David Deutch - The Fabric of Reality
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- Название:The Fabric of Reality
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- ISBN:0-7139-9061-9
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Before I discuss past-directed time travel itself, what about the rendering of past-directed time travel? To what extent could a virtual-reality generator be programmed to give the user the experience of past-directed time travel? We shall see that the answer to this question, like all questions about the scope of virtual reality, tells us about physical reality as well.
The distinctive aspects of experiencing a past environment are, by definition, experiences of certain physical objects or processes — ‘clocks’ and ‘calendars’ — in states that occurred only at past times (that is, in past snapshots). A virtual-reality generator could, of course, render those objects in those states. For instance, it could give one the experience of living in the age of the dinosaurs, or in the trenches of the First World War, and it could make the constellations, dates on newspapers or whatever, appear correctly for those times. How correctly? Is there any fundamental limit on how accurately any given era could be rendered? The Turing principle says that a universal virtual-reality generator can be built, and could be programmed to render any physically possible environment, so clearly it could be programmed to render any environment that did once exist physically.
To render a time machine that had a certain repertoire of past destinations (and therefore also to render the destinations themselves), the program would have to include historical records of the environments at those destinations. In fact, it would need more than mere records, because the experience of time travel would involve more than merely seeing past events unfolding around one. Playing recordings of the past to the user would be mere image generation, not virtual reality. Since a real time traveller would participate in events and act back upon the past environment, an accurate virtual-reality rendering of a time machine, as of any environment, must be interactive. The program would have to calculate, for each action of the user, how the historical environment would have responded to that action. For example, to convince Dr Johnson that a purported time machine really had taken him to ancient Rome, we should have to allow him to do more than just watch passively and invisibly as Julius Caesar walked by. He would want to test the authenticity of his experiences by kicking the local rocks. He might kick Caesar — or at least, address him in Latin and expect him to reply in kind. What it means for a virtual-reality rendering of a time machine to be accurate is that the rendering should respond to such interactive tests in the same way as would the real time machine, and as would the real past environments to which it travelled. That should include, in this case, displaying a correctly behaving, Latin-speaking rendering of Julius Caesar.
Since Julius Caesar and ancient Rome were physical objects, they could, in principle, be rendered with arbitrary accuracy. The task differs only in degree from that of rendering the Centre Court at Wimbledon, including the spectators. Of course, the complexity of the requisite programs would be tremendous. More complex still, or perhaps even impossible in principle, would be the task of gathering the information required to write the programs to render specific human beings. But writing the programs is not the issue here. I am not asking whether we can find out enough about a past environment (or, indeed, about a present or future environment) to write a program that would render that environment specifically. I am asking whether the set of all possible programs for virtual-reality generators does or does not include one that gives a virtual-reality rendering of past-directed time travel and, if so, how accurate that rendering can be. If there were no programs rendering time travel, then the Turing principle would imply that time travel was physically impossible (because it says that everything that is physically possible can be rendered by some program). And on the face of it, there is indeed a problem here. Even though there are programs which accurately render past environments, there appear to be fundamental obstacles to using them to render time travel. These are the same obstacles that appear to prevent time travel itself, namely the so-called ‘paradoxes’ of time travel.
Here is a typical such paradox. I build a time machine and use it to travel back into the past. There I prevent my former self from building the time machine. But if the time machine is not built, I shall not be able to use it to travel into the past, nor therefore to prevent the time machine from being built. So do I make this trip or not? If I do, then I deprive myself of the time machine and therefore do not make the trip. If I do not make the trip, then I allow myself to build the time machine and so do make the trip. This is sometimes called the ‘grandfather paradox’, and stated in terms of using time travel to kill one’s grandfather before he had any children. (And then, if he had no children, he could not have had any grandchildren, so who killed him?) These two forms of the paradox are the ones most commonly cited, and happen to require an element of violent conflict between the time traveller and people in the past, so one finds oneself wondering who will win. Perhaps the time traveller will be defeated, and the paradox avoided. But violence is not an essential part of the problem here. If I had a time machine, I could decide as follows: that if, today, my future self visits me, having set out from tomorrow, then tomorrow I shall not use my time machine; and that if I receive no such visitor today, then tomorrow I shall use the time machine to travel back to today and visit myself. It seems to follow from this decision that if I use the time machine then I shall not use it, and if I do not use it then I shall use it: a contradiction.
A contradiction indicates a faulty assumption, so such paradoxes have traditionally been taken as proofs that time travel is impossible. Another assumption that is sometimes challenged is that of free will — whether time travellers can choose in the usual way how to behave. One then concludes that if time machines did exist, people’s free will would be impaired. They would somehow be unable to form intentions of the type I have described; or else, when they travelled in time, they would somehow systematically forget the resolutions they made before setting out. But it turns out that the faulty assumption behind the paradoxes is neither the existence of a time machine nor the ability of people to choose their actions in the usual way. All that is at fault is the classical theory of time, which I have already shown, for quite independent reasons, to be untenable.
If time travel really were logically impossible, a virtual-reality rendering of it would also be impossible. If it required a suspension of free will, then so would a virtual-reality rendering of it. The paradoxes of time travel can be expressed in virtual-reality terms as follows. The accuracy of a virtual-reality rendering is the faithfulness, as far as is perceptible, of the rendered environment to the intended one. In the case of time travel the intended environment is one that existed historically. But as soon as the rendered environment responds, as it is required to, to the user kicking it, it thereby becomes historically inaccurate because the real environment never did respond to the user: the user never did kick it. For example, the real Julius Caesar never met Dr Johnson. Consequently Dr Johnson, in the very act of testing the faithfulness of the rendering by conversing with Caesar, would destroy that faithfulness by creating a historically inaccurate Caesar. A rendering can behave accurately by being a faithful image of history, or it can respond accurately, but not both. Thus it would appear that, in one way or the other, a virtual-reality rendering of time travel is intrinsically incapable of being accurate — which is another way of saying that time travel could not be rendered in virtual reality.
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