DoPo said:
CrystalShadow said:
But specifically, 'Free will' in a 'deterministic universe' is by definition a logical paradox.
Not necessarily, as I am talking about deterministic events in the universe, not the universe itself being set. A deterministic event would be: given the exact same set of circumstances, everything would progress the same way. So, for example, if I flipped a coin on the 20th of January 2015 at 10:16:41 and it came up as tails, any time I repeat that exact coin throw, it would come up as tails. It's a very naive example, I know, but it's just to illustrate the point that the
event is deterministic. Of course, if at that point in time I had bet that the outcome would be heads, then I would also always bet on heads, thus losing the bet every time.
Unless the initial parameters shift, in which case, so if I were made to throw the coin a little higher or something and it may come up as heads thus making me win the bet.
Yes, that is a deterministic set of events. But since your behaviour is
part of the deterministic events, and not independent of it, there is no possible means for you to shift your behaviour.
I'll actually use a second example as it's much better and it much better illustrates what is it for the events to be deterministic. It's even much better fitting for this forum, as I'm going to use games: pick any game with a RNG sequencer persistence between save states and you're done. The first example that comes to mind is XCOM: Enemy Unknown [footnote]make sure that the "Save scumming" option is disabled - if turned on, it reseeds the pRNG on load. Also, make sure you're not playing Ironman mode, so you can "go back in time" by loading[/footnote] and Heroes 3[footnote]something that was actually changed in WoG, I believe, but in the base game (+expansions, I think), the random sequence is predetermined even after loading[/footnote], so let's take XCOM - if you're on a mission the sequence that the pRNG produces cannot be changed. Here is an example
1. You have 99% chance to hit
2. You save just before you take the shot
3. You take the shot
4. You happen to miss
Now, any time you reload do step 3., you would ALWAYS end up on step 4. No amount of game loads would make your soldier hit. This is true AS LONG AS you keep doing that, as you would always be fed the exact same result from the pRNG, thus making this action entirely deterministic. However, if you ever do something different, the starting conditions are now different - if you took a shot with a different soldier, the sequence has now moved along, thus if you retry the shot now, you most likely would succeed. You would, succeed deterministically, as no amount of reloads would make you miss. No amount of reloads would make you have a critical shot, either, provided you didn't get one. Since the sequence is "known"[footnote]not to us but if anybody was bored enough and felt like it, they can map it out[/footnote] every action throughout the mission is predetermined and if you replay the mission using the EXACT SAME steps you took before, the outcome would be EXACTLY the same.
Thus this is a really good simulation of a universe where the events are deterministic. You would find out that even the AI would respond in the exact same way given the exact same circumstances, simulating what would people do in this universe. However, the AI is not robbed of decision making. Sure, that's not me calling the AI having "free will" but for the purposes of our little universe simulation, it is close enough. So, let's say you did one mission and your soldier called...dunno, Chuck Norris, for example, was never once attacked during the mission, yet everybody else had their asses handed to them. You decide to replay the mission and knowing Chuck Norris was never attacked, you rush him over straight into the middle of a room full of aliens. What would happen now is you would have one less Chuck Norris on your team.
See, here's where you're creating a problem. 'You' in this example is an outside force. In terms of what qualifies as deterministic in this example, you, and your thought processes exist outside of the deterministic universe you are influencing.
If you were an actual xcom general, you wouldn't have the freedom of thought to change the orders you gave, and the mission would play out the same way unless something else happened to first influence your thought process, and thus change the orders given]
So this is an illustration of why exactly free will doesn't clash with determinism. You've changed the parameters, you now get a different outcome. A completely predictable outcome - more than "I told you you shouldn't do that", it's an absolutely repeatable experiment yielding the exact same results any time it's reran with the same input. Change the input, that changes the outcome but, again, you can repeat with the changed input and get the same (changed) outcome.
Yes, but your example is non-deterministic, because you are including elements that exist outside of the universe you are using for your example.
That is the basic problem with the very idea of free will. To have any in a deterministic universe, you must have some influence on the universe that exists
outside of the universe itself. The deterministic universe itself is incapable of changing itself.
With this in mind, it's entirely reasonable that somebody can bork the timeline. They could examine it, see how it works, find out it works in this fashion, then go back and kill their grandfather. Let's call this theoretical person "Pandora" after...well, you know, that Pandora. So, to come back to 12 Monkeys, Pandora can be somewhere further in the future and she could look through the events, then try to stop Bruce Willis from going back in time. Pandora's free will is not impacted - they can make that decision, given the right set of parameters.
