And that feels like what physicists are trying to do is I'm an NPC inside the game and I'm trying to figure out how am I and the the game that I'm inside of how are they programmed? And once you understand the rules, then you can do things like nuclear energy because you actually understand how this stuff is programmed, structured, however you want to think about it. But it the more that you can go deeper into this probability set, deeper into the rules of a given biome, uh all of a sudden you can do things. I want to just follow up on what you said. So if this universe has been fine-tuned, yep, with a set of probabilities that allow us to do certain things. So there's something called the anthropic principle. And what the enthropic principle says is that the numbers in this universe seem like they're fine-tuned in such a way that we can have planets, we can have galaxies like the gravitational constant. And there's a whole bunch there's a whole list if you look up the anthropic principle there's a list of constants that are found in physics such that if they were off by even like 1% that the planets would fall apart. they would fly apart, the galaxies wouldn't hold, uh, and that the universe would not be teamed for life. But yet, our universe somehow seems like it's fine-tuned. And so, there really isn't a good explanation for that. And the the only explanations that we can come up with are one that it was intelligently designed this way and there may be more that we haven't discovered yet or that there have been multiple universes and those universes couldn't support life. So perhaps there's no reason to have those universes continue. And the one that we're in out of this multiverse is the one that has been fine-tuned for these types of things. So in computer science, you know what we'll do or just think of like an old chess game, right? And so when you're playing against the computer, what does the computer do? It would try to project forward each move so many number of moves and then it would say, okay, this is the best one to take. But it's already tried out these other moves and then what's your possible response to that? So it's possible that the simulation can run multiple times until it finds uh a universe or a set of constants that actually would support this. So those are the two possible explanations for the anthropic principle. Is there a physical world somewhere? So I I am writing a story that our video game is set inside of. So the game's called Project Kaizen. Inside the game, there's a character who basically goes crazy by asking a question which is where is the array? the array is our name for the server basically that we have to be running on. Okay, where is that server? Because that means that there's a world beyond the world that you're trapped inside of, right? And so whenever I hear people talk about this, you're always just pushing the miracle essentially of a first mover farther away. That's true. Because then you're just going to ask, well, how the hell does that universe exist? But so let's just say that instead of driving ourselves crazy with where this is, do you believe that there is a material world somewhere, I believe there is an outside the simulation and I think because of the way that the physical world works. So getting back to what we talked about a little while ago where you said um you know this table is all 99% empty space and if you were to go down you would find that the the molecules mostly empty space the atoms you got the electrons but it's mostly empty space and if you keep going down you know John Wheeler the physicist I mentioned at Princeton got down and said well at the bottom level all that's there is an answer to a series of yes no questions and those are basically bits right that's what a bit is it's a zero or a one, a yes or a no. And so what he said was he came up with this phrase it from bit to suggest that anything that looks physical to us is actually just built of information. But somehow that information has to get rendered in a way that it looks physical to us and that it feels physical to us. And so, you know, my interpretation of that is that that means that there is another layer to reality uh where all of this information exists, but while we're inside, that's where the rendering occurs. And and it turns out most physicists will not argue with that first premise that the world is built of information. So, I met a Nobel Prize winning physicist at the University of Cambridge last year and he's like, "Okay, tell me about the simulation hypothesis." And I said, 'Well, it starts with the idea that the world is information. And he said, 'Okay, that's not controversial anymore in physics. It used to be. I mean, go back 50 years and tell them the world is information. They'd say, "You're nuts. The world is obviously physical. We know it's physical because, you know, going back to uh uh, you know, the Burke, Bishop Berkeley was arguing with this guy who was it Dr. Johnson, I think, and Berkeley thought the whole universe exists in his mind." And what Dr. Johnson was kicked a rock and said there I just proved you know that it's real by kicking the rock. That said if you're in a video game you kick a rock and if the physics engine is well done then it you know your foot won't go