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A Relatively Hard Game
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dave10000
Tinhorn



PostPosted: Mon Oct 11, 2004 3:53 pm    Post subject: 41 Reply with quote

Quote:
If this game ruled out backward time travel then it wouldn't be an accurate simulation since general relativity doesn't rule out backward time travel. This is supposed to be a realistic game.


Well, if *that's* the criteria -- that everything not ruled out is allowed -- then there is a much simpler reason the game won't work. There's so much about the universe we don't know, so we can't model it accurately, and even modelling the amount that we *do* know would greatly exceed any available computing and storage capabilities.

Also, if the answer is "relativity does not prohibit backward time travel, so a game that prohibits backward time travel would not accurately model relativity," then the same could be said about a game that tried to accurately model a Newtonian universe, which does not prohibit backward time travel. I recognize this does not make the question inconsistent, but I think that it's a *fair* read of the question as asking "why would an accurate relativistic multiplayer game be impossible, as opposed to a Newtonian one? rather than "why would an accurate multiplayer game, regardless of physics, be impossible." (Otherwise, the issue of relativity would be a complete red herring, which seems a bit unfair even if not illegal.)

Also, AFAIK, there are many who believe that backward time travel *is* impossible even under relativity, at least for particles that *sometimes* go forward. (That is, you can go forward or backward, but not both.) And some believe, I believe, that while particles might be able to go back in time, nothing as complex as a consciousness could because it would be squashed or torn limb from limb to do so, or at least could not do so into the same universe. Thus, I believe, there are many *mutually exclusive* ways that time travel is dealt with, by competing theories. Since the game cannot cover them all (since they are mutually exclusive), why couldn't the game be modeled on one of the theories that does not allow backward time travel into the same universe (or with a rule such as "if you travel to a different universe you are "out of bounds" and lose immediately")? Or, simply model the universe such that the criteria for backward time travel are not available to you. E.g., your ship is not powerful enough to go light speed, or the region of space you can explore does not contain a black hole. if those are necessary ingredients. (Surely those cannot be "problems" -- if I accurately model a car-driving game, I do not have to give you access to a car that goes 200MPH and I do not have to allow you to be able to drive out of the United States (perhaps border guards won't let you cross, or there is a ray gun that zaps you if you get within a mile of the border).)
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ralphmerridew
Daedalian Member



PostPosted: Mon Oct 11, 2004 6:05 pm    Post subject: 42 Reply with quote

I gave the example above.

A and B agree, in advance, on the following course of action:

They start out roughly the same location.
B signals A by some in-game means (ship's radio, or launching a few missiles); A returns the signal. (This ensures that the two players are in synch.
A travels at high speed to a different location, then returns.
As soon as A returns, B signals A again, with information randomly chosen at that time. (For example, B sees A, rolls a die, then launches that many missiles.)

As a result of time dilation, A's clock will run slower, and A will return (by his clock) well before he returns (by B's clock). (For example, if A travels sufficiently close to the speed of light, A might measure the round trip as taking seconds, while B measures the trip as taking hours. Even if A can't achieve such speeds, any journey will produce a difference in perceived times, and making the journey long enough will produce an arbitrarily large time gap.)

The important difference between this solution and the Chuck's is that, while relativity doesn't rule out time-travel, it doesn't require it, either. However, time dilation is an essential part of relativity.
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dave10000
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PostPosted: Mon Oct 11, 2004 6:48 pm    Post subject: 43 Reply with quote

I don't see why the "fast round trip" scenario causes a problem. You could have each person's screen have a "personal chronometer." Thus, if A takes action that causes it's clock to read differently from B's, that could be represented by the personal chronometer. To make everything "synch" appropriately, one could have the chronometer show what the apparent time was relative to someone continually at rest at Greenwich, Earth. Thus, everyone would have, say, 2 clocks -- the first would represent their "local" time, which would be the same for everyone, and the second would represent their "relative time" (relative to an observer always at rest at Greenwich, earth).

