1 Space, Time, Entropy, and Life basics Purpose To establish a short link between space, time, entropy, and documents, professions, life, intelligence, social class, money, information gathering, personality, and purpose, by first starting from computing primitives, creating a chain, then a loop. Please suggest any improvements or report any errors. This is not an experiment, but a theoretical formula to enumerate some of the major human existence. Intended Audience Anyone who is interested in discussing this link and formula, or someone who could suggest prior art. The author is publishing this to share these findings and get feedback. The author is a zoomer with many shower thoughts who likes to find the simplest explanations of the world in order to navigate it efficiently, and wants to check their knowledge. Table of Contents Purpose Intended Audience Table of Contents Introduction Setup Objects as Storage Formats Notation Entropy is approximately the length of the shortest computer program outputting a physical system Object Converters: Input/Output Pairs in space, time, and entropy List of Converters between Storage Formats Occupations as Converters Multiplying and Dividing Occupations Pipeline Equations from Occupations Cycles in the Pipeline and Agents Social Class Interpretation of Money ⅘ Big 5 Personality Traits Basic Meaning of Life Conclusion References 2 Introduction Life is full of the creation and destruction of objects. If you wanted to create a specific object, there are many types storage formats to help you, such as instruction manuals, source code, scale models, blueprints, calendars, timelines, stories, waveforms, lectures, simulations, and prototypes. There are 3 main dimensions in which these helpful items exist: 1. Values across space, as numbers separated by finite distances (m - for meters). ○ Like an instruction manual, calendar, or blueprint. 2. Values across time, as numbers separated by finite durations (s - for seconds). ○ Like verbal instructions, or a story told about the object. 3. Values across entropy, as numbers in intrinsic structure/heirarchy as a bit string (b - for bits). ○ In the structure of an object itself, or a simulation of it. Setup Objects as Storage Formats We will call the different ways to store the necessary values to create an object storage formats and denote each by X#Y, where X is the medium dimension and Y is the representation dimension . X#Y can be specified more precisely using XA#YB, where A and B are values within their corresponding dimension The storage formats are as follows: 1. m#_: Completely described by items separated in space on a piece of paper, such that someone with the paper could re-create the object again. We will call this m#_. The storage formats are: ○ m#b: (bit string across distance) ■ Descriptive text, source code for a computer program to create the object. ○ m#m: (distance across distance) ■ m0#m1:A simultaneous copy, picture/scale model, blueprint. ■ m0#m0: The object itself in space. (A thing is a picture of itself) ○ m#s: (seconds across distance) Calendar/Timeline/Story/waveform (must be augmented with descriptions or pictures) 2. s#_: Completely described by items separated in time in something like an auditory announcement, such that someone listening, or someone with the complete time series of the object, could re-create the object again. We will call this s#_. The storage formats are: ○ s#b: (bit string across seconds) ■ Described verbally, using words, which become a computer program to construct the object. ○ s#s (seconds across seconds) ■ s0#s1: A repeat of a past object, or if augmented with words, a story. ■ s0#s0: The object itself passing through time (A thing is a time series of itself.) ○ s#m: (distance across seconds) (Not used) ■ Very difficult to use, because 3D space is too big for 1D time. 3. b#_: Completely described by items separated in entropy hidden in an object. A person could take this object, pick a computer (Universal Turing Machine), determine what the minimum program for this computer to output this object is, then see what the bits inside the program are. We will call this b#_. This one cannot be used to store arbitrary information, because not all computer programs are minimum descriptions of their output. The storage format is: ○ b#b: (bit string across bit string) ■ b0#b1: A simulation/inverse simulation of an object. ■ b0#b0: The object's bits themselves. 3 Notation [...]