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The Simulation Hypothesis: An MIT Computer Scientist Shows Why AI, Quantum Physics and Eastern Mystics All Agree We Are In a Video Game Paperback – Illustrated, March 28, 2019
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- Print length330 pages
- LanguageEnglish
- Publication dateMarch 28, 2019
- Dimensions6 x 0.83 x 9 inches
- ISBN-100983056900
- ISBN-13978-0983056904
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Editorial Reviews
Review
"This book is worth a read if you want to explore some philosophical concepts of video games and some written explanations of the complex math underlying modern physics. It is thought provoking and a thought experiment in and of itself." -- Game Industry News
"MIT Scientist's 'Simulation Hypothesis' Makes a Compelling Case for the Matrix" --the Next Web
"In The Simulation Hypothesis, Riz Virk provides a deft and knowledgeable blend of video game history, hard science speculation, and science fiction references. Whether or not you believe we all exist in a simulation, I found it both fascinating and entertaining."--Noah Falstein, former chair of the IGDA, former Chief Game Designer at Google
"In this book, Riz Virk combines the mind of a scientist with the heart of a mystic, using video games to explain the virtual reality that we live in."--Dannion Brinkley, bestselling author of Saved by the Light and At Peace in the Light
About the Author
Product details
- Publisher : Bayview Books; First Edition (March 28, 2019)
- Language : English
- Paperback : 330 pages
- ISBN-10 : 0983056900
- ISBN-13 : 978-0983056904
- Item Weight : 1.07 pounds
- Dimensions : 6 x 0.83 x 9 inches
- Best Sellers Rank: #103,432 in Books (See Top 100 in Books)
- #91 in Computer Science (Books)
- #100 in Quantum Theory (Books)
- #200 in Artificial Intelligence & Semantics
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About the author

Rizwan “Riz” Virk is a successful entrepreneur, venture capitalist, video game pioneer, bestselling author, and indie film producer. Riz is the founder of Play Labs@ MIT, and Bayview Labs, a Silicon Valley investment fund, and he is a mentor/advisor at 500 startups, Griffin Gaming Partners, Ridge Ventures and the MIT $100k Entrepreneurship Competition.
Riz was an investor or founding team member at Tapjoy, Service Metrics, Discord, Telltale Games, PocketGems and many others. His games included Tap Fish, Penny Dreadful: Demimonde, Grimm: Cards of Fate, and Bingo Run. Riz's films have included Thrive: What on Earth Will It Take, The Outpost, Mythica, Sirius, Knights of Badassdom, and many others.
Riz's writes on the intersection of science, science fiction, business and spirituality. His startups, articles and books have been featured in Techcrunch, Inc., Vox.com, The Boston Globe, NBCNews.com, Coast to Coast AM, and even the Daily Show with Jon Stewart.
Riz received a B.S. in Computer Science and Engineering from the MIT and M.S. in Management from Stanford's Graduate School of Business. His website is www.zenentrepreneur.com.
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Almost as soon as there were computers, programmers realised that their ability to simulate, well…anything made them formidable engines for playing games. Computer gaming was originally mostly a furtive and disreputable activity, perpetrated by gnome-like programmers on the graveyard shift while the computer was idle, having finished the “serious” work paid for by unimaginative customers (who actually rose before the crack of noon!). But as the microelectronics revolution slashed the size and price of computers to something individuals could afford for their own use (or, according to the computer Puritans of the previous generations, abuse), computer gaming came into its own. Some modern computer games have production and promotion budgets larger than Hollywood movies, and their characters and story lines have entered the popular culture. As computer power has grown exponentially, games have progressed from tic-tac-toe, through text-based adventures, simple icon character video games, to realistic three dimensional simulated worlds in which the players explore a huge world, interact with other human players and non-player characters (endowed with their own rudimentary artificial intelligence) within the game, and in some games and simulated worlds, have the ability to extend the simulation by building their own objects with which others can interact. If your last experience with computer games was the Colossal Cave Adventure or Pac-Man, try a modern game or virtual world—you may be amazed.
Computer simulations on affordable hardware are already beginning to approach the limits of human visual resolution, perception of smooth motion, and audio bandwidth and localisation, and some procedurally-generated game worlds are larger than a human can explore in a million lifetimes. Computer power is forecast to continue to grow exponentially for the foreseeable future and, in the Roaring Twenties, permit solving a number of problems through “brute force”—simply throwing computing power and massive data storage capacity at them without any deeper fundamental understanding of the problem. Progress in the last decade in areas such as speech recognition, autonomous vehicles, and games such as Go are precursors to what will be possible in the next.