I'm still at a loss as to why the "fast round trip" could not be modeled in a game. Why can't the game just show them what they would see if they "really" made that trip? In other words:

Can anyone identify specific movements for A and B and actions for A and B that would exist in real life under relativity, but that could not be portrayed (on different screens) for A and B in the game, stating what A and B would see in real life under those circumstances?
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Chuck
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PostPosted: Mon Oct 11, 2004 9:51 pm    Post subject: 44 Reply with quote

If B moves out and back in several seconds by his clock and A sees that trip as taking several hours then A will have several hours of playing time while B makes the trip. But the player B is a real person sitting at his computer and can't really experience the time as several seconds. While A is playing the game B would have to sit there doing almost nothing for several hours. But B can use that time to review his notes and make plans. The computer can't slow his thoughts. I suppose it could offer him some porn to take his mind off the game but it can't really force relativity on him.
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dave10000
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PostPosted: Mon Oct 11, 2004 11:17 pm    Post subject: 45 Reply with quote

Quote:
But the player B is a real person sitting at his computer and can't really experience the time as several seconds. While A is playing the game B would have to sit there doing almost nothing for several hours.


That could be taken care of by having B's "relativistic" clock run faster. This happens in games all the time. For example, SimEarth is a computer model of evolution. In most of the scenarios, eons pass in seconds. Thus, having a clock speed up is valid in a *model* of an event. We always need to account for the fact that *inside* the game is different from *outside* the game. Inside the game there will be all sorts of accelerations, some of which might kill you if you were not adequately protected. But you will not feel those forces, or need protection, outside the game. In the same way, the game can make time pass for characters inside the game by speeding up their relativistic clocks. Yes, an in-game hour might not be the same as an out-of-game hour, but then, your in-game speed is not the same as the out-of-game speed.
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gotcha
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PostPosted: Tue Oct 12, 2004 2:35 am    Post subject: 46 Reply with quote

If I have two computers at my desk and I am playing two characters, A and B at the same time.
Say, A and B are sitting still around the asteroid belt. And, one asteroid goes past the screen in 1 minute (Both the clocks, i.e. in A's and B's computers will measure this time as 1 minute, and let's say, the clock on the wall also measures this as 1 minute).
Now, I get my brother to hold the controls of A while I take B to a trip around Pluto and back.
Let's say this time should be 5 minutes from A's perspective and 2 seconds from B's.
Now, duting the time I go to Pluto and come back, my brother should have shot 5 asteroids, and that should be an easy task for him rite? coz, the asteroids appear at an interval of a minute by the clock on the wall, remember, he is not moving at all.
And, playing as B I should come back really quick, in 2 seconds. Now, the only way the game could simulate this is by making my clock go really slow, so that, the clock on B's screen should show 2 seconds when the wall shows 5 minutes.
But this means that you can't really travel very far because, it takes 8 minutes to travel 1 AU.
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Celt
still thinking



PostPosted: Wed Oct 13, 2004 9:32 am    Post subject: 47 Reply with quote

gotcha wrote:
Now, the only way the game could simulate this is by making my clock go really slow, so that, the clock on B's screen should show 2 seconds when the wall shows 5 minutes.
Is this a problem?
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PostPosted: Thu Oct 14, 2004 3:20 am    Post subject: 48 Reply with quote

Yes,

Because remember, B is the one who is moving. When he starts moving, his clock goes awfully slow and B experiences not whole lot of time, but I the human player playing B will have to wait a whole day to make a trip just around the solar system. OBVIOUSLY , this is not practical.
But, there is another problem. Suppose, B decided to destroy hmself and headed toward the Sun at the velocity of light. In a real situation, B would never get an opportunity to change his mind, he would be in the Sun as soon as he headed toward it. But, in this simulation, there would be plenty of chance for that. Doesn't that count as a paradox ?
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dave10000
Tinhorn



PostPosted: Thu Oct 14, 2004 6:20 pm    Post subject: 49 Reply with quote

Quote:
But, there is another problem. Suppose, B decided to destroy hmself and headed toward the Sun at the velocity of light. In a real situation, B would never get an opportunity to change his mind, he would be in the Sun as soon as he headed toward it. But, in this simulation, there would be plenty of chance for that. Doesn't that count as a paradox ?