#X means that all representations within the brackets are X. Italics reference a concept defined previously. Newly defined words are bold (except titles). Entropy is approximately the length of the shortest computer program outputting a physical system In this paper, entropy is used interchangeably with Kolmogorov Complexity, which is the length of the shortest computer program outputting a given object for a given computer (universal turing machine). Relations for H (Shannon Entropy) are essentially expected versions of relations for K (Kolmogorov Complexity) [2, page 27]. The theorem shows that for simple (low complexity) distributions the expected Kolmogorov complexity is close to the entropy, but these two quantities may be wide apart for distributions of high complexity. [1] Object Converters: Input/Output Pairs in space, time, and entropy Now that we have defined m#_, s#_, and b#_, we can define conversions between two distinct objects. The ordered pair X#Z/Y#W denotes the conversion between input object using storage format X#Z and output object using storage format Y#W. A conversion can change the medium or representation - A conversion where the medium changes is called Outer - A conversion where the representation changes is called Inner We do not want side-effects to occur beyond the scope of the conversion . We only consider pairs where either the medium changes dimension or value or the representation changes dimension or value but not both, and correspondingly underline the medium or representation if it changes. - The underlined variable is the focus for the change and all the other variables should change as little as possible, only as a byproduct. - Because input and output are distinct, the values in the underlined variable on both sides cannot have the same value if the dimensions are identical. - For underlined m, the linear transformation between sides must not be the identity, the copies have to be different across space. - For underlined s, the time interval between objects cannot be 0. - For underlined b, the difference in information between objects cannot be zero. A storage format where the medium and representation have equal dimension and value is just the object itself. These are all equivalent, and are called |obj|: - m0#m0 |obj| - s0#s0 |obj| - b0#b0 |obj| 4 List of Converters between Storage Formats Note: Conversions with the same color highlight are identical to each other because of the " |obj| " identity relation defined previously. ● m/m (space medium to space medium ) ○ Outer Changes: ■ m0#m/m1#m: Copying/moving a paper with a picture on it. ● m0#m0/m1#m0:Copying/moving an object. ● m0#m1/m1#m1:Not considered ■ m0#s/m1#s: Copying/moving a paper with a calendar on it. ■ m0#b/m1#b: Copying/moving a paper with instructions/algorithms on it. ○ Inner Changes: ■ m#m0/m#m1: Cropping, scaling, linearly transforming a picture, or panning away. ■ m#s0/m#s1: Flipping through calendar pages. ■ m#b0/m#b1: Editing a paragraph/code to add detail or larger context. ■ m0#m1/m0#b: Documenting the compressed code structure of a picture. ● m0#m0 |obj| /m0#b:Documenting the compressed code structure of an object. ■ m0#b/m0#m1: Drawing a picture described in a paragraph/source code. ● m0#b/m0#m0 |obj| : Building the object described in a paragraph/source code. ■ m#s/m#b: Documenting the compressed code structure of a timeline. ■ m#b/m#s: Drawing a timeline for an object described in paragraph/source code. ■ m0#m1/m0#s: Turning a diagram (no time axis) into a timeline (time axis). ● m0#m0 |obj| /m0#s: Logging raw events that happen onto a timeline. ■ m0#s/m0#m1: Turning a timeline (time axis) into a diagram (no time axis). ● m0#s/m0#m0 |obj| :Using a timeline as a template to build an actual object. ● m/s (space medium to time medium ) ○ Outer Changes: ■ m#s0/s1#s0: Following a calendar, linear list of instructions, or written story. ● m#s0/s0#s0 |obj| :Using a timeline as a template to build an actual object. ■ m#b/s#b: Reading an algorithm or compressed instruction manual out loud. ● m/b (space medium to entropy medium ): ○ Outer Changes: ■ m#b1/b0#b1: Simulating/inverse simulating the object described in a paragraph. ● m#b0/b0#b0 |obj| : Building the object described in a paragraph. ● s/m (time medium to space medium ): ○ Outer Changes: ■ s0#s1/m#s0: Logging a story told onto a timeline. ● s0#s0 |obj| /m#s0: Logging raw events that happen onto a timeline. ■ s#b/m#b: Listening to an instructive speech and writing it down. ● s/s (time medium to time medium ): ○ Outer Changes: ■ s0#s/s1#s: Causing a cycle to repeat. ■ s0#b/s1#b: Listening to a speech, then giving the same speech. ○ Inner Changes: ■ s#s0/s#s1: Changing a series of events? ■ s#b0/s#b1: Listening to a speech on an object, then adding or removing context