Watching this talk… I immediately started applying philosophical ideas to it and then thinking about the feasibility/probability of implementation. Specially given the claim that we are hostage to the concept of mutability and suffer a Stockholm-Syndrom in the matter. I found myself intrigued by the claim and consider it to be true in my case … so I challenged my prejudgments. For me it goes back to my understanding of quantum mechanics and the connected philosophical interpretations. Specially the crazier interpretations made by quantum mechanics that every state change would actually branch the universe itself. The sheer scope of this dataset overwhelms and goes far beyond the limits of imagination. One thing I therefore settled on was something „easier“ like a wobbling universe with no history (apart of forensic evidence).
I challenged myself during the talk if my belief in mutability actually reduces to a convenient und unquestioned implementation detail I presumed the universe to have duo to my limited mind. I must admit it made me curious if the universe actually could keep a state history and how it could be efficiently stored12.
Went slightly off topic :-) … enjoy the talk. I’ll be playing around with this.
In object-oriented and functional programming, an immutable object (unchangeable object) is an object whose state cannot be modified after it is created.
Definition from Wikipedia – Immutable object
00:12:12 Like the moment when he get’s into his heroes!
- Maybe the holographic principle could be storing the history states? (Süsskind) ↩
- A practical idea: Why not use these concepts from immutable data with procedural universes. With games around the corner like „no man’s sky“ this concept could be interesting as these open world games are challenged by players deviating the game universe from is procedural roots. Hello games is limiting many changes player could potentially do opposed to an open-world minecraft-experience. The procedural part allows for a static unlimited universe whilst the concepts of data-compression and immutable states could enable layers/patches of user interaction over time within the game-universe whilst keeping a small data-footprint. ↩