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General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8676560" data-attributes="member: 82106"><p>No, a movie of a car is not a car simulation. It ILLUSTRATES the car, so it is a DEPICTION of the car, but there is no substance here. No properties of the car are mapped to any properties of a simulation such that there is a single mathematical/logical MODEL which describes the behavior of both of them. Without that, you simply have a depiction. A SIMULATION must be an ANALOGY. It has to contain some essential features which stand in for essential features of the simulated thing. Without that, its something else.</p><p></p><p>I think the 'granularity argument' does have some essence of truth in it. That is to say, if a simulation only corresponds with the thing it simulates at a very few points, then it is likely that the ways in which we want it to be an accurate analogy will fail. Still, as you point out, its circumstantial.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8676560, member: 82106"] No, a movie of a car is not a car simulation. It ILLUSTRATES the car, so it is a DEPICTION of the car, but there is no substance here. No properties of the car are mapped to any properties of a simulation such that there is a single mathematical/logical MODEL which describes the behavior of both of them. Without that, you simply have a depiction. A SIMULATION must be an ANALOGY. It has to contain some essential features which stand in for essential features of the simulated thing. Without that, its something else. I think the 'granularity argument' does have some essence of truth in it. That is to say, if a simulation only corresponds with the thing it simulates at a very few points, then it is likely that the ways in which we want it to be an accurate analogy will fail. Still, as you point out, its circumstantial. [/QUOTE]
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On simulating things: what, why, and how?
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