1 00:00:00,200 --> 00:00:04,560 Speaker 1: Now here's a highlight from Coast to Coast AM on iHeartRadio, 2 00:00:04,840 --> 00:00:07,120 Speaker 1: George and are back with you along with our special 3 00:00:07,200 --> 00:00:13,800 Speaker 1: guest rizwand Burke with his book called The Simulation Hypothesis 4 00:00:13,800 --> 00:00:17,919 Speaker 1: and MIT Computer Scientists shows why AI, quantum physics and 5 00:00:18,079 --> 00:00:21,440 Speaker 1: Eastern mystics. I'll agree, we are in a video game. 6 00:00:22,079 --> 00:00:26,560 Speaker 1: How universal is that agreement or is well? I'd say 7 00:00:26,640 --> 00:00:30,600 Speaker 1: that you know that this model of the world that 8 00:00:30,640 --> 00:00:34,560 Speaker 1: we are inside a video game is something that scientists 9 00:00:34,600 --> 00:00:38,400 Speaker 1: and mystics can agree upon, but there's differences in how 10 00:00:38,440 --> 00:00:42,479 Speaker 1: they approach, you know, the topic. So I think one 11 00:00:42,520 --> 00:00:45,839 Speaker 1: of the big questions is whether we are what we 12 00:00:46,080 --> 00:00:50,120 Speaker 1: call PCs player characters in a video game or NPCs 13 00:00:50,240 --> 00:00:53,199 Speaker 1: or non player characters who are ais that you might 14 00:00:53,240 --> 00:00:57,200 Speaker 1: interact with the game interesting. So I think that's an 15 00:00:57,200 --> 00:00:59,400 Speaker 1: area where there's a lot of difference. And this is 16 00:00:59,440 --> 00:01:02,920 Speaker 1: where you know, I realized that I'm really I was 17 00:01:02,960 --> 00:01:05,280 Speaker 1: really onto something when writing this book. I wrote an 18 00:01:05,360 --> 00:01:07,880 Speaker 1: article about it earlier. But you know, some of the 19 00:01:07,880 --> 00:01:10,360 Speaker 1: scientists will say, well, that just sounds a lot like religion. 20 00:01:11,080 --> 00:01:13,640 Speaker 1: You know, as you start to talk about consciousness outside 21 00:01:13,640 --> 00:01:17,360 Speaker 1: the video game, coming in and playing a character or inhabiting. 22 00:01:17,680 --> 00:01:19,600 Speaker 1: And then some of the guys on the more religious 23 00:01:19,600 --> 00:01:21,920 Speaker 1: side would say, well that sounds you know, a little 24 00:01:21,920 --> 00:01:24,200 Speaker 1: too scientific, where that we're just a bunch of AI. 25 00:01:24,360 --> 00:01:26,480 Speaker 1: That can't be the case. But you know, when you've 26 00:01:26,480 --> 00:01:30,080 Speaker 1: got this kind of disagreement, uh, you know, with one concept, 27 00:01:30,160 --> 00:01:33,880 Speaker 1: kind of rubbing both ways, it both you know, works 28 00:01:33,959 --> 00:01:36,959 Speaker 1: for both, but it also raises some interesting questions. So 29 00:01:37,480 --> 00:01:40,680 Speaker 1: you know, one of the reasons the simulation hypothesis, which 30 00:01:40,720 --> 00:01:42,840 Speaker 1: is you know what we call this this theory. Now, 31 00:01:43,560 --> 00:01:46,560 Speaker 1: twenty years after the matrix has been taken seriously, there 32 00:01:46,600 --> 00:01:49,560 Speaker 1: was a professor at Oxford named Nick Bostrom, and he 33 00:01:49,640 --> 00:01:52,559 Speaker 1: put out a paper are you living in a computer simulation? 34 00:01:52,680 --> 00:01:55,360 Speaker 1: Now he didn't he hadn't even seen the matrix and 35 00:01:55,840 --> 00:01:58,400 Speaker 1: was not a video game guy, but he wrote this 36 00:01:58,400 --> 00:02:02,400 Speaker 1: this paper in a well respect the Philosophy Journal, and 37 00:02:02,560 --> 00:02:05,080 Speaker 1: his point was more of a statistical argument. He said, 38 00:02:05,400 --> 00:02:09,000 Speaker 1: suppose there's a civilization somewhere in the galaxy that is 39 00:02:09,040 --> 00:02:11,679 Speaker 1: able to get to the point of creating a hyperrealistic 40 00:02:11,680 --> 00:02:15,720 Speaker 1: simulation like a matrix. Well, how many simulations would they create? 