through the rock. Uh so simply saying that there's something physical there isn't enough to say that it's not built on information because that's the particular arrangement of information. So this second part of how does that information get rendered to look like a physical world and feel like a physical world is where you know we don't have physics doesn't have an answer for that. Uh neuroscience thinks they might have an answer for that but I think the simulation hypothesis provides an interesting answer for that which is that it gets rendered as part of the computation and we are able to see only snippets of that information. They get presented to us in certain ways. This is where I think the conversation gets more mystical at this point because we don't have the answers necessarily. But you can look at all the various religious traditions and they always use the metaphor of the dream that the world is like a dream world and that you wake up from this dream and you realize it wasn't a real world but I thought that it was real. And and so you get into this this uh metaphysical type of conversation in the Hindu traditions for example they have that the whole world is a dream of the god Vishnu and then when he wakes up the whole world gets destroyed and when he goes back to sleep the whole world gets conceived again and then you have this idea that the world is maya or an illusion within the Hindu scriptures and you find the same terms being used within say the Islamic scriptures where they say the world is an enjoyable able delusion and they use a very specific term for that which is elguri matau in Arabic and what that means is not just it's an illusion but it's an enjoyable delusion that what does that remind me of it reminds me of a video game or a type of game uh and in fact in the western religious traditions you have this idea of the here and the hereafter and we're told there are these uh angels that are recording everything we do and then we have to like review all of that in the book of life For in Islam, it's called the scroll of deed. So you can go to pretty much any mystical tradition and you'll find that they're telling us that there's something more that can be perceived. And this is an ongoing debate in physics. I mean you go back to Max Plank who said consciousness is fundamental. The material is derivative. Today's material model is that the physical world is real. Consciousness is derived from the physical model. So the neurons are there and the neurons result in consciousness as an emerging property. So, it's it's sort of an ongoing debate and it we end up in metaphysical territory, I guess, is what I'm saying when we go down that debate. Is the pursuit of answering this question meaningful in any way? Well, I think it is, but again, it gets back to this issue of whether we're NPCs in a video game or we're not. So, if you think back to Pascal, one is meaningful, one is not meaningful. One is more meaningful, I guess I would say. What does Pascal tell us? So what Pascal said was, I can wager there is a god or there isn't a god. Meaning basically in the western traditions, if you're good, you end up in going to heaven. If you're bad, you end up going to hell. And he said, if I act like there's there's a god and there is a god and I've acted well, well then I'm golden because then I get to go to heaven. He said, on the other hand, if I act like there is a god but there is no god, meaning there's no afterlife, then it doesn't really matter, right? Either way, whether at that point it doesn't matter whether you acted good or bad, but if you acted good, then you know, insurance policy. Let's say you're at zero. Yeah. It's like an insurance policy. On the other hand, if you act badly in the way that you could end up in in hell if there is a god, you think of it as minus one million points. So, I drew this out like a video game, right? If you go to heaven, it's plus one million points. If you go to hell, it's minus a million points. uh and if you act badly and there's no god then it doesn't m then it doesn't matter but but it actually does matter. So he says it's better to just pretend like there is a god whether there is or not as an insurance policy. Uh and so this one philosopher used the same argument to say well we should not try to find out if we're in a simulation and he said because if we do then the simulators might shut us down right so if we try to find out if we're in a simulation and we are actually in a simulation the simulators might shut us down and if we try to find out we're in simulation and we're not in a simulation then it may not matter. Um, but on the other hand, if we don't try to find out if we're in a simulation and we're in a sim, then the sim keeps running, uh, because that may be part of the reason for the simulation. Um, and then in the other case, it doesn't matter. So, it's the same kind of four quadrants that you come up with, right? And and I don't necessarily agree with that, but we don't know what the purpose of the simulation is. Perhaps the purpose of the simulation is to see if we will get off the planet, if we will destroy the planet, uh, if we will build intergalactic species. Perhaps there are other people on other planets to see if we are able to connect with each other. Uh or but we