System bug

Translation of the post: https://pastebin.com/dKN54qH5

— I think I’ve come up with a way to fit our multiverse simulation into our tight budget.
— I’m all ears.
— First, it’s necessary to optimize the obvious things. I reduced the spatial resolution to about 10^–35 m, and the temporal resolution to the amount of time it takes for light to travel that distance.
— Good job, but we still aren’t even close to fitting within the budget.
— Yeah, I had to work a bit for that. Instead of calculating each particle at every point on the timeline, I emulate the particles as a probabilistic field, then I discretize time and assign them absolute coordinates, but only when they interact with each other! And of course, I use lazy computations, performing calculations based on the presence of an observer. As far as I understand, the differences from full-fledged modeling will be undetectable from within the simulation.
— Well, that’s quite clever, but your simulation will have obvious bugs.
— It will certainly be a model, but not one that is immediately obvious. Discovering them from the inside will be extremely challenging, requiring tools of almost unattainable precision.
— I wouldn’t be so sure. For example, imagine someone passing a stream of particles through a double slit. If they don’t interact with anything while passing through the slit, you’ll get an interference pattern, and the particles will end up where they shouldn’t be at all.
— Hmm… What a mess.
— You’ve already launched it, right?
— Yes…
— How long has it been in progress?
— I’m not sure exactly, around 14 billion years, I think. Give or take. Not very long. Alright, I’ll go turn it off.

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