41 00:02:16,080 --> 00:02:17,760 Speaker 1: They could create as many as they wanted. All you 42 00:02:17,760 --> 00:02:20,160 Speaker 1: would have to do is spin up another computer system, 43 00:02:20,200 --> 00:02:23,840 Speaker 1: another server in our own parlance, right, and you could 44 00:02:24,080 --> 00:02:26,920 Speaker 1: literally have billions or trillions of beings in each of 45 00:02:26,919 --> 00:02:29,920 Speaker 1: these worlds on each of these servers. So therefore, the 46 00:02:30,000 --> 00:02:33,520 Speaker 1: number of simulated beings is way more than the number 47 00:02:33,520 --> 00:02:38,400 Speaker 1: of real biological beings in the galaxy. Therefore, we are 48 00:02:38,440 --> 00:02:41,520 Speaker 1: more likely to be as simulated being than a real 49 00:02:41,600 --> 00:02:44,120 Speaker 1: being just by virtue of looking at the number. What 50 00:02:44,240 --> 00:02:49,720 Speaker 1: happens is if the simulator shuts off the game. Basically, well, 51 00:02:49,760 --> 00:02:53,760 Speaker 1: that's an interesting question, right, Yes, If you look at 52 00:02:53,840 --> 00:02:55,639 Speaker 1: some of the old Indian texts, you know they talk 53 00:02:55,680 --> 00:02:58,720 Speaker 1: about the cycles of creation, right, and the way that 54 00:02:58,960 --> 00:03:01,919 Speaker 1: mmoorpgs were work. If you look at games like Eve 55 00:03:02,040 --> 00:03:05,600 Speaker 1: Online or even World of Warcraft, they'll have certain servers 56 00:03:05,639 --> 00:03:08,680 Speaker 1: that have a storyline that's going for a period of 57 00:03:08,720 --> 00:03:11,600 Speaker 1: time and things will happen in that game and then 58 00:03:11,639 --> 00:03:14,799 Speaker 1: they'll end that server or that storyline or in the 59 00:03:14,840 --> 00:03:16,919 Speaker 1: ancient Indian text you know, they talk about ending that 60 00:03:17,280 --> 00:03:21,240 Speaker 1: cycle of creation. So you know, that's one way of 61 00:03:21,280 --> 00:03:23,200 Speaker 1: looking at it. Another way of looking at is what 62 00:03:23,240 --> 00:03:27,960 Speaker 1: if they stop and rewind the simulation and change things, 63 00:03:28,000 --> 00:03:29,840 Speaker 1: and so you know, as part of my research for 64 00:03:29,880 --> 00:03:33,840 Speaker 1: this book, I interviewed Tessa B. Dick, who was a 65 00:03:33,840 --> 00:03:37,480 Speaker 1: wife of Philip K. Dick, the science fiction writer, and 66 00:03:37,640 --> 00:03:40,960 Speaker 1: you know, she says that he believed firmly that we 67 00:03:40,960 --> 00:03:44,120 Speaker 1: were inside some kind of computer generated reality. And in fact, 68 00:03:44,480 --> 00:03:47,640 Speaker 1: you know a lot of his novels and novellas were 69 00:03:47,720 --> 00:03:50,280 Speaker 1: based on this idea that what we're seeing around us 70 00:03:50,360 --> 00:03:53,760 Speaker 1: isn't real. In fact, he said he remembered a different timeline. 71 00:03:54,280 --> 00:03:56,720 Speaker 1: When you know, if you've seen The Man in the 72 00:03:56,760 --> 00:04:00,440 Speaker 1: High Castle the Amazon series, that's really possible now, or 73 00:04:00,440 --> 00:04:04,120 Speaker 1: read the book, it describes the world where Germany and 74 00:04:04,200 --> 00:04:06,960 Speaker 1: Japan won the Second World War and not the Allied 75 00:04:07,360 --> 00:04:10,119 Speaker 1: And so, you know, he believed he remembered that timeline, 76 00:04:10,120 --> 00:04:13,640 Speaker 1: and that whoever was running the simulation ended up rewinding 77 00:04:13,680 --> 00:04:16,760 Speaker 1: it because they didn't like the outcome, and then moved 78 00:04:16,800 --> 00:04:20,120 Speaker 1: it forward again. Well, this is an amazing thing. Now 79 00:04:20,160 --> 00:04:24,560 Speaker 1: does it also step on the grounds of religion, because 80 00:04:24,560 --> 