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Coin said:Anyway what I'm trying to figure out is this-- let's say that they didn't pick 4-simplexes with causal structure, let's say they picked 2-simplexes or 3-simplexes or 5-simplexes with causal structure and then ran their simulations. Have they tried this? If they did, how many dimensions did these simulations produce-- would it be ~2D, ~3D, ~5D?
Yes they did try it with 2D and 3D simplices. they did that first. before 1998, if they used 2D simplices they would not get a 2D result. and with 3D simplices they would not get a 3D result. it could branch out feathery out or it could clump so the dimensionality could be to small or to large.
the initial success was getting a 2D result and then, by 2001 as I recall, a 3D result.
then in 2004 they found using 4D simplices they could get a 4D result.
So I don't think there is anything here that chooses the dimension of the universe. the universe could be any dimension it wants. and then in modeling it they would use that dimension simplex.
the success is more about getting the path integral method to work, by having a reasonable regularization that samples the possible geometries, and that you can express the Einstein Hilbert action combinatorially, by counting simplices of different orders----something resembling the Regge (simplicial) version of the E-H action
the idea is very simple and minimal, just do the most straightforward path integral you can.
what was hard was getting it to work.
BTW there are papers where they try different polygons besides triangles, different building blocks, including even mixtures of building blocks. it doesn't seem to make much difference. the approach doesn't depend essentially on using simplices.
you can even consider each simplex as a point and just formulate a set of rules for how that point should be allowed to connect with neighbors,
also there is a set of "moves" where you shuffle the points around and reconnect them differently. this is how things are randomized. there is a very helpful 2001 paper that shows pictures of these moves in both the 3D and the 4D cases.
it is the only paper I know that actually covers the nittygritty basics of the method
Here is that paper
http://arxiv.org/abs/hep-th/0105267
It has 14 pictures. I felt I understood how the randomization really works much better after reading that paper
Using millions of these "moves" they can take one 4D spacetime geometry and totally scramble it it get another 4D geometry
and so in a way they are doing a random walk in the realm of 4D geometries. like when you walk in the city and at each intersection you toss a coin to decide which way
except with them at each point in the spacetime they toss a coin to decide how to reconnect (or add or subtract) simplexes, and then they do that at many many points and finally they have a completely new spacetime
shuffle the deck, deal out a hand, shuffle the deck again, deal out another hand.
and so, in a Monte Carlo sense, one gets a measure on the set of all possible 4D geometries (within the limits of the computer, which can only deal with a finite number of building blocks)
have to go. glad you are interested!
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