might ruin the experiment in that version if we happen to know we're in a simulation or the purpose might be to see you know how long does it take us to finally figure it out and how many times do they have to run this simulation like what things need to happen for them to get to that point. And so now we get into this the metaphysical version where if you look at the religious traditions you have this idea of a soul and then you have a body and the soul goes into the body. And in fact they end up using such similar language or terminology or metaphors for how that very mysterious process works. They end up saying the soul clothes itself in the body just like your body puts on clothes. So they're using a metaphor of putting on clothes. So you can kind of understand how that works. Now in the Eastern traditions they say you go in, you put on a certain character, you come out, you go back in and you play a different character along the way. In the Western traditions or the Abrahamic religions, right, you might say that we just uh put do it once and and then we're in heaven or hell afterwards. But but it's the same idea. Either way, we're saying that we have put ourselves into this game for a reason, into this false delusionary world uh that we are uh in. And how do how do we determine, you know, what happens in a video game? Usually, we give the characters an outline um for the game. So, you choose a character, right? Like when I was young, we used to have Dungeons and Dragons and we used to have the character sheet, which almost all modern role playing games are based on that idea. and we would choose the race, we would choose the background, we would choose the likely profession or the profession of that character. We might roll some dice and we would get different attributes. Uh so there's an element of randomness in that. But then you also have a story line that you're trying to fulfill in say a campaign for example. And then we have a bunch of quests or achievements along the way in modern video games, right? We'll be back to the show in a moment, but first, let's talk about why splitting a dinner bill should never be complicated. When you need to pay someone back for coffee or to split an Uber, it should happen instantly. Not in three business days, not after confirming your routing number for the fifth time. Right now, Cash App makes money moves simple. 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I think you're seeing exactly where I'm going with this. Is that in that case, when you have difficulties in the game, I mean, in a video game, you don't necessarily give up when you have a difficulty, you go and you keep trying to to work that specific challenge again and again. And you might have a a tree of quests or achievements that you're trying to achieve. And some of them may not be unlocked until after you're able to, you know, achieve the first few in the tree and then that unlocks other parts of the tree. And some of them you do in conjunction with other people, right? You might say, "This is a multiplayer quest." Uh, and you might say, "Okay, we're going to meet at such and such a time in front of the castle and we're going to go on this raid or, you know, whatever the case may be." Um, and so you have this kind of weird purposefulness to it. But the grandfather of the video game industry, we'll talk since we're talking about video games a lot was uh Nolan Bushnell who started Atari. Actually got to meet him once. It was really interesting. Really fun guy. Got to know his son Brent Bushnell who runs a kind of a amusement park type. Yeah. Randomly I've met them both. Yeah. Yeah. Because they're here in LA as well. Um, and so, you know, there was a rule back at Atari and they said, "Make the game easy to play but difficult to master." Uh, and so it's important that there be some difficulty in the game to make it interesting because otherwise what'll happen, you'll stop playing the game and you play it once, it's it's easy to master and then you'll say, "Okay, I'm done with that. I want to go on to the next one." On the other hand, if it's too difficult, you then you might abandon the game prematurely. And so, you need to make it difficult enough for the player. So when we encounter difficulties in our lives, we can think of them as ramping up the difficulty levels uh for a particular challenge or a particular quest that we're on as part of our storyline. And so again, now we're now we're in metaphysical territory. So what I'm hearing you say is uh life is challenging, but there's this really powerful metaphor that all through history people use the modern technology to explain the human experience. I'm no different. That's just how I look at this thing is through that lens. Um, yep. I come at it from a very different angle, which is I've had the very startling experience of thinking that it was just a metaphor to then building a video game and seeing all these parallels to then the Nobel Prize gets handed out for people who, and I'm going to butcher this, but I really want people to at least have the vague understanding that I have of of the um the quantum entanglement that you were talking about that they won the Nobel Prize for. Let me kind of explain that part. If we have light that's coming from say a quazar or some