00:04:27,000 Speaker 1: you know, we've talked about religion for a little bit, 81 00:04:27,600 --> 00:04:31,359 Speaker 1: but what does this do about our belief in God? 82 00:04:31,480 --> 00:04:35,800 Speaker 1: For example? Well, you know, I find that it's actually 83 00:04:35,800 --> 00:04:39,640 Speaker 1: fairly consistent with what different religious traditions have been telling 84 00:04:39,720 --> 00:04:43,240 Speaker 1: us right. So you know, if we start with what 85 00:04:43,279 --> 00:04:47,120 Speaker 1: I call the Western religions, right, the Abrahamic line of Christianity, Judaism, 86 00:04:47,160 --> 00:04:49,760 Speaker 1: and Islam. You know what's the first thing in the Bible. 87 00:04:50,040 --> 00:04:53,280 Speaker 1: You know, God said, let there be liked, and there 88 00:04:53,480 --> 00:04:57,200 Speaker 1: was right. And when you turn on a computer simulation, 89 00:04:57,640 --> 00:05:00,920 Speaker 1: what is it you're doing. You're illuminating the pi of 90 00:05:00,960 --> 00:05:04,120 Speaker 1: what I call the rendered world, and so you actually 91 00:05:04,160 --> 00:05:07,840 Speaker 1: are basically turning on the lights. You know, a lot 92 00:05:07,880 --> 00:05:11,040 Speaker 1: of scientists have said, you know, they don't believe in 93 00:05:11,080 --> 00:05:14,000 Speaker 1: the religious traditions because it says God created the world 94 00:05:14,040 --> 00:05:16,800 Speaker 1: in six days. Well, of course that seems ludicrous from 95 00:05:16,800 --> 00:05:20,760 Speaker 1: a scientific point of view, unless you adopt the simulation hypothesis, 96 00:05:21,120 --> 00:05:23,800 Speaker 1: in which case six days I mean if the earth 97 00:05:23,920 --> 00:05:26,719 Speaker 1: wasn't around, that could be six cycles of anything. So 98 00:05:27,120 --> 00:05:31,080 Speaker 1: all computer simulations have this idea of a clock speed, 99 00:05:31,920 --> 00:05:34,680 Speaker 1: which is how often, you know, what is the smallest 100 00:05:34,680 --> 00:05:39,440 Speaker 1: discrete step inside the simulation that you can see. You 101 00:05:39,440 --> 00:05:41,360 Speaker 1: can't do anything less than that, And so that's been 102 00:05:41,440 --> 00:05:45,080 Speaker 1: usually based on the microprocessor that the computer simulation is 103 00:05:45,160 --> 00:05:47,480 Speaker 1: running on, But it could represent a year, it could 104 00:05:47,520 --> 00:05:49,719 Speaker 1: represent a day. But if you had to spin up 105 00:05:49,720 --> 00:05:51,799 Speaker 1: a whole new world, you could certainly see it taking 106 00:05:51,880 --> 00:05:56,680 Speaker 1: six clock cycles to generate algorithmically you know all of 107 00:05:56,720 --> 00:05:59,160 Speaker 1: the different parts of the world that you would need 108 00:05:59,200 --> 00:06:02,240 Speaker 1: to generate. But that's not all. As you look at 109 00:06:02,240 --> 00:06:05,039 Speaker 1: these religions more deeply, like in Christianity and Judaism, there's 110 00:06:05,080 --> 00:06:08,719 Speaker 1: this idea of the Book of Life, which is about 111 00:06:08,839 --> 00:06:11,760 Speaker 1: the deeds that you've done in this life and whether 112 00:06:11,800 --> 00:06:16,240 Speaker 1: you're going to heaven, purgatory or no. And actually in 113 00:06:16,480 --> 00:06:18,920 Speaker 1: the Kuran and the Islamic traditions, they're even more explicit. 