Fredrik said:
I don't see how that's different from just stating that scenarios that contain contradictions are not allowed.
I don't see what it would even mean for a scenario to "contain a contradiction". Suppose we are given a complete set of facts about all local physical variables at every point in an infinite Minkowski spacetime--as long as we assume there is a single correct fact about the state of affairs at each point (i.e. we can't have two contradictory 'parallel' truths about what's happening at a single point in spacetime, like whether a given type of particle is present or absent at that point), then what would it mean for this list to contain a contradiction? Of course if we don't impose the rule that the same local laws of physics must apply at each point, then it might be possible for this complete set of facts to contain weird
discontinuities, like a tachyon-receiving device that records having received a "1" at points on its worldline shortly after it received a tachyon message, but then at some point before sending a message it abruptly and for no lawlike reason changes to being in a state where it records having received a "0". But a discontinuity is not really a "contradiction", it's just a breakdown in the usual laws of physics at some point in the spacetime. And if we impose the rule that the only "complete set of facts" allowed are ones where the same local laws are obeyed at each point, then this sort of discontinuity won't happen, and the complete set of facts will necessarily be a globally self-consistent set of facts.
Fredrik said:
By the way, a minor change to the computer program in my thought experiment would eliminate the contradiction. Is the scenario where the computers run "safe" programs allowed by the laws of physics? If yes, then what exactly is preventing me from setting up that scenario, and then edit the computer program? Will I get hit by a meteor that's been heading my way for a billion years the moment before I save the changes? Will I change my mind for no apparent reason, and choose not to save the changes?
Yes, something like that would presumably have to happen in either an SR scenario with tachyons
or a GR scenario with a traversable wormhole that allows you to travel into your own past--if at some point you decide to try to create a contradiction, events will "conspire" to stop you or at least change your mind.
This need not imply any "intelligence" on the part of the laws of physics, of course--with a sufficiently powerful computer we could use brute-force methods to generate a simulated universe which followed the same local laws at every point, which allowed "time travel", and which was guaranteed to be self-consistent in this way. To see this, consider a simpler analogy. Imagine you want to write a computer program to generate a possible chess game. One way is to start with the pieces in their starting configuration, then have the program generate each successive configuration on the next turn from the configuration on the previous turn, using only legal chess moves. But here's another, more elaborate way to do it. have the computer generate an entire series of configurations at once, completely randomly, so it just picks randomly which pieces to put in which positions on which turn. It is very unlikely that the resulting series will look like a legal chess game--a piece might randomly be on a particular square on one turn, but then the next turn randomly be on some totally different square that it shouldn't be able to get to in one move by the rules of chess. But suppose you have access to an idealized computer with nearly infinite speed and memory, and you have it generate a gigantic number of random series this way--if your number is large enough, chances are at least some of the series would just happen to satisfy the rules of a legal chess game. So you could specify that the computer should throw out all series which violate the rules of chess, and be left only with series that represent legal chess games. But since you are dealing with an entire series at once, you could also place other constraints on them, like "throw out all series where white wins", or "show me only series where the black rook checkmates the king in 25 moves", whatever you want. For sufficiently detailed conditions, it might be very hard to generate a chess game that matched them in the traditional way of starting from the beginning and basing each new configuration of pieces on the configuration of the previous turn, but using this brute-force method of generating a near-infinite number of entire histories, and throwing out all but the ones that satisfy your constraints, it's easy to get a game that satisfies any conditions you like without even having to think about it or plan the details of the game.
And suppose we want to come up with a game of "4D chess" which is similar to ordinary chess but with some extra rules that allow you to send pieces "back in time" to earlier time-increments in the game, but only in a self-consistent way where history is not changed. For example, suppose there are two squares labeled A and B on the middle of the board, such that if at any time-increment a piece is moved onto square A, then the rules say it is transported to square B four moves earlier (and say the player who controls the piece has to immediately move it when it appears on square B, and pieces can't move directly to square B by non-time-travel routes, to avoid the issue of multiple pieces occupying square B on a particular time-increment). It would be pretty hard to generate self-consistent games following these rules by the usual method of starting from some initial configuration and evolving it forward step-by-step, but if you just generate some astronomical number of random histories, the computer can algorithmically check any given randomly-generated history to see if it actually is a self-consistent 4D chess game that obeys the rules at every point, so with enough memory and computing power it should be able to find some valid games.
Similarly, suppose you were using this incredibly powerful computer to generate a simulation of an entire universe--instead of picking some initial conditions and then letting it evolve forward according to some set of laws of physics, you could again specify your "laws" in terms of constraints on entire histories, with the computer generating a huge number of random histories and then throwing out all the ones that don't satisfy the conditions. If the "laws of physics" you pick happen to allow time travel, then obviously any universe that respects the laws of physics locally at every point in spacetime must be globally self-consistent, and the computer will find some histories satisfying this condition. But the computer does not need to have any intelligence to do this, it's just randomly generating a huge number of possibilities until it finds one that satisfies the constraints. From the point of view of a simulated sentient being in this universe with access to a time machine, it might
seem like the universe was cleverly finding ways to "outsmart" them and thwart their plans every time they tried to change history, but it would actually be the result of a fairly simple rule, just not a dynamical rule based on picking initial conditions and evolving them forward, as with normal computer simulations.