big object that's really far away like a billion lighty years away and then that is coming to earth it's going to take how long? billion years, right? It's billion lighty years away. Uh the light is going to take a billion years. And then there's something in the middle between the quazar and us. Let's say a black hole or a galaxy or something that's a gravitationally large object. Then the light has to go to the left or to the right of that object before it comes here. And we can measure uh the polarity of the light, let's say, and and to figure out which way it went. So this is kind of like the equivalent of two slits. It just happens to be going around an object and suppose that object that black hole is a million lighty years away from us. Okay. So when would the decision of whether to go left or right happen? Now common sense in a material universe where time you know is linear that decision would have been made a million years ago. So before humans were really around on the planet and certainly before we had any recorded history. um maybe after the dinosaurs uh but it was long enough ago that you know it's it's in the distant past and so that decision about which way the light went is not made until the measurement occurs of the light today on earth. So if we have these two telescopes that that can figure out which way it went left or right it's when we do the measurement that choice is made. That means today we are somehow influencing the past. Uh because that decision should have been made a million years ago. The past isn't real. This is exactly. And so the past isn't real. And so I'm not saying that it's only a metaphor. Uh I'm saying that that shows us that the past doesn't really exist in a single format in the way we think it does. Correct. Rather it gets filled in like in a video game or like in a Philip K. dick story where they have false memories. So it gets the false memories sub is where you and I are going to start disagreeing. Yeah. So let's first lay the track down because if we can like people at home should be spitting their coffee out being like what the how is that possible? Uh the reason that the more I develop video games, the more I become absolutely convinced that we are living in a simulation is because that is exactly how you would have to develop a video game. There is no such thing as the past. What you say is there is a roll of the dice, a calculation that you were going to run at the time that you have to render that thing and you're going to say, "Oh, now that light is going to hit here, but I need to understand like reflections and all that." So when the player looks at it, I'm going to go, "Oh, what are the probabilities that it's going to look like this?" Okay, cool. It runs all these calculations. I decided the mathematics ahead of time, but I don't run the calculation until I need to look at it. So yes, theoretically, there is a quazar way out there. And yes, because I know that that quazar is programmed. I know that there is a probability that I'm going to see the light when I look at this thing and it's going to be reflecting in this way, all that. But I'm not going to actually do the math until I need to for the player. So sure, by the programming it left a million years ago, and I need to know that from the perspective of how I run the calculation, but I'm not actually gonna run the calculation till I look at it. What got me thinking about that? So, I'm playing Minecraft in my 40s and I'm like, "Oh my god, this game is unbelievably brilliant." But the thing that traumatizes me is that when I walk away from the game, the game stops. Y and I was like, but what if you could take the server clock and have it keep ticking even when you're not there? Right. And I was like, what if I could set up a set of rules that instead of growing uh crops of wheat that my civilization keeps advancing and that I could walk away from the computer for a year and I could come back and whatever server tick I assign, let's say I assign every server tick is 50 minutes in the real world, but it accounts to a week or a year or whatever inside the game. And there's a certain set of rules, constant dice being rolled. Now, I don't roll the dice until the player comes back to the game and says, "I want to go to that place." And as you the way that I was going to do it is as you get successively closer, I start running more and more of the mathematics. And so then as you like get fully to the thing, you realize, oh my god, there's like a space station here. This is crazy. When I left, there was just a bunch of monkeys. But I've got the rule set. I've got the mathematics. I've got the server ticks. And so we're just clocking. It's in a database. I say, "Last time you were here was this. there are this many server ticks between when you come back, you're this many blocks from seeing that so I know to start running certain amounts of the math so that you don't have like some drastic load time as you get there. And I was like, this is the actual universe. I was like, "Oh my god, if you just set up all these rules, you've got evolution, you've got time, which none of it's real." Yep. In terms of a material way. Yes. But because we have all of us NPCs or whatever we are constantly doing the measurements, we're constantly forcing