114 00:06:18,960 --> 00:06:21,600 Speaker 1: They call it the Scroll of Deeds. So they have 115 00:06:21,680 --> 00:06:25,160 Speaker 1: two angels that are sitting there recording everything that you do, 116 00:06:25,960 --> 00:06:30,599 Speaker 1: and then after you die, you are shown those deeds. Now, 117 00:06:30,920 --> 00:06:33,720 Speaker 1: we just had Danion Brinkley on right, and you know 118 00:06:33,880 --> 00:06:37,719 Speaker 1: Danian had a near death experience and he had like 119 00:06:37,760 --> 00:06:40,680 Speaker 1: four of them now, right, And when he describes it, 120 00:06:40,720 --> 00:06:44,440 Speaker 1: he describes the panoramic life review where you not only 121 00:06:44,440 --> 00:06:47,240 Speaker 1: see what happened, but you see it from the other 122 00:06:47,279 --> 00:06:50,480 Speaker 1: person's point of view, right, And that is very much 123 00:06:50,520 --> 00:06:53,800 Speaker 1: what described in these texts, particularly with the Scroll of Deeds, 124 00:06:53,800 --> 00:06:55,840 Speaker 1: where they say you have to see what impact your 125 00:06:55,920 --> 00:06:57,880 Speaker 1: deeds have. Okay, so what does this have to do 126 00:06:57,880 --> 00:07:00,960 Speaker 1: with video games? Well, just before started writing this book, 127 00:07:00,960 --> 00:07:02,840 Speaker 1: I was working with a video game company, and what 128 00:07:02,880 --> 00:07:05,919 Speaker 1: we were doing is we were recording what was happening 129 00:07:06,120 --> 00:07:09,360 Speaker 1: inside the game. So you might have a particular play 130 00:07:09,440 --> 00:07:13,640 Speaker 1: where one player or character, you know, shoots another where 131 00:07:13,680 --> 00:07:17,480 Speaker 1: we could record it in three dimensions in three sixty 132 00:07:17,600 --> 00:07:19,320 Speaker 1: and we could play it back so that you could 133 00:07:19,360 --> 00:07:21,000 Speaker 1: see it from the point of view of the guy 134 00:07:21,040 --> 00:07:25,160 Speaker 1: that got shot, and so that almost that's probably the 135 00:07:25,240 --> 00:07:28,520 Speaker 1: only way for something like that to be implemented after 136 00:07:28,600 --> 00:07:31,240 Speaker 1: we die. If we're going to be shown these scenes 137 00:07:31,280 --> 00:07:33,720 Speaker 1: from different points of view, somebody has to be recording 138 00:07:33,760 --> 00:07:36,920 Speaker 1: them somewhere. So it's very much like the screen capture 139 00:07:37,400 --> 00:07:40,560 Speaker 1: that happens in video games today, but obviously on a 140 00:07:40,600 --> 00:07:43,200 Speaker 1: more of a holographical level and a more sophisticated level. 141 00:07:43,520 --> 00:07:47,080 Speaker 1: But it actually ties pretty well to that idea. And 142 00:07:47,080 --> 00:07:49,760 Speaker 1: then you know, do we really have two angels each 143 00:07:49,800 --> 00:07:52,440 Speaker 1: just recording our das? That would be like fourteen billion angels. 144 00:07:52,840 --> 00:07:55,200 Speaker 1: If you were God, you were going to set that up, 145 00:07:55,760 --> 00:07:58,400 Speaker 1: you would probably have those be more like AI or 146 00:07:58,440 --> 00:08:01,440 Speaker 1: functions they're just recording what you do so that it 147 00:08:01,520 --> 00:08:03,680 Speaker 1: can be played back later, so that you wouldn't have 148 00:08:03,720 --> 00:08:07,200 Speaker 1: to necessarily need conscious beings for every single angel, which 149 00:08:07,240 --> 00:08:10,160 Speaker 1: means messenger right in the as you do the translation. 150 00:08:10,520 --> 00:08:12,840 Speaker 1: But whereas you might have guardian angels that are more 151 00:08:12,880 --> 00:08:15,760 Speaker 1: conscious beings that are guiding you. So, you know, as 152 00:08:15,800 --> 00:08:18,960 Speaker 1: we talk about, particularly the Western religious traditions, you know, 153 00:08:18,960 --> 00:08:22,880 Speaker 1: the simulation hypothesis fits very well, this idea that there 154 00:08:23,000 --> 00:08:25,960 Speaker 1: is a here, which is where we are now, and 155 00:08:26,000 --> 00:08:29,320 Speaker 1: then there is a hereafter after we leave this place, 156 00:08:29,360 --> 00:08:33,280 Speaker 1: and so the soul kind of uploads or downloads into 157 00:08:33,320 --> 00:08:35,559 Speaker 1: the body and then uploads out of the body at 158 00:08:35,600 --> 00:08:38,280 Speaker 1: death and then