1. If the game is appropriately modeled, B could never get up to the speed of light. If you counter (wrongly, I think) that it's *theoretically* possible, then why not simply make sure that the vehicles in the ship cannot go more than, say, .5 c. Nothing says that the game must give you access to the most theoretically perfect ship imaginable.

2. In any event, your posited situation ignores the fact that the "relativistic" clock is different from the "real" clock that matches the one in your room. *IF* there were even a situation in which an event would happen instantly for a real B sitting in a real ship, then B's relativistic clock on the screen simply jumps ahead, instantly, the appropriate amount of time. So, if there were ever a situation in which something would happen instantly for B, and you are "playing" B, it will happen instantly on your screen. What's the problem?

As for:

Quote:
. . . but I the human player playing B will have to wait a whole day to make a trip just around the solar system. OBVIOUSLY , this is not practical.


That's not how it would work. The relativistic clock would show that an in-game-for-B day has passed, but that might correspond to an out-of-game time of 5 minutes. Nothing requires that in-game time corresponds to out-of-game time -- the question says that relativity will be *modeled* for the player, not reproduced. Again, look at acceleration -- the B *character* will feel lots of accelerations, but the person *playing* the B character will not feel any. So, as long as B's watch shows that a day has passed, the model works just fine even if only 5 minutes have passed on the watch of the person playing the B character.
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firemedicntx
Icarian Member



PostPosted: Fri Oct 15, 2004 3:00 am    Post subject: 50 Reply with quote

Ok, all computer jagon and server probs behind. This game is based on relativity. If all the laws of physics and relativity were applied to this game in theory. It could never become a reality, most of the explaination to this game is fluff. If this was a multi player game and if ship A accelerated to or as it approached the speed of light. It would exsist in a plane of its own, leaving behind the game and the players. Upon return, that is if return is indeed possible in current theory. There would be no game, the user would be dead and ship A would not have a computer upon which to exsist anymore. Thus ending the game briefly for ship A but a lifetime or more to the user.

Just the first thought that came to mind upon reading this. I just found this site. Thought it was an interesting question.
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ewan
Icarian Member



PostPosted: Tue Oct 19, 2004 6:54 pm    Post subject: 51 Reply with quote

I think this game is possible and the riddle is either a trick (you cant post the check back) or a mistake.

take the ship A flys to puto and back A time = 5 min b time = 2 hours
as A accelerates A's in game clock starts slowing down so that when ship A returns the in game clocks of A and B no longer match

anything we can calculate with the equations of relativity, such as 'how much time should pass for X going at speed Y' can be repersented by doing those calculations on a computer and displaying ther results.

to make things easier the server would have an arbiratry rest frame from which relative clock speeds would be calulated to be displayed in player time.

take the crashing inot the sun example, as the player accelerates towards the sun his clock slows down, so this might apparently casue a problem, since the player has plenty of tiem to change course, make a cup of coffe etc when to be fair to the other player he should not be able to turn out of the way in time.