This raises the question of how far it can go—can computer simulations actually approach the complexity of the real world, with characters within the simulation experiencing lives as rich and complex as our own and, perhaps, not even suspect they're living in a simulation? And then, we must inevitably speculate whether we are living in a simulation, created by beings at an outer level (perhaps themselves many levels deep in a tree of simulations which may not even have a top level). There are many reasons to suspect that we are living in a simulation; for many years I have said it's “more likely than not”, and others, ranging from Stephen Hawking to Elon Musk and Scott Adams, have shared my suspicion. The argument is very simple.
First of all, will we eventually build computers sufficiently powerful to provide an authentic simulated world to conscious beings living within it? There is no reason to doubt that we will: no law of physics prevents us from increasing the power of our computers by at least a factor of a trillion from those of today, and the lesson of technological progress has been that technologies usually converge upon their physical limits and new markets emerge as they do, using their capabilities and funding further development. Continued growth in computing power at the rate of the last fifty years should begin to make such simulations possible some time between 2030 and the end of this century.
So, when we have the computing power, will we use it to build these simulations? Of course we will! We have been building simulations to observe their behaviour and interact with them, for ludic and other purposes, ever since the first primitive computers were built. The market for games has only grown as they have become more complex and realistic. Imagine what if will be like when anybody can create a whole society—a whole universe—then let it run to see what happens, or enter it and experience it first-hand. History will become an experimental science. What would have happened if the Roman empire had discovered the electromagnetic telegraph? Let's see!—and while we're at it, run a thousand simulations with slightly different initial conditions and compare them.
Finally, if we can create these simulations which are so realistic the characters within them perceive them as their real world, why should we dare such non-Copernican arrogance as to assume we're at the top level and not ourselves within a simulation? I believe we shouldn't, and to me the argument that clinches it is what I call the “branching factor”. Just as we will eventually, indeed, I'd say, inevitably, create simulations as rich as our own world, so will the beings within them create their own. Certainly, once we can, we'll create many, many simulations: as many or more as there are running copies of present-day video games, and the beings in those simulations will as well. But if each simulation creates its own simulations in a number (the branching factor) even a tiny bit larger than one, there will be exponentially more observers in these layers on layers of simulations than at the top level. And, consequently, as non-privileged observers according to the Copernican Principle, it is not just more likely than not, but overwhelmingly probable that we are living in a simulation.
The author of this book, founder of Play Labs @ MIT, a start-up accelerator which works in conjunction with the MIT Game Lab, and producer of a number of video games, has come to the same conclusion, and presents the case for the simulation hypothesis from three perspectives: computer science, physics, and the unexplained (mysticism, esoteric traditions, and those enduring phenomena and little details which don't make any sense when viewed from the conventional perspective but may seem perfectly reasonable once we accept we're characters in somebody else's simulation).
COMPUTER SCIENCE. The development of computer games is sketched from their origins to today's three-dimensional photorealistic multiplayer environments into the future, where virtual reality mediated by goggles, gloves, and crude haptic interfaces will give way to direct neural interfaces to the brain. This may seem icky and implausible, but so were pierced lips, eyebrows, and tongues when I was growing up, and now I see them everywhere, without the benefit of directly jacking in to a world larger, more flexible, and more interesting than the dingy one we inhabit. This is sketched in eleven steps, the last of which is the Simulation Point, where we achieve the ability to create simulations which “are virtually indistinguishable from a base physical reality.” He describes, “The Great Simulation is a video game that is so real because it is based upon incredibly sophisticated models and rendering techniques that are beamed directly into the mind of the players, and the actions of artificially generated consciousness are indistinguishable from real players.” He identifies nine technical hurdles which must be overcome in order to arrive at the Simulation Point. Some, such as simulating a sufficiently large world and number of players, are challenging but straightforward scaling up of things we're already doing, which will become possible as computer power increases. Others, such as rendering completely realistic objects and incorporating physical sensations, exist in crude form today but will require major improvements we don't yet know how to build, while technologies such as interacting directly with the human brain and mind and endowing non-player characters within the simulation with consciousness and human-level intelligence have yet to be invented.
PHYSICS. There are a number of aspects of the physical universe, most revealed as we have observed at very small and very large scales, and at speeds and time intervals far removed from those with which we and our ancestors evolved, that appear counterintuitive if not bizarre to our expectations from everyday life. We can express them precisely in our equations of quantum mechanics, special and general relativity, electrodynamics, and the standard models of particle physics and cosmology, and make predictions which accurately describe our observations, but when we try to understand what is really going on or why it works that way, it often seems puzzling and sometimes downright weird.