gets to see all of the things 159 00:08:38,320 --> 00:08:40,760 Speaker 1: that have been recorded in this video game. You know, 160 00:08:40,760 --> 00:08:43,040 Speaker 1: while we were playing it, whereas while you were on hold, 161 00:08:43,080 --> 00:08:45,000 Speaker 1: I was talking about the death of one of our 162 00:08:45,040 --> 00:08:48,880 Speaker 1: Coast to Coast guests who has passed on. Now, if 163 00:08:48,880 --> 00:08:52,440 Speaker 1: this were a simulation video game, what has happened to 164 00:08:52,520 --> 00:08:55,520 Speaker 1: him that the simulator or the game runner just decide 165 00:08:55,559 --> 00:08:59,680 Speaker 1: to take him out? Well, you know, so this gets 166 00:08:59,720 --> 00:09:02,440 Speaker 1: into he's out of the game now, He's out of 167 00:09:02,480 --> 00:09:04,800 Speaker 1: the game this time around, right, But if you're playing 168 00:09:04,800 --> 00:09:08,720 Speaker 1: a video game, you would choose a character, and you 169 00:09:08,840 --> 00:09:12,480 Speaker 1: might choose for that character to have a certain number 170 00:09:12,520 --> 00:09:15,720 Speaker 1: of quests or tasks that have to be done and 171 00:09:15,840 --> 00:09:19,839 Speaker 1: challenges along the way, and then you know you at 172 00:09:19,880 --> 00:09:23,800 Speaker 1: some point your character might die. You're still there watching 173 00:09:23,840 --> 00:09:26,920 Speaker 1: the video game, but your character is gone, is gone, 174 00:09:27,120 --> 00:09:29,640 Speaker 1: But the other characters are still there, right, but they 175 00:09:29,679 --> 00:09:33,400 Speaker 1: don't know that you're still watching, right, So if we 176 00:09:33,440 --> 00:09:35,520 Speaker 1: do live in a video game, then you know the 177 00:09:35,920 --> 00:09:39,440 Speaker 1: colleague that has passed on, just like Danion in his case, 178 00:09:39,559 --> 00:09:44,480 Speaker 1: right before he went to the Beings of Light, you know, 179 00:09:44,480 --> 00:09:46,240 Speaker 1: he could see himself. It was sort of an out 180 00:09:46,280 --> 00:09:48,280 Speaker 1: of body experience where he could see everything that was 181 00:09:48,320 --> 00:09:50,760 Speaker 1: going on, and that's been described by a lot of 182 00:09:50,760 --> 00:09:53,720 Speaker 1: people who've gone through that experience. What does quantum physics 183 00:09:53,800 --> 00:09:56,920 Speaker 1: teach us about all of this? Well, that's where it got, 184 00:09:56,960 --> 00:09:59,720 Speaker 1: you know, really interesting. So you know, my background is 185 00:09:59,760 --> 00:10:03,480 Speaker 1: as a video game designer, and so I started to 186 00:10:03,480 --> 00:10:08,560 Speaker 1: take this seriously as I saw how high fidelity video 187 00:10:08,559 --> 00:10:11,640 Speaker 1: games were being. I was playing a ping pong game 188 00:10:11,840 --> 00:10:14,760 Speaker 1: a few years ago, virtual reality ping pong game, and 189 00:10:14,760 --> 00:10:17,520 Speaker 1: it started to feel so real that I decided to 190 00:10:17,559 --> 00:10:20,520 Speaker 1: put the paddle down on the table and lean against 191 00:10:20,559 --> 00:10:24,640 Speaker 1: the table. Now there was no table, was there a panel, 192 00:10:24,920 --> 00:10:26,840 Speaker 1: There was no paddle. It was the controller that I 193 00:10:26,880 --> 00:10:29,120 Speaker 1: was yea, so it fell to the ground and I 194 00:10:29,160 --> 00:10:31,760 Speaker 1: almost fell over. So that was, you know, one of 195 00:10:31,800 --> 00:10:36,360 Speaker 1: my conversion experiences, saying, Okay, with virtual reality technology, we're 196 00:10:36,400 --> 00:10:38,680 Speaker 1: getting there. We're not there yet. There's still like six 197 00:10:38,760 --> 00:10:40,640 Speaker 1: or seven stages we'd have to go before we could 198 00:10:40,640 --> 00:10:44,400 Speaker 1: build a matrix. But so in