Except it's not. Pandora's actions are constrained by the
exact state of the universe at the moment they decide to travel back in time. The choice she makes is deterministic, and has only one possible outcome.
However, because time travel involves loops and non-linear time, this outcome is potentially very chaotic.
If the first time she travels back, she makes one choice, she could change the state of the future, which would potentially change her future decision. However, both the first and second decision she makes are not 'free will' they are dependent on the state of the universe at the time she makes the choice. And in fact, her second choice, is directly dependent on her first, because it is her first choice that changed the universe. - Except it can't change the universe as such, because if it could the universe is no longer deterministic. Rather, such an event would mean to understand the universe in a deterministic sense you must understand that ALL time travel events, and every alternate sequence of events that are implied must ALL happen, because otherwise the universe is not deterministic anymore.
This of course inherently implies the existence of parallel realities for any section of the universe which exists after a time travel event. There is no other way to resolve the situation without making the universe non-deterministic, because if you were to actually be capable of re-writing a single section of the timeline, you put every part of time that happens after that in a state of flux. Which would by definition be a non-deterministic state.
So, by introducing time travel into a deterministic universe, you either render it non-deterministic, or you force it by definition to contain sections of parallel reality to maintain it's deterministic state.
This isn't random parallel realities however, because you can unwind all the parallel sections of such a a universe into a single linear arrangement, and know which reality came 'first'. The first reality is what creates the second, which creates the third, and so on. Anything else is non-deterministic in nature.
There is nothing in the universe to prevent Pandora from doing so - hence free will. Yes, you can claim it's a similarly predictable outcome to the XCOM scenario and if you feed people the same things, they would produce the same behaviour[footnote]yet, that's pretty much already a thing - social engineers, for example, exploit it to a great degree.[/footnote] however, they are free, as in, the range of output their thought process produces is unbound.
Incorrect, you are simply cutting out bits of the universe, and ignoring them, turning a deterministic universe into a non-deterministic one.
At no point does Pandora have an actual choice in what decision she makes. It is a direct, an immutable consequence of prior events. It's just that 'prior events' includes every previous time she has made the decision to go back in time already.
I can use XCOM again as an example of decisions NOT being unbound because 1. I already talked at some length about XCOM and 2. it's to show that XCOM was just an example to illustrate how a deterministic events would behave, not the whole thing[footnote]because this is the Escapist and people are really fond of pointing out how an example doesn't have 1:1 mapping with reality...when really it's pedanticity to such a level I tend to either not use them or make sure I clarify that IT'S NOT SUPPOSED TO MAP 1:1 WITH REALITY[/footnote]: it's simple really, no matter how much you play, no matter how much you replay, the aliens would never surrender. Nor would Exalt members. Civillians would never pick up weapons and fight (not during the mission, anyway). All these entities are entirely incapable of doing those actions. Thus a universe without free will would could make some logical conclusions impossible - nobody would ever be able to decide to cause a paradox, ever, for example, no matter how you tweak the circumstances. One extreme end of no free will can be people literally unable to change their minds about anything - one example is the Discworld novel Mort, where, in short, for...well, reasons, one person who was supposed to die, didn't actually die. This however, clashed with how history works[footnote]or "works", if you will. History/fate/destiny in the Discworld is, erm, not really exact. History in particular is more of a patchwork of histories crudely brought together.[/footnote] and everybody else in the world continued acting as if that person had died.
But by definition 'replaying' x-com creates a non-deterministic universe, because
you the
player are not part of the universe, and can make decisions about what happens in it without constraint. (Whether your thoughts are deterministic or not in
this universe is irrelevant to that, because either way you exist outside of the simulated universe of Xcom.)
Similarly, while we could replace you with a computer replaying a deterministic set of instructions to the game, that may not have an identical outcome because the game may have started with a different RNG state. (because that is set by your computer, again as an event
outside the game universe itself, when a new game is started)
The problem with your examples is you are invoking 'out of universe' sources of information in your decision making for what you claim to be 'free will'. That breaks the very basic premise of a deterministic universe, since events in it are being influenced and altered from sources which you do not count as being part of the universe (and which we know to have a non-deterministic relationship with the events in that universe.)
Your decision making in xcom
may be still be deterministic (or not. We don't really have any way to know.), but it is influenced by many many events from
this universe which have nothing whatsoever to do with the xcom universe alone. So within the constraints of the xcom universe itself, your existence renders the universe non-deterministic, breaking your own premise.