But as the author points out, when you view these aspects of the physical universe through the eyes of a computer game designer or builder of computer models of complex physical systems, they look oddly familiar. Here is how I expressed it thirteen years ago in my 2006 review of Leonard Susskind's The Cosmic Landscape :
“What would we expect to see if we inhabited a simulation? Well, there would probably be a discrete time step and granularity in position fixed by the time and position resolution of the simulation—check, and check: the Planck time and distance appear to behave this way in our universe. There would probably be an absolute speed limit to constrain the extent we could directly explore and impose a locality constraint on propagating updates throughout the simulation—check: speed of light. There would be a limit on the extent of the universe we could observe—check: the Hubble radius is an absolute horizon we cannot penetrate, and the last scattering surface of the cosmic background radiation limits electromagnetic observation to a still smaller radius. There would be a limit on the accuracy of physical measurements due to the finite precision of the computation in the simulation—check: Heisenberg uncertainty principle—and, as in games, randomness would be used as a fudge when precision limits were hit—check: quantum mechanics.”
Indeed, these curious physical phenomena begin to look precisely like the kinds of optimisations game and simulation designers employ to cope with the limited computer power at their disposal. The author notes, “Quantum Indeterminacy, a fundamental principle of the material world, sounds remarkably similar to optimizations made in the world of computer graphics and video games, which are rendered on individual machines (computers or mobile phones) but which have conscious players controlling and observing the action.”
One of the key tricks in complex video games is “conditional rendering”: you don't generate the images or worry about the physics of objects which the player can't see from their current location. This is remarkably like quantum mechanics, where the act of observation reduces the state vector to a discrete measurement and collapses its complex extent in space and time into a known value. In video games, you only need to evaluate when somebody's looking. Quantum mechanics is largely encapsulated in the tweet by Aatish Bhatia, “Don't look: waves. Look: particles.” It seems our universe works the same way. Curious, isn't it?
Similarly, games and simulations exploit discreteness and locality to reduce the amount of computation they must perform. The world is approximated by a grid, and actions in one place can only affect neighbours and propagate at a limited speed. This is precisely what we see in field theories and relativity, where actions are local and no influence can propagate faster than the speed of light.
THE UNEXPLAINED. Many esoteric and mystic traditions, especially those of the East such as Hinduism and Buddhism, describe the world as something like a dream, in which we act and our actions affect our permanent identity in subsequent lives. Western traditions, including the Abrahamic religions, see life in this world as a temporary thing, where our acts will be judged by a God who is outside the world. These beliefs come naturally to humans, and while there is little or no evidence for them in conventional science, it is safe to say that far more people believe and have believed these things and have structured their lives accordingly than those who have adopted the strictly rationalistic viewpoint one might deduce from deterministic, reductionist science.
And yet, once again, in video games we see the emergence of a model which is entirely compatible with these ancient traditions. Characters live multiple lives, and their actions in the game cause changes in a state (“karma”) which is recorded outside the game and affects what they can do. They complete quests, which affect their karma and capabilities, and upon completing a quest, they may graduate (be reincarnated) into a new life (level), in which they retain their karma from previous lives. Just as players who exist outside the game can affect events and characters within it, various traditions describe actors outside the natural universe (hence “supernatural”) such as gods, angels, demons, and spirits of the departed, interacting with people within the universe and occasionally causing physical manifestations (miracles, apparitions, hauntings, UFOs, etc.). And perhaps the simulation hypothesis can even explain absence of evidence: the sky in a video game may contain a multitude of stars and galaxies, but that doesn't mean each is populated by its own video game universe filled with characters playing the same game. No, it's just scenery, there to be admired but with which you can't interact. Maybe that's why we've never detected signals from an alien civilisation: the stars are just procedurally generated scenery to make our telescopic views more interesting.
The author concludes with a summary of the evidence we may be living in a simulation and the objection of sceptics (such that a computer as large and complicated as the universe would be required to simulate a universe). He suggests experiments which might detect the granularity of the simulation and provide concrete evidence the universe is not the continuum most of science has assumed it to be. A final chapter presents speculations as to who might be running the simulation, what their motives might be for doing so, and the nature of beings within the simulation. I'm cautious of delusions of grandeur in making such guesses. I'll bet we're a science fair project, and I'll further bet that within a century we'll be creating a multitude of simulated universes for our own science fair projects.