video games, the reason 199 00:10:44,480 --> 00:10:47,200 Speaker 1: we can do three D rendering if you go back 200 00:10:47,240 --> 00:10:50,360 Speaker 1: to the days of Space Invaders and I used to 201 00:10:50,400 --> 00:10:53,000 Speaker 1: play a racing game on the Atari called pole Position, right, 202 00:10:53,400 --> 00:10:57,040 Speaker 1: those were not fully three D worlds and the processors 203 00:10:57,040 --> 00:10:59,400 Speaker 1: were not fast enough. And so what happened was in 204 00:10:59,440 --> 00:11:02,080 Speaker 1: the nineties, it was a game called Doom that came out. 205 00:11:02,160 --> 00:11:03,880 Speaker 1: I don't know if you've played it, but probably some 206 00:11:03,920 --> 00:11:06,600 Speaker 1: of the listeners have seen it. It was really popular. 207 00:11:06,720 --> 00:11:09,600 Speaker 1: Was the first game that was really popular that had 208 00:11:09,640 --> 00:11:11,760 Speaker 1: a three D perspective where you felt like you were 209 00:11:12,320 --> 00:11:13,880 Speaker 1: shooting other people but you can see it from the 210 00:11:13,880 --> 00:11:16,960 Speaker 1: point of view of the character. And before that, it 211 00:11:16,960 --> 00:11:19,760 Speaker 1: would take too much processing power to render all the 212 00:11:19,760 --> 00:11:23,520 Speaker 1: pixels of the world. So the golden rule in computer 213 00:11:23,600 --> 00:11:26,360 Speaker 1: programming of video games, this is something I learned over 214 00:11:26,440 --> 00:11:29,839 Speaker 1: time as I built started to build games, is you 215 00:11:29,920 --> 00:11:34,199 Speaker 1: have to optimize. You only render the pixels that are 216 00:11:34,240 --> 00:11:37,120 Speaker 1: being observed. So you look at where the character is 217 00:11:37,160 --> 00:11:39,400 Speaker 1: in the room, and you know, if there's like a 218 00:11:39,440 --> 00:11:42,800 Speaker 1: stare or there's a bureau and there's something behind it, 219 00:11:42,840 --> 00:11:45,200 Speaker 1: you don't have to render the pixel behind the dresser. 220 00:11:45,520 --> 00:11:47,640 Speaker 1: You just have to render exactly what can be seen 221 00:11:47,760 --> 00:11:49,680 Speaker 1: from the point of view of the character. And that's 222 00:11:49,720 --> 00:11:52,559 Speaker 1: why we have three D games today. Okay, so now 223 00:11:52,559 --> 00:11:55,319 Speaker 1: how does this tide the quantum physics. Well, one of 224 00:11:55,360 --> 00:11:58,880 Speaker 1: the biggest mysteries in quantum physics is this idea of 225 00:11:58,880 --> 00:12:02,400 Speaker 1: the particle waved reality, the idea that a particle can 226 00:12:02,440 --> 00:12:06,080 Speaker 1: be both a wave and a single particle. By a wave, 227 00:12:06,080 --> 00:12:08,240 Speaker 1: it can be a probability of a bunch of different 228 00:12:08,800 --> 00:12:11,880 Speaker 1: places that the particle might be, and that wave is 229 00:12:11,920 --> 00:12:15,640 Speaker 1: said to collapse down to a single possibility. Probably an 230 00:12:15,640 --> 00:12:18,480 Speaker 1: easier way to understand it is the now infamous Schrodinger's 231 00:12:18,520 --> 00:12:21,840 Speaker 1: cat right, which you've probably heard of, where the cat 232 00:12:21,960 --> 00:12:24,240 Speaker 1: is in a box with some radioactive material and he 233 00:12:24,280 --> 00:12:26,400 Speaker 1: has a fifty percent chance of being dead and a 234 00:12:26,400 --> 00:12:29,360 Speaker 1: fifty percent chance of being alive. So what quantum physics 235 00:12:29,360 --> 00:12:32,000 Speaker 1: teaches us is when you open the box and look 236 00:12:32,000 --> 00:12:35,960 Speaker 1: at the cat, that's when one of those possibilities becomes real. 237 00:12:36,600 --> 00:12:39,720 Speaker 1: Now that's a little counterintuitive because we would think the 238 00:12:39,800 --> 00:12:41,839 Speaker 1: cat is either alive or dead. We just don't know 239 00:12:42,120 --> 00:12:44,440 Speaker 1: because we haven't looked in the box yet, right, But 240 00:12:44,559 --> 00:12:47,560 Speaker 1: quantum physics tells us that both of those possibilities exist. 