it to run the mathematics, right? And so you have this perception of a persistent world that until you start pushing and pushing and pushing and pushing in, it just seem it's all solid. It all works and everything. But the reason that I'm obsessed with it is I realize is if you become aware of how the simulation works, you essentially become a superhero. And that's why physicists have given us our entire modern world more than people even realize from GPS to nuclear power is they understand, oh, you can actually go and split the atom. It's not easy, but you can do it because I understand the fundamental rules of, in my opinion, the simulation. And so it's like yo there are real consequences. There are real consequences by understanding the forget whether it's actually a simulation or not. By understanding the rules of this thing which happen to seem to point to it's a simulation. Uh you can do things. Yeah. Although often we understand the rules only a little bit. I think for sure we could be sometimes we don't take into account, you know, what might happen if we start manipulating, you know, these rules without knowing all of the rules of the simulation. And of course, so you're worried that we'll go off halfcocked because you said that this could be the simulation to find out if we destroy ourselves, right? Exactly. that could be part of the simulation. But I I think this this idea that the past gets filled in as necessary whenever there are players or whenever there are NPCs, depending on how you look at it, I is quite fascinating. And I think the crops example is a good one, right? Because you might say there's a 50% chance that you have a locust, a storm, a swarm of locusts. Yes. Right. But when it's not till you log in and you run the game again that you find out. So it literally hasn't happened. So there are two possible pasts there. There's the past where your crops just continue to grow and now you know you're and to your point there's so many things that we'll we'll get an answer to when we run the mathematics when you log back into the system and you start moving back towards that village or whatever then it's going to be like okay well there was this many years uh storms happen at this rate. The likelihood of a flood is this. The likelihood of raiders coming by your village. the likelihood that your th roof catches on fire like you just have all like all this stuff all these crazy things. Now it turns out in quantum mechanics based upon what we were talking about earlier the delayed choice experiment that is true as well that there are all these probabilities of things that happened but it's not until somebody observes them that all this entire history including the dinosaurs being here and they left us fossils all of these types of things. Now, at first I thought, okay, this can't really be the case. I mean, is that what really what quantum mechanics is telling us? Most physicists would tell you there's no such thing as retrocausality, meaning that we can't change the past. But that there is an exception to that and that is this delay choice experiment. And so I started looking around at some of the original quantum mechanics pioneers and founders of the field and Schroinger himself had a very obscure quote all the way back in the 1940s. So even before the whole multiverse idea, you know, they were still struggling with this Copenhagen interpretation. He said every time we make a choice or we observe or we collapse the probability wave, we are choosing from one of multiple simultaneous histories, right? That's a very weird choice of words. Why choosing? It's it's a very weird choice because physicists would tell us we can't change the past. And that's what it seems like once we've chosen a past, right? It's it's as if it's all been fixed. So they'll say you're not changing the past. Do you agree with the use of the word shoes? I I do because I'm of the opinion that the observer effect requires an observer, right? That it's not just the NPCs now run the mathematics. It doesn't say uh that okay, go left instead of right around the galaxy or the black hole. That seems like an odd way to think through this problem. And this is going to matter as you and I begin debating whether there's life after death, right? But the observer does determine say what they do next right so if you think of it as a series of choices over a long term do you think we have free will I believe we do but you can't account for it inside the system in the same way how could we have free will because you in order to have true free will so physicists define free will simply as randomness quantum randomness so that's not free will that's random right that that's there that I'm saying from a materialist point of view that's the only approach where we could have free will is if it's random but it's not it's still not free will in my opinion right and and I kind of agree with you there uh but in order to have free will you have to have a set of choices and then you have to have someone outside the system who's free to make those choices to have free will you'd have to have choices that I mean quite frankly uh you couldn't be bound by physics because the second you're bound by physics now I'm like okay I have a bounded option set and then it becomes well what