Having said that, I think the Computer Simulation Hypothesis is imperfect for a few reasons:
First, I think the description is too simple. Describing the universe as a computer simulation may be about as good as we can do right now. But, as our understanding improves, I believe humans will look back on this metaphor as being as naive as we think today of the idea that "Hell is underground and Heaven is in the sky". This book is a step in the right direction, but it is not the end game.
Second, we often assume that the "Out There" will have the similar laws of physics as the simulation (3 spatial dimensions and 1 time dimension), and sometime we will wake up as humans looking substantially the same as we did in the simulation. In fact, the metaphor of the simulation assumes that the "Out There" and the rendered universe have the same time dimension (the author talks about the clock speed of the simulation). But, there is no reason to think that when/if we exit the simulation that life will be substantially similar as here. There could be a different number of space and time dimensions. In fact, the idea of a Block Universe, implies that the "Out There" probably does not share the same time dimension as we experience. See for example "Hidden in Plain Sight 3: The Secret of Time," by Andrew Thomas.
And, we need to be careful about how we describe consciousness. The author writes about consciousness being downloaded into our universe from the outside the simulation. The author cites Eastern philosophies a lot, but I think he has missed a key point. Both neuroscience and Eastern Philosophy are very clear that the superficial ego (the consciousness that we associate with our individual self and call by name: "George" or "Sue" etc.) is a product of our physical world. Just like our bodies, they part of the "rendered universe." They will not exist when the simulation ends. See for example "Beyond Self: Conversations Between Buddhism and Neuroscience" by Matthieu Ricard and Wolf Singer. As described in that Ricard and Singer's book: the part of the Self that can exist outside our universe is the deeper consciousness, that can be realized by meditation, prayer and similar techniques. It is called by different names by different traditions: Atman, Soul, True Self, but it is not your superficial self, which the Riz Virk seems to assume in this book. In fact, some traditions claim that "all life is one" suggesting that there are many characters in the simulation (universe) for every player outside the simulation. And, don't assume that humans are the only important characters.
But, I think the biggest danger of the Simulation Hypothesis is this: we might assume that since our universe is just a rendering, that is is not real so it doesn't really matter what we do to it. I think this is scary. I don't think we should act in our lives like we sometimes act in a video game: reckless and destructive. If we do so, we will lose the game of life. All traditions are very clear on that point: Love your neighbor as yourself.
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But a larger problem is the book has too many spelling and grammatical errors. It gets in the way. It's hard to stay on Virk's side when he doesn't know what "begs the question" means and when he writes: "my parents bought my brother and I a Commodore 64". And these are just examples from the preface. Ouch. OK, he's a tech guy not a writer, but the publisher should have employed a proofreader who has mastered basic English grammar and can knock the writing into shape.
Let's not even mention the cover illustration...
If we consider that the simulation hypothesis is a new paradigm from the perspective proposed by Thomas Kuhn in "The structure of scientific revolutions", we realize that indeed this new paradigm does not share the commitments of the scientific community. With the passage of time, we will realize if it is just a crazy idea that ends up being discarded, or effectively inaugurates a new set of concepts that finally bring together science, religion and reality.
However, realizing that finally it is only a model, and that as such it is only able to analyze and explain some aspects of reality and not (nor ever) the whole of it, in this sense, this proposal is very valuable, because finally the effort to generate alternative models to explain our reality, end up being all valuable, so that in a progressive way, our understanding of reality grows.
Regardless of the style in which the book is written, which sometimes looks like an academic article, sometimes as an essay, and that in several parts is repetitive, it does not cease to be interesting the argument, where the main technique of argumentation, is the "analogy", or even the "homology", between science, religion and video game technology. In this case, Virk's argument is a set of “analogy arguments” as an induction that always goes from the particular to the particular and cannot go from being a probable argument.
This is evidenced in each of the examples presented by the author comparing: the various video games technologies, the concepts of quantum mechanics and the concepts of oriental religions. In this way he gets to establish analogies like the following:
Reincarnation: Multiple Lives - Multiple lives in video games - Multiple possibilities in Quantum Mechanics that collapse when observed.
Rizwan Virk expressly states his objective in this book: “Have you ever seen a metaphor that bind together videogames, quantum physics and eastern mystical traditions?, this book does”
And yes, this book is at the end a metaphor, which provides an alternative explanation, which is not completed, and perhaps not yet fully started. But the benefit of this book is just that: to enjoy a good sort of ideas, arguments, analogies, homologies, metaphors, without even reaching a conclusion. It is just a beginning. If you are open to read provocative, interesting and controversial ideas, even if they are not conclusive, this book is it