241 00:12:47,840 --> 00:12:51,160 Speaker 1: The cat is both dead and alive until we observe it. 242 00:12:51,400 --> 00:12:54,400 Speaker 1: And so the golden rule in quantum physics is only 243 00:12:54,400 --> 00:12:58,400 Speaker 1: when something is being observed does the probability wave collapse 244 00:12:58,960 --> 00:13:04,160 Speaker 1: from a bunch of random possibilities to what we actually 245 00:13:04,200 --> 00:13:07,520 Speaker 1: see as the real world. And so this happens at 246 00:13:07,520 --> 00:13:09,720 Speaker 1: the quantum level, but it's a lot easier to understand 247 00:13:09,880 --> 00:13:11,679 Speaker 1: at that kind of the the level of a cat, or 248 00:13:12,360 --> 00:13:14,359 Speaker 1: or if we were in a movie theater, the probability 249 00:13:14,400 --> 00:13:16,160 Speaker 1: wave would be I could be sitting in any one 250 00:13:16,160 --> 00:13:19,040 Speaker 1: of these seats and it collapses down to one chair, 251 00:13:19,440 --> 00:13:22,400 Speaker 1: which is one single possibility. Well, it turns out that 252 00:13:22,559 --> 00:13:27,160 Speaker 1: whole process is called quantum indeterminacy, and in quantum physics, 253 00:13:27,240 --> 00:13:30,040 Speaker 1: nobody knows why it exists, but they know that it 254 00:13:30,080 --> 00:13:32,520 Speaker 1: does that it does exist yet, And it turns out 255 00:13:32,520 --> 00:13:34,680 Speaker 1: it's the same golden rule that I just talked about 256 00:13:34,720 --> 00:13:37,439 Speaker 1: in video games, which is you've rendered that only that 257 00:13:37,960 --> 00:13:41,040 Speaker 1: which is being observed. Now, you talked a little bit 258 00:13:41,040 --> 00:13:45,079 Speaker 1: about synchronicity before, and of course synchronicity being what they 259 00:13:45,120 --> 00:13:48,520 Speaker 1: call the coincidence of time, and I don't believe in 260 00:13:48,600 --> 00:13:53,080 Speaker 1: coincidences at all. So where does synchronicity fit into this? Well, 261 00:13:53,120 --> 00:13:55,480 Speaker 1: that's a really interesting one and it's kind of close 262 00:13:55,559 --> 00:13:58,679 Speaker 1: to my heart because I've been thinking about synchronicity in 263 00:13:58,720 --> 00:14:03,400 Speaker 1: different ways and how synchronicity often gives us clues as 264 00:14:03,440 --> 00:14:05,679 Speaker 1: to where we might want to go. So, if you 265 00:14:05,760 --> 00:14:09,080 Speaker 1: think of yourself in a video game, the way modern 266 00:14:09,160 --> 00:14:12,679 Speaker 1: video games work is characters have quests that they have 267 00:14:12,800 --> 00:14:15,320 Speaker 1: to go and achieve. And you know, in a video game, 268 00:14:15,360 --> 00:14:18,160 Speaker 1: the quest might be, oh, go find the map to 269 00:14:18,240 --> 00:14:21,360 Speaker 1: the goblin king, go kill the goblin, game get the treasure, right, 270 00:14:21,760 --> 00:14:24,960 Speaker 1: But in a video game like we have, the quests 271 00:14:25,040 --> 00:14:27,720 Speaker 1: might be Okay, you know, you are meant to write 272 00:14:27,720 --> 00:14:29,720 Speaker 1: this book, you are meant to make this movie, you 273 00:14:29,720 --> 00:14:31,520 Speaker 1: are meant to meet this person. So those are a 274 00:14:31,600 --> 00:14:36,120 Speaker 1: very different kind of quest. And so I've used synchronicity 275 00:14:36,160 --> 00:14:38,280 Speaker 1: as the glitch in the matrix, which is a term 276 00:14:38,320 --> 00:14:41,560 Speaker 1: you know they used in that movie. But that gives 277 00:14:41,600 --> 00:14:45,360 Speaker 1: us a sense that we should be moving in a 278 00:14:45,360 --> 00:14:50,600 Speaker 1: certain