However, the server would simply make the time actions take to process longer depending on the in game speed of the ship in question. he player diving towards the sun franticaly clicking the 'turn away from sun' button would see his in game finger slloooowwwllly move towards the controls of his ship.

take the players get old and die before anythign happens question.

well this simply depends on how fast the game clock runs, if you move att eh speed of light from one side of the room to the other then no-one will die of old age. if you go on a trip to alpha centurii or are flying around the solar system then the game clock needs to run quite fast, a month of rest frame time per turn for example. but this is normal for many games.

what realy causes problems when trying to program relativity into games is the processing power invloved which expodentialy increases with the complexity of your game, ie. for exach ship or other object you add you have to model the entire universe again as seen from that object. (A shines a torch at the asteroid, when does B see the reflection)

but with a simple game, two ships and laser guns I think you could do it.
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Celt
still thinking



PostPosted: Wed Oct 20, 2004 11:15 am    Post subject: 52 Reply with quote

You took the words right out of my mouth.
(Apparently after I had chewed them a little.)
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IWTGBTP
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PostPosted: Thu Oct 21, 2004 6:12 pm    Post subject: 53 Reply with quote

Is it supose to be a red shift not a blue shift?
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ralphmerridew
Daedalian Member



PostPosted: Thu Oct 21, 2004 10:59 pm    Post subject: 54 Reply with quote

Objects moving away from you are red-shifted. Objects moving towards you are blue-shifted. In astronomy, almost everything is moving away from Earth (the Andromeda galaxy is an exception, IIRC), so they primarily talk about red shift. He specifically mentioned "incoming missile are blue shifted".
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What if...
Daedalian Member



PostPosted: Fri Oct 22, 2004 3:56 am    Post subject: 55 Reply with quote

Haven't been here in forever... Oh, well, since I am too lazy to see if someone else wrote this beforehand, I'll just say some things. 1. If you tried to use general relativity, too, and you can move many large bodies, it might be difficult for you to take every thing into account. Of course, this doesn't matter for most just shooting things. 2. If you have the computers show the perspective from an absolute frame of reference, but the ships experience the time dilation, etc., it should work. Your perspective and the "pilot's" aren't the same. Third, if you could actually move the people into intense gravitational fields and accelerate them as they play the game, it might be easier (or might not...).
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Cristian
Icarian Member



PostPosted: Mon Oct 25, 2004 4:17 pm    Post subject: 56 Reply with quote

Hello !

ME B new , so dont yell at me for beeing wrong :

Firstly relativity and realism are free for anyone to have ; you dont sell them. SO the author would have no case at all against the man "stealling"
his idea . Relativity wasn't discovered by him , and wasn't made by him either. So BOO to him .

Second, I doubt anyone would read up in the game`s database or somthing about what relativity is about ; the educational purpouse falls. Nobody would now it`s a more calculated game , they all would just want to play it, not read it`s "DNA" .

THat`s it for now

,Cristian
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Burning
Icarian Member



PostPosted: Tue Nov 02, 2004 7:27 pm    Post subject: 57 Reply with quote

dave10000 wrote:
Nothing requires that in-game time corresponds to out-of-game time -- the question says that relativity will be *modeled* for the player, not reproduced.


I readily concede that if you are content to arbitrarily declare one clock to be "correct" and then have everyone's game clock slow down if they move relative to the "correct" clock, that you will take relativity into account. It becomes a semantic debate as to whether we can say relativity was "modeled" by the game. I'm not going to engage in that debate.

I will make the statement that a multi-player game can NOT be made so that all players perceive that passage of time in the game to be the same as the passage of time in real life. The simulation can ONLY be done by arbitrarily setting a reference frame and then slowing down the game clocks for everyone who moves relative to that reference frame.

If you accept that slowing down player's game clocks constitutes a simulation, the puzzle is wrong and there is nothing that makes the game impossible. If you choose to insist that all players must perceive the passage of game time as if it were real time, then the game is impossible for reasons described by previous posters.

Oh, by the way, you'll also have to have all the players see the lengths of objects as measured in the "correct" frame of reference, not as they would measure it in their ships frame of reference. Otherwise you would create inconsistencies about what ship is where at a given time.
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Burning
Icarian Member



PostPosted: Tue Nov 02, 2004 8:02 pm    Post subject: 58 Reply with quote

Chuck wrote:
If this game ruled out backward time travel then it wouldn't be an accurate simulation since general relativity doesn't rule out backward time travel. This is supposed to be a realistic game.