and details. ■ s0#s1/s0#b: Finding the structure of a spoken story, then saying it. 5 ● s0#s0 |obj| /s0#b: Speaking the structure of an object. ■ s0#b/s0#s1: Turning a speech into the series of events described. ● s0#b/s0#s0 |obj| : Building the object described in a speech. ● s/b (time medium to entropy medium ): ○ Outer Changes: ■ s#b0/b1#b0: Listening to a speech then simulating/unsimulating the object described. ● s#b0/b0#b0 |obj| : Building the object described in a speech. ● b/m (entropy medium to space medium ): ○ Outer Changes: ■ b1#b0/m#b0: Documenting the compressed structure of a simulated object. ● b0#b0 |obj| /m#b0: Documenting the compressed structure of an object. ● b/s (entropy medium to time medium ) Only Outer: ○ Outer Changes: ■ b1#b0/s#b0: Speaking the compressed truth about a simulated object. ● b0#b0 |obj| /s#b0: Speaking the compressed truth about an object/figuring out how to build an object and saying it out loud. ● b/b (entropy medium to entropy medium ) [This one is mysterious] ○ Outer Changes: ■ b0#b/b1#b: Emulating (computer science), un-emulating, founding and leading a company, mind uploading, reverse mind uploading. ○ Inner Changes: ■ b#b0/b#b1: (No good word for this, it is modifying an object's structure so that the object referenced by the structure is a subset or superset of the object referenced by the new structure.) 6 Occupations as Converters Now we can define the types of occupation: 1. m/m: People who copy things. a. m0#b/m1#b, m0#s/m1#s, m0#m/m1#m: i. Scribe (Copies documents) ii. Tool: Copy Machine b. m0#m0/m1#m0: i. Farmer (Copies plants/animals), ii. Photographer / Painter (Copies physical reality into a picture), iii. Beautician (Copy one side of the body to another to create symmetry): 2. m/s: People who make things run according to written schedule, or read things aloud. a. m#s0/s1#s0: i. Musician : Plays music from sheet music ii. Train conductor b. m#b/s#b, m#s0/s1#s0: i. Town Crier c. Tool: Record player 3. m/b: People who build complex, heirarchical objects from design documents. a. m#b0/b0#b0 |obj| i. m#b1/b0#b1 1. Software Engineer ii. Engineer iii. Doctor 4. s/m: People who log events as-is, with no change. a. s0#s1/m#s0, s#b/m#b i. Court Reporter , Reporter b. Tool: Calendar , clock , tape recorder 5. s/s: People who protect cycles. a. s0#s/s1#s: i. Soldier : The primary purpose of the soldier is defense, or protecting things so that they can continue through time. b. s0#b/s1#b: Parrot ing and echoing instructions. i. (Some sort of traditionalist?) c. Tool: Using a tape recorder then replaying it. 6. s/b: People who build something after listening to directions: a. s#b/b#b: i. White collar Employee : Listens and follows directions, kind of applies to all work where there is a boss telling you something. 7. b/m: People who write down how things work. a. b1#b0/m#b0,b0#b0 |obj| /m#b0: i. Researcher , Scientist , Physicist , Sociologist 8. b/s: People who give speeches on how things work. Note: This is basically the same as b/m, but spoken aloud. a. b1#b0/s#b0,b0#b0 |obj| /s#b0: i. Lecturer 9. b/b: People who expand or contract the structure of the entire system. a. b0#b/b1#b: i. King (Kingdom), CEO / Founder (Company) 7 Multiplying and Dividing Occupations X, Y, and Z are placeholders for a#b for varying a and b. Multiplication: X/Y * Y/Z= X/Z Examples: Equation Interpretatation [b/m * m/s = b/s]#b researcher * town crier = lecturer [m/s * s/m = m/m]#b town crier * reporter = scribe [b/s * s/m * m/b = b/b]#b lecturer * reporter * engineer = king Division (we won't use this, just here for completeness): (X/Y) / (Z/Y) = X/Z - (X/Z * Z/Y) / (Z/Y) = X/Z Logarithm??? - [b/m * m/s = b/s]#b - [ln(b)-ln(m)+ln(m)-ln(s)=ln(b)-ln(s)]#b Pipeline Equations from Occupations We can string together the different occupationss to get a pipeline . X/Y {N} means there are N of X/Y at that stage of the pipeline . Note that the pipeline as a whole is an occupation, and the occupation can be deconstructed into a pipeline Example 1: 1. [b/s * s/s * s/m * m/b = b/b]#b 2. Lecturer gives speech about world, parrot repeats the speech, reporter writes down the speech in the newspaper, engineer reads the newspaper and builds something, which would be similar to if the king observed the world and built something. Example 2: 1. [s/b {2} * b/m {5} * m/m {20} * m/b {1000} * b/b * b/s {40} * s/m {6} * m/s = s/s]#b 2. 