direction. And so, you know, Young first defined the 279 00:14:50,680 --> 00:14:53,600 Speaker 1: idea of synchronicity, and we think of it as a 280 00:14:53,640 --> 00:14:56,640 Speaker 1: meaningful coincidence, right, and as you said, maybe there are 281 00:14:56,640 --> 00:14:59,840 Speaker 1: no coincidences. But Young also use a more technical term 282 00:15:00,080 --> 00:15:03,640 Speaker 1: or defining synchronicity. He said, it is an a causal 283 00:15:03,800 --> 00:15:07,840 Speaker 1: connection between two events. And so a cargo means you 284 00:15:07,880 --> 00:15:13,000 Speaker 1: can't say X caused Y. And so as an example, 285 00:15:13,200 --> 00:15:16,520 Speaker 1: you know, synchronicity. The other day, you know, we had 286 00:15:16,560 --> 00:15:19,840 Speaker 1: just gotten back to California after having been away, and 287 00:15:19,880 --> 00:15:24,520 Speaker 1: we were relating a story about synchronicity which dealt with 288 00:15:24,600 --> 00:15:26,640 Speaker 1: a phrase from the Lord of the Rings, and the 289 00:15:26,680 --> 00:15:29,600 Speaker 1: phrase is not all those who wander are lost? And so, 290 00:15:29,840 --> 00:15:31,800 Speaker 1: you know, we had been talking about this and I 291 00:15:31,880 --> 00:15:34,920 Speaker 1: ended up randomly at Hurts and as I walked in, 292 00:15:35,080 --> 00:15:37,440 Speaker 1: this guy standing there turns to me and says, there 293 00:15:37,480 --> 00:15:39,240 Speaker 1: you are. Did you know that not all those who 294 00:15:39,280 --> 00:15:43,080 Speaker 1: wander are lost? And he said the exact phrase you 295 00:15:43,120 --> 00:15:44,880 Speaker 1: know that we had been talking about with regards to 296 00:15:44,880 --> 00:15:48,000 Speaker 1: a totally different synchronicity. Know what was the causgo connection? 297 00:15:48,440 --> 00:15:51,360 Speaker 1: What we can't say. But it turns out that if 298 00:15:51,440 --> 00:15:56,320 Speaker 1: we're a computer simulated world, then the way things are 299 00:15:56,320 --> 00:16:02,200 Speaker 1: stored in computers are based on association. And there's a 300 00:16:02,240 --> 00:16:06,200 Speaker 1: gentleman named Jacques Valley who sure right, he also wrote 301 00:16:06,240 --> 00:16:08,600 Speaker 1: a blurb for your book. He did, yeah, and so 302 00:16:08,640 --> 00:16:11,240 Speaker 1: he and I were talking about this, and you know, 303 00:16:11,480 --> 00:16:14,400 Speaker 1: he's also a computer scientist who made the first map 304 00:16:14,440 --> 00:16:16,840 Speaker 1: of Mars for NASA back in the sixties before he 305 00:16:16,880 --> 00:16:19,840 Speaker 1: was involved with you know, Alan Heineck and Project Blue Book. 306 00:16:20,200 --> 00:16:22,360 Speaker 1: And you know, he makes the point that, okay, in 307 00:16:22,360 --> 00:16:26,080 Speaker 1: the library, we would store everything based on physical space 308 00:16:26,280 --> 00:16:29,040 Speaker 1: like the A the book's authors begin with A, then 309 00:16:29,120 --> 00:16:31,800 Speaker 1: bed and seed. But if we were to store all 310 00:16:31,800 --> 00:16:35,400 Speaker 1: of that information in a computer, we would store it associatively, 311 00:16:35,800 --> 00:16:39,760 Speaker 1: so we would associate different things together in the computer 312 00:16:39,840 --> 00:16:44,440 Speaker 1: as a way of retrieving that information. So in with synchronicity, 313 00:16:45,000 --> 00:16:48,680 Speaker 1: it in a simulation, it could just be that's how 314 00:16:48,680 --> 00:16:51,680 Speaker 1: it's organized. So the fact that we were saying one 315 00:16:51,760 --> 00:16:54,440 Speaker 1: phrase and that this guy. Random guy at the Hurts 316 00:16:55,040 --> 00:16:59,400 Speaker 1: said that same phrase right to me is because that's 317 00:16:59,400 --> 00:17:03,120 Speaker 1: how the code it. 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