This is a newer type of paradox based on an old idea. One part is about whether we exist in a computer simulated environment. You may recognize this concept from the film Matrix. However, previously there were science fiction novels along these lines. This type of paradox can easily be searched online, and we will not take it up at present. Every resolution establishes the simulated universe concept is erroneous or even ridiculous. In the appendix, we include some of the simulated universe paradoxes.
Our intent is to discuss an alternative paradox of
simulations for our own simulations of realistic situations. As discussed
earlier, computer simulations, such as for the Monte Hall Paradox (#16) can be
used to resolve it. They are also used to study other contingency
possibilities. Even war games can be computer simulated. Currently, computer
simulations have become a useful tool for the mathematical modeling of many
natural systems in physics (computational physics), astrophysics, climatology,
chemistry, biology and manufacturing, as well as human systems in economics,
psychology, social science, health care and engineering.
We take up another human activity, sports, where we give detailed results giving almost no precise details (perhaps paradox in itself). In particular, we consider soccer league standings for the English Premier League (EPL) [1]. This simulation involved assigning skill levels of each team, from least skilled to most skilled. Then, using these skills levels, the relative probability of one particular team winning against another was computed. This was done for each game of a typical 38 game season for every team, the results totalled to give the league standings at the end of the season. This was the consequence of one run. Think of this as a weighted coin flipping experiment for many unfair coins and multiple flips. In coin flipping, anything can happen, so multiple runs are needed to get grand averages. For example, you must roll a pair of dice many times to see what the numbers come out to be through averages.
The next step was to simulate many seasons and average
the results. That is, we averaged the number of wins for the best team (by
assigned skill), the second-best team, and so on for all the teams. This gives
our simulated but average league standing for, say, a million seasons. This
would be out specimen for simulated league standings, and our task was to
compare the simulated results with actual results. Little do most sports
observers donāt notice is that league standings (not teams) are numerically almost
the same year after year. So, we compared our simulated standings with actual
standings with the statistical chi-squared test. The results were that the comparisons
exceeded the highest levels of statistical tests. This means an āoutstandingly
good agreement.ā
At first, I thought I had discovered something
fundamental about league teams, namely that skill levels were essentially
equally spaced in a typical league. But then, there occurred an alternative
viewpoint ā the paradox. So far, the paradox has been unmentioned. What is
it? It concerns the skill levels
assigned to the teams. For the simulations, we assigned a linear order with
equal skill divisions for each team. This is virtually untrue. The better teams
should be and probably are bunched toward the top of the scale, while the
poorer teams are bunched at the bottom of the scale. Yet, with skill levels
equally spaced from 0.45 to 0.55, all very close together, we derived league
standings with outstanding accuracy. This is the paradox of simulations. Using
rather inaccurate, even reasonably guessed input, it was possible to predict
extremely accurate final league standings. The story is not quite over, in
that, we did a similar simulation for American baseball, with very similar
agreements to actual final league standings.
So, why should this be a paradox? Why can this not be
evidence of causality, that team skills are truly equally spaced, or nearly so?
It is because equal spacing of skill levels between teams is so utterly
unreasonable as to be discounted from the onset of the experiment[2]. Our conclusion is to ask
the question as to how many simulations are made with entirely wrong input can
give virtually correct or certainly reasonable results? Even further, making
predictions using incorrect input can lead to thinking casually where there is
none ā nada. Bottom line? Simulations can come out as expected or hope even
with incorrect data input.
For completeness, we note flaws in the coin-flipping
nature of our model. In sports, circumstances change weekly, as does the health
of key players and even the team morale. In season, the acquisition of new players is
a significant factor. In reality, we should have used a variation of Prospect
Theory[3] to build the model.
However, prospect models do have various constants that need defining, and
there is not much known about how to do this.
Applications. This may be an issue with subjects like
war games such as geopolitical conflicts, with the desired outcome a
consequence of the assumed input, especially when wars of the past with known
outcomes and assumed input are available. But is the input correct and
complete? The same can be said about Climate. If input used is from a century
ago and it accurately predicts climate today, does this imply causality
sufficiently to be applicable into the future? Similarly, the prediction
problems for new pandemics are very fragile, with few reliable results
available.
---------------------
Appendix.
For completeness, we include a few of the paradoxes about a simulated universe.
This paradox challenges our fundamental assumptions about reality, existence,
and consciousness, leading to deep philosophical and scientific questions about
the nature of the universe, which suggests that our perceived universe may be
an artificial construct rather than a fundamental reality. Several paradoxical
elements emerge from this idea:
1. The Reality-Illusion
Paradox. If we are in a simulation, then everything we perceive
as real is merely an illusion, yet we have no way to determine the difference
between the simulated and the real. Example: If all sensory experiences are
simulated, then distinguishing between a "true" reality and the
simulation is impossible because our perception is entirely defined by the
simulation itself.
2. The Observer Paradox. If
we discover we are in a simulation, does that change the nature of the
simulation itself? Example: If simulated beings realize their existence is
artificial, would the simulationās creators alter or reset the simulation, or
would the awareness itself be part of the designed experiment?
3. The Infinite
Regression Paradox. If our universe is a simulation, then the
entities that created it may also exist within a simulated reality, leading to
an infinite chain of simulated worlds. Example: If an advanced civilization
simulates our reality, who simulated them? And who simulated the ones before
them? This creates an infinite nesting of simulated realities.
4. The Self-Destruction
Paradox. If civilizations eventually develop the ability to
simulate conscious beings, then there should be countless simulations, making
it overwhelmingly likely that we are in one. But if civilizations also tend to
destroy themselves before reaching such capability, then the probability of us
being in a simulation drastically decreases. This tension between technological
progress and self-destruction creates an unresolved paradox about whether
advanced civilizations ever reach a stage where large-scale simulations are
common.
5. The Free Will Paradox.
If
we exist in a simulation, do we actually have free will, or are our decisions
predetermined by the simulationās rules and algorithms? Example: If our
thoughts and choices are influenced by programmed parameters, then what we
perceive as "free will" may just be an illusion created within the
simulation.
6. The Escape Paradox. If
we could prove we are in a simulation, what then? Could we escape it, and if
so, what would that mean? Example: If reality is simulated and we
"exit" the simulation, do we enter a higher level of reality, or do
we cease to exist entirely?
7. The Magnitude Paradox. If we are in a simulated universe, the hardware required to simulate it must exceed the total mass and energy of the universe. This is reasonable to see because in a simulated universe every single particle we can perceive must be simulated. This required code for each particle and this code will require more mass than the particle, not to mention the simulated motion, charge, spin, gravity, and whatever else a particle needs. As well, the programmer would be the equivalent of a god.
[1] Allen,
G. Donald, Simulations for the EPL Using Competitive Balance Models, Journal of
Sports and Physical Education, e-ISSN: 2347-6737, p-ISSN: 2347-6745, Volume 4,
Issue 2, (Mar. ā Apr. 2017), PP 33-43.
http://www.iosrjournals.org/iosr-jspe/papers/Vol-4Issue2/G04023343.pdf
[2]
More generally, this could also be called the Paradox of False Causality.
[3] Kahneman,
Daniel; Tversky, Amos (1979). "Prospect Theory: An
Analysis of Decision under Risk" (PDF). Econometrica. 47 (2): 263ā291.
See also Wikipedia at https://en.wikipedia.org/wiki/Prospect_theory
©2025 G Donald Allen
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