is helping me process whether I choose left or right. And then all of a sudden you'll get down to, oh yeah, I'm running a program. My brain is made of certain material. Even if it's made of certain material inside the simulation, right? It still runs and processes data in a certain way. And if it processes data in a certain way, I don't have free will, right? But then the question becomes how are those rules defined? And also like a good example, I think it was David Deutsch who uh or Seth Lloyd, these are like two pioneers in quantum computing. I'm forgetting which one had used this example, but it was a good one. They said that, you know, running physics rules can get you to know how materials interact with each other and chemistry can combine, etc. But it doesn't tell you why there's a bunch of brass that's a statue of, you know, Admiral Nelson in the middle of London, right? So there's some there's some ability because if you're just running rules, why would you end up with that unless there is some set of goals or or some uh you know some set of uh people programs that are choosing that specific goal in and of itself. So, so I think you can set up a pretty simple set of rules around uh evolution is going to get you there because nature is deceptively simple from a survival standpoint that is just motivating you to have kids to have kids but then you're trying to get this one animal has gone down a path of cooperation. And so then you realize there are going to be certain mechanisms in the brain that you have to plan for cooperation. We'll shorthand it to religion. So you have to create a sense of awe that there's something that people kneel before. because they're willing to kneel before it. They're willing to gather in large groups because we all kneel before the same thing. And all of a sudden, you realize, oh, this is literally nature going, I only have two levers, pleasure and pain, and I've got to find ways to get these guys to have sex and protect. I mean, it's one of the options. Th this is one where um we probably have to be careful to stay in base assumptions. My base assumption is that we operate on a finite set of rules. Y and those rules run on a computational device of some kind. The computational device has a nature meaning that there are I'll say circuits who knows what it actually does. But like electricity can only travel in so many paths on a circuit. And to your point, if this is bits of information, it's either on or off. So like once you boil it down to its simplest, we're a very complex automata. But I don't see any way that we're not automat right. But if you think of automata and how they work, let's look at AI today. Yeah. So for example, LLMs are based on essentially a very simple architecture at the at the bottom level. Uh but they get incredibly complex when you start talking about layers of neural networks. But I mean even back when I was studying computer science back in the day, they you know we had this idea of taking a neuron and a neural net type approach. even back in the 90s where they were using this approach where the neuron fires or doesn't fire after a certain period of time. But if you look at AI, most of the AI in what I like to call wave 1 AI was a rulesbased AI. So it was more about expert systems and defining rules and how to do things. And then they realized, oh, we have to use a bunch of different data. Uh, and so today's AI is more based on machine learning algorithms, deep learning, all of this stuff. And it's based more on neural networks. So it's more based on You don't think neural networks operate on rules? They do, but they operate on on very small rules, very simple rules. Yes. But it's not always predictable at a high level. What even today we have hallucinations, right? Because of those rules. But it's is it the level of complexity or the pre-programmed set of probabilities? Because to me and maybe where we're disconnecting, I have the base assumption that uh probability does not equal free will. Randomness does not equal free will. So then what does equal free will? There is no free will. So free will would be that you're not using a processing device that has a nature. And this is why to me, do you know Phineas Gage? No, I don't. To me, this story just literally shuts the argument down. People always push back. I find it crazy, but uh Phineas Gage, real person, he was working on a railroad, hit a tamping rod, and it misfired. It shot a three foot metal rod that was about that big around up through his cheek and out the top of his head. He lost a tups worth of brain matter. Never lost consciousness, but was never the same again. Now, the reason I would say it was never the same again is that even if we're in a simulation, the simulation has a set of rules that go all the way down to the cellular level. How cells combine and we pull in mitochondria and all that through a process of evolution. It's like you just set those rules and they go. So any you get to the point where this NPC processes data through again it's all it's all uh synthetic in the sense that it's a simulation but there cells are used in this incredibly complicated MPC in his brain the brain has physics so it respond to traumatic force and all that has an inflammation response and all that and so if in the game