General relativity is not a complete description of reality. It neither rules out backward time travel nor requires it. The only time travel scenarios that I have ever heard about require assumptions about gravitational singularities, which is outside the boundaries of what general relativity describes. The game could disallow those assumptions without violating general relativity. Whether the game would violate reality is another question.

(The game could also allow those assumptions, but make them a moot point by including the very realistic requirement that getting too close to a gravitational singularity would be fatal in a very messy way)
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Celt
still thinking



PostPosted: Wed Nov 03, 2004 10:23 am    Post subject: 59 Reply with quote

Burning wrote:
Oh, by the way, you'll also have to have all the players see the lengths of objects as measured in the "correct" frame of reference, not as they would measure it in their ships frame of reference. Otherwise you would create inconsistencies about what ship is where at a given time.
Can you give an example?

I would have assumed that the opposite was the case. If a ship is travelling towards you very quickly then it appears longer but not wider. The only time that this phenomenon should be of interest is if you are controlling a weapon remotely that is in a different location, in which case you would need to take many things into account in order to aim correctly including Lorentz-contraction.

P.S. I just came across this site which has movies of what space travel at close to the speed of light would be like.
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Burning
Icarian Member



PostPosted: Wed Nov 03, 2004 7:01 pm    Post subject: 60 Reply with quote

Celt wrote:
Burning wrote:
Oh, by the way, you'll also have to have all the players see the lengths of objects as measured in the "correct" frame of reference, not as they would measure it in their ships frame of reference. Otherwise you would create inconsistencies about what ship is where at a given time.
Can you give an example?

I would have assumed that the opposite was the case. If a ship is travelling towards you very quickly then it appears longer but not wider. The only time that this phenomenon should be of interest is if you are controlling a weapon remotely that is in a different location, in which case you would need to take many things into account in order to aim correctly including Lorentz-contraction.


I threw that remark in as an afterthought, and I'm really regretting it now, because it's sloppy on a few different fronts.

First, there are two ways of making things internally consistent with the game clock running slow, and I picked what is arguably the less sensible option. If your game clock is running slow, either everything needs to appear to move at a slower speed, or (as I originally suggested) the lengths have to contracted according to the "correct" frame of reference.

Here's the example you requested. I'm stationed at a command post on an asteroid. You are in a ship moving at relativistic speed past me. In the distance there is an enemy ship, at rest relative to the asteroid. It will take you 1 minute on my clock to travel from the asteroid to the enemy ship, but you are moving so fast that I see your clock running at half speed. Therefore, I tell you to fire your weapons 30 secs after you pass the asteroid. You do and destroy the enemy ship.

Now, if you were really a pilot in a real ship, you would say that your ship was stationary and that my asteroid and the enemy ship were moving together. Because I and the enemy ship are moving, lengths in our frame of reference, including the distance between us, is contracted. So while you deny that your clock is running slow, you also observe that distance between the asteroid and the enemy ship is only half what I say it is. Therefore you agree that 30 seconds on your clock is the correct time to wait after passing the asteroid to fire your weapons.

Now we move to the simulation. My asteroid has a clock that shows the "correct" time, so your ships clock runs at half speed. In my original post, I was envisioning the ship animation as looking like everything but the clock was running at actual speed. This is really, on reflection stupid, but that's what I was thinking when I posted it. So, if the enemy ship looked like it was approaching you at full speed (on the real life clock), and the distance between you and the ship are contracted to half the distance measured by me on the asteroid, then it would only take 30 sec real life time or 15 sec ship time to reach the enemy ship and waiting 30 sec ship time would be a bad idea. IF I insist that the ship should look like it's moving at the right speed on my real-life clock, I can only avoid an inconsistency if you don't see the distance as contracted.

I've probably muddied things even further due to my original ill-considered comment, but oh well.