2 Employees listen and build something from what they heard, 5 scientists write a paper about what the employees made, 20 scribes copy the paper, 1000 engineers read the paper and build the object specified, 1 king sees the object and mutates it, 40 lecturers speak about the new object, 6 reporters capture the lecturer 's speech in a newspaper, musician / town crier reads the newspaper out loud, which would be similar to if a parrot just repeated what the employee heard initially. Figure 1: Which types of occupations serve as input/output to another. A pipeline is a path through this graph. A cyclic pipeline forms a loop. Note: Blue and Green, which are the spatial and temporal representation, are similar mediums for the representation of text (stories, code) because these can be very easily converted for short messages. Employee is very similar to engineer , and scientist is very similar to lecturer . The difference is subtle, as verbal instructions are temporary while written instructions last much longer. However, this subtlety disappear for the large-scale farmer and soldier 8 Cycles in the Pipeline and Agents Let m/m = 1, s/s = 1, and b/b = 1 There is only a cycle in the pipeline when the equation equals one. Equation Interpretatation Cycle [b/m * m/s = b/s]#b researcher * town crier = lecturer No [m/s * s/m = m/m]#b town crier * reporter = scribe Yes [b/s * s/m * m/b = b/b]#b lecturer * reporter * engineer = king Yes Conjecture: Agents are made of overlapping, nested, cyclic pipeline s . Agents such as cells, animals, humans, artificial intelligences, organizations, companies, and civilizations. TODO: add section on "decision cycles". Social Class Figure 1: Roughly recreates naturally occuring social pyramids across civilization, if red is taken to mean higher status. TODO: Add real historical examples Class Name Intelligence Red (entropy) amount King High 2 ( Lecturer | Scientist ) ( Engineer | Employee ) Medium 1 ( Farmer | Scribe )( Town Crier , Musician | Reporter )( Soldier ) Low 0 Interpreting Money as Life Units Absent from the above definitions are occupations which deal with money and commerce, such as sales, marketing, finance, and accounting. Money is interpreted as a " pipeline wildcard" that can change the length/width/type of the pipeline Example: Lets say our pipeline is 1 parrot to 1 reporter and we have 1 coin which we can trade for 1 scribe, 1 reporter, or 1 lecturer: Outcome Pipeline Money Start [s/s * s/m = s/m]#b 1 Hired Scribe [s/s * s/m * m/m = s/m]#b 0 Hired Reporter [s/s * s/m {2} = s/m]#b 0 Hired Lecturer [b/s * s/s * s/m = b/m]#b 0 We can change the type of the pipeline , the length, and the width. Money allows multiple pipelines to be flexible and trade with each other. If agents are just multiple cyclic pipelines , then money is the quantization of agency, or life. 9 Who, What, When, Where, Why, How These are the 6 basic primitives used in information gathering: Where space When time What entropy Who cyclic pipeline Why The larger cyclic pipeline which contains the smaller cyclic pipeline How The smaller cyclic pipeline which contains the larger cyclic pipeline ⅘ Big 5 Personality Traits TODO: flesh out a little more: 4 out of the 4 Big 5 Personality Traits correlate to the 4 colored primitives defined in this document. Big Five Personality Trait: OCEA Primitive + - Openness entropy smart dumb Conscientiousness time fast slow Extraversion space big small Agreeableness cyclic pipeline leader follower Fig 2: This visually depicts the OCEA personality traits on a cube with the amount of money they make. If space, time, and entropy are plotted perpendicularly, then the cyclic pipeline which is made out of conversions is almost like a spoke that rotates between the dimensions Basically, if you are smarter, faster, have more friends, and build things (as opposed to being the "building block") you will have a larger chance of becoming a high earner. The vertical green/red bars are the percentage of higher earners This is illustrated using MBTI characters. Each MBTI trait is an approximation of 4 out of the big five traits[3]. Basic Meaning of Life Given space, time, entropy, and the cyclic pipeline, the basic meaning of life is to grow bigger/ reproduce, live longer, move faster, be smarter, be more efficient, make more money, found companies, and upload your consciousness. 10 Conclusion In this paper we attempt to establish a short link between space, time, entropy, and documents, professions, life, intelligence, social class, money, information gathering, personality, and purpose, by first starting from primitives, creating a chain, then a loop. Please suggest any improvements or report any errors. References 1. https://arxiv.org/abs/cs/0410002 2. http://www.hutter1.net/ai/sintro2kc.pdf 3. https://en.wikipedia.org/wiki/Myers%E2%80%93Briggs_Type_Indicator#Big_Five