you cause that trauma then it's going to alter the way that that NPC processes data And so I'm just saying whether I'm an avatar somewhere else like um matrix style logging into this body, I'm still now processing data through this body. I have lost sight that there is anything else. My base assumption is that there is nothing else. Everything is a simulation on this level. Yeah. And there's just a set of rules and the set of rules gives birth to what we call biology. And if you disrupt that biology, there are consequences. Right. And so, so you know, you lean towards the NPC version and that means I'm locked inside my biology. That's my punch line. And if I'm locked inside my biology, I don't have free will. But if you're in a video game, you know, I have these rules of what will happen if I do X, right? Because that the rules define the game. But as the player of the game, I still choose whether to do it's like those old choose your own adventure games or in in a game. I still choose whether to take this quest or that quest. Think about computer programming for real. If you want something to happen randomly, you have to assign a random number generator and it literally rolls the dice and says, "Okay, you do option 32." It's not by my definition, I would not consider that free will. Do you consider that free will? I don't consider it free will, but I consider it uh free will. The only way to have true free will is to step outside the system and have somebody make the choice whether to do that thing or not. outside of any system that guides your behavior. And I'm saying biology guides your behavior. Not necessarily. I mean, that hasn't been established yet. You know, hasn't it? I don't think so. I just told you the Phineas Gage story going. It's still in No. And I'm not saying that, but what I am saying is that there is still debate about whether consciousness survives, for example, death. Right now, we're back at Yes. This is this is exactly what I want to argue about. So, first of all, I want to I want to I want to say my fundamental belief in life is nobody knows anything, least of all me. So, while I'm going to myself, you seem pretty sure 100%. And I think that's the only wise I have strong convictions loosely held. So, I know I'm wrong about something. We may not even be in a simulation. I could be wrong that foundationally. I'm super open to that. I love this stuff so much. Uh but I I I can't follow anyone's train of logic that is saying that we have free will. We can talk pansychism where we're like uh an ant a radio with an antenna that receives consciousness. Like we can talk about it however anybody wants and I still don't see how we ever end up with anything other than we're we're a processing plant that follows a set of rules and that to me isn't free will. And I don't know that maybe the audience doesn't a care and we don't bog down in free will, but uh to plant a flag so I can track your base assumptions. You believe we have free will. Well, the reason I wrote this book, interestingly enough, is because I think that the simulation hypothesis provides a common language between those who believe we have free will and those who believe we don't have free free will. because there is this spectrum, right? In the NPC version, I agree, we don't have free will because it's just a set of rules. In the video game version, the player has some amount of free will. So, for example, I might choose as my player, you know, to go on this particular quest to uh, you know, go fight the Goblin King. Now if I as a player never decide to go down that path then that specific set of circumstances never happens. So you still have this opportunity to choose. And that's where I think in the religious side there's this idea that consciousness exists beyond the body. And in the materialist world there's this idea that it is just physical and that's all it's based off of is just simple biology. Right? And so what's interesting to me about the simulation hypothesis is that it could actually accommodate both of those. If we're inside a simulation, you can have all of the rules of the game uh that are there. All of the quantum physics starts to make at least more sense, right? We're not 100% there. And you know, I've talked, as you mentioned, about how we tend to use the latest technological metaphors. Uh, I believe we're in a simulation, but I don't believe we're in a simulation on a simple computer like the computers we have or like my iPhone computer, those processes, right? I believe it tends to be more like a quantum computer, which is a new type of computer that can accommodate things like superp position, etc. But I believe that the video game metaphor is a way for those who believe we have free will to think about a physical world uh and yet to try to ground that in some level of of of a technoscientific basis if you will. Do you believe that we have a soul? I believe that our player is the soul. Yeah. I mean I tend to believe that more really fast and we'll come back to the the simulation for a second. Does the player outside the game have a soul? Player outside the game may be the soul. I don't take a strong position on that. Or the player outside the game may be just a soul. The player o
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