The other reason why the comment was sloppy (and this post as well) is that I keep using the word "see." And as the link you posted shows, what you actually would see if you were moving relativisitically is a lot more complicated than just having objects be length contracted along the direction of travel. Due to the finite speed of light, there are various visual distortions on top of the length contractions.
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dave10000
Tinhorn



PostPosted: Wed Nov 03, 2004 10:25 pm    Post subject: 61 Reply with quote

Quote:
If you accept that slowing down player's game clocks constitutes a simulation, the puzzle is wrong and there is nothing that makes the game impossible. If you choose to insist that all players must perceive the passage of game time as if it were real time, then the game is impossible for reasons described by previous posters.


Well, um, yeah, but isn't that kind of a strained way of reading the problem? There are LOTS of things that the players are not going to perceive as the same onscreen and in real life. For one, speed. All players will, in real life, be travelling at the same speed as each other (zero, relative to the real earth), but will often be travelling at different speeds in the game. Same gravity out of the game, but occasionally different ones in the game. Same temperatures out of the game, likely different ones on occasion in the game.

How does the game show this? It shows speed by an on-screen speedometer, which will generally not match your speed (relative to the other players) outside the game. Temperature by an onscreen thermometer, which may or may not match the temperature outside the game. Why should time be any different? Your in-game time is shown by your on-screen clock, which may or may not match the real clock on your wall.

If the intended solution to the puzzle is that your in-game quantities (such as speed, temperature, time, gravity) will not match your outside-the-game quantities, then that is true but it seems extremely trivial. If the intended solution is that onscreen time won't match offscreen time, then again that is true, but why is time being singled out? Speed, gravity, temprature, and a lot of other things won't match either, and that's true even in a game that does *not* try to model relativity. So if that's the intended solution, why are we asked on the main page of the site "Do you understand relativity?" Is the relativity portion of the puzzle just a red herring?
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Burning
Icarian Member



PostPosted: Thu Nov 04, 2004 8:30 pm    Post subject: 62 Reply with quote

dave10000 wrote:
If the intended solution to the puzzle is that your in-game quantities (such as speed, temperature, time, gravity) will not match your outside-the-game quantities, then that is true but it seems extremely trivial. If the intended solution is that onscreen time won't match offscreen time, then again that is true, but why is time being singled out? Speed, gravity, temprature, and a lot of other things won't match either, and that's true even in a game that does *not* try to model relativity.


If you had a game that either (a) did not take relativity into account or (b) was single player, the time could be simulated in the manner that you game clock matched your real clock. That is why it is reasonable to single out time over other quantities that can't be simulated in any game.

Speaking as a gamer and not as an ex-scientist, I expect in a combat focused action game to have the game-play experience as life-like as technology allows, and I think most gamers would agree with me. Having the game clock run slow would particularly run counter to the general concept that combat games should reward the ability to react quickly and accurately.

As an ex-educator I also have a problem, because the simulation as you propose it implies that there is a frame of reference that has the "correct" time and that clocks in all other frames of reference run slow for all observers. Relativity actually says that if we are moving relative to each other, you measure my clock as running slow and I measure your clock as running slow. In your version of the game everyone sees their clock running slow compared to the reference clock unless they are stationary in the reference frame. At best that is going to serve to reinforce common misunderstandings about relativity.
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dave10000
Tinhorn



PostPosted: Thu Nov 04, 2004 10:19 pm    Post subject: 63 Reply with quote

Quote:
If you had a game that either (a) did not take relativity into account or (b) was single player, the time could be simulated in the manner that you game clock matched your real clock. That is why it is reasonable to single out time over other quantities that can't be simulated in any game.


I find it difficult to believe that this is the intended solution, and if it is I find it very unsatisfying. Most (all?) games in which there are "real" tasks to be performed do not use clocks that always match the out-of-game clock. Consider how unpleasant that would be. If your character had to walk a mile, it would take 10-15 minutes. When you loaded or unloaded cargo, it would take hours. No -- in those situations, things either happen instantaneously, or in-game time is "sped up." If one insists that all things in-game happen in real time, then the game will never reach Beta (which is the actual question asked in the puzzle) because no one would buy a game that required mundane tasks to be accomplished in real time.

Nothing in the original puzzle suggests that in-game time always needs to match out-of-game time. That is not a typical contraint upon simulation games, and many games make it to Beta without such a constraint. If that *is* a constraint that we needed to take into account for some reason, it should have been identified.
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zedmango
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PostPosted: Thu Nov 04, 2004 10:55 pm    Post subject: 64 Reply with quote

The time dilation solution is right on. The problem with the suggestion to slow down time at different rates for each player is that to slow them down at the right rates, you would have to exactly cancel out the relativistic effects of time dilation, so you would effectively be playing a game in Newtonian physics, at least in terms of time.
It's not a trivial answer at all. It's one thing to speed up trivial tasks in a game, but this would mean you're no longer simulating that aspect of special relativity at all.
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dave10000
Tinhorn



PostPosted: Thu Nov 04, 2004 11:13 pm    Post subject: 65 Reply with quote

Quote:
The problem with the suggestion to slow down time at different rates for each player is that to slow them down at the right rates, you would have to exactly cancel out the relativistic effects of time dilation, so you would effectively be playing a game in Newtonian physics, at least in terms of time


I don't think that's correct. In a Newtonian game, everyone would agree on simultaneity, but in a Relative game, people wouldn't. For example, in the Car-Garage (or polevaulter-barn) paradox, one person would see the front and back doors close (on his screen) at the same time, and the other would see the front door close before the back door.

Also, in a twin-paradox situation, when the Relativistic twins are reunited in the same location, they will both agree that the one who did not experience a change in inertial frames will be older. The Newtonian twins, however, would see themselves as the same age. See, for example: http://mentock.home.mindspring.com/twins.htm

So, it does not appear that having different clocks run at different rates would turn the game into a Newtonian one.
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PostPosted: Sat Nov 06, 2004 9:21 pm    Post subject: 66 Reply with quote

Quote:
Also, in a twin-paradox situation, when the Relativistic twins are reunited in the same location, they will both agree that the one who did not experience a change in inertial frames will be older. The Newtonian twins, however, would see themselves as the same age.


For a game to be real-time, each character has to experience time at the same rate as the corresponding player. At the beginning and the end of the twin paradox, both twins are in the same place at the same time. The player corresponding to the older twin needs to see the twins reunited after the other player does.

This is the problem: say the older twin shoots the younger twin right after they meet again. This can't be simulated real-time, because the computer would have to know it's coming before the older twin does it.

If you slow down clocks, the two players will see the twins reunited at the same time, and so the problem doesn't come up. But then the two players see themselves as the same age, by the real-time constraint.[/quote]
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dave10000
Tinhorn



PostPosted: Sun Nov 07, 2004 2:32 am    Post subject: 67 Reply with quote

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. . . by the real-time constraint . . .


*What* real-time constraint?

I think we all agree that the game can't be done if everyone's time on-screen must always match their time off-screen. But the problem does not indicate that the game has to conform to such a constraint. Most simulation games don't (indeed, I cannot think of one that does).

Thus, while people have abudantly shown why the game cannot exist in the presence of the real-time constraint, they have not answered the question asked in the puzzle, which is why will the game never make it to Beta. And, since the puzzle does *not* impose a real-time constraint, and since there is no reason this game would have to have one (since most if not all simulation games lack one), I still do not see why the game could never reach Beta.

To the powers that be: I think we've gone around the block on this enough. Care to post the official solution?
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ewan
Icarian Member



PostPosted: Tue Nov 09, 2004 7:21 pm    Post subject: 68 Reply with quote

I agree, the sdolution or error should be posted.

I think that this riddle has come from a time when multiplayer games were played on a single computer with one screen. The real life game it is obviously aluding to is space wars, where you have two ships and a gravity well and thrusters and they soom about in newtonian physics style way ina 2d eviroment

Obviously if this game were to be 'improved' by the addition of relativity you would be unable to represnt both ships to the single 3rd person view of the screen and have the players identify with thier invidual ship.

however if you split the screen or use two computers connected over the internet as modern games do then an ingame clock solves all your problems as you can show a differnt 'view' from each ship, just as you could calulate with pen and paper, what the lorenzt contraction, apparent position of object would be from any given rest frame
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dave10000
Tinhorn



PostPosted: Wed Nov 10, 2004 5:45 pm    Post subject: 69 Reply with quote

First, a thanks for posting the solution.

Second, a suggestion that the solution is kinda lame.

It's clear that in order for there to be multiple players, they can't be able to communicate. For instance, we know that A might see a missile as red-shifted and B might see it as blue-shifted. So, they need to have different computer screens. But if A is allowed to see B's computer screen, A could see the missiles as red-shifted *and* as blue shifted. So, we must ensure that A can't see B's screen. Similarly, A can't receive any information from B (in "real" time), else there are faster-than-light issues.

The official solution states the problem is that: "In a multiplayer game, there's no way to guarantee that players won't talk to each other in the "real world" . . . " Huh? Of *course* there is. I've played many games that do just that. You play at some centralized location, and each player gets his own pod. Or even perhaps not a centralized location -- perhaps there are stations all over the world that match people up at random and thus as a practical matter prevent communication during the game. So, out-of-game communication is an issue that must be dealt with, but it is *not* one that is impossible to overcome.

In addition, the situation is not nearly as drastic as the solution suggests. One of the rules of the game is that no one can talk to (or receive any information from) another player (or another player's machine) while the game is in progress. As long as all players followed those rules, then everything would be fine. The fact that *sometimes* players might cheat and thus screw up a particular game does not mean that the entire game, for everyone else and for all time, is worthless. It's *easy* to cheat at games if one is inclined to do so, but those games still exist. For example, "out of game" communication (very loosely defined) in bridge is prohibited, but most people respect that and the game reached Beta a long time ago. Those who do engage in out-of-game communication (secret agreements, signals other than with bids or cards, etc.) ruin the particular instance of the game being played, but do not prevent the game from existing as a meaningful game for those who *do* follow the rules. Same, I think, for Relativity Wars, unless I'm missing something.

In any event, I view the solution as identifying a problem that must be dealt with (and there are, of course, *many* of those) rather than an issue that prevents the game from existing at all. Thus, to me, the official solution is fairly unsatisfying.
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ewan
Icarian Member



PostPosted: Sun Nov 14, 2004 9:08 am    Post subject: 70 Reply with quote

I have a new puzzle

bob has a new game idea its like counter strike, but an additional radio jamming device is available for players to use. why will this game never get past beta?
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Zarriar
Daedalian Member



PostPosted: Mon Nov 21, 2005 10:36 am    Post subject: 71 Reply with quote

I still think it is theoretically impossible to model relativity in a multiplayer computer game.

Let us assume that the computer does handle time dilation by speeding up the clock of the slower moving players. This would mean that slower players would have constant instantaneous feedback on the speed of the fastest moving player in the simulation regardless of the apparent distance between players in the game world. This is effectively information travelling faster than the speed of light. Even if some random element was added to the speed at which time passed for each player you, would still have a sense for how fast your opponents were moving.

If the computer doesn't handle time dilation in this way then what other options are there?
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Lord Ike
Icarian Member



PostPosted: Fri Nov 24, 2006 4:30 am    Post subject: 72 Reply with quote

What do you do if you have the sudden need for a bathroom? You shouldn't be able to log out mid-battle, so do you go just become a sitting duck to be fragged at light speed with no resistance whatsoever?
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