Paradigm Check
Posted: Sat Jul 15, 2017 6:12 am
For the record, there's a very short summary near the bottom.
I've been spending quite a bit of time trying to explain reality with a few simple axioms and mappings between some occult terminology and generic terminology. I would appreciate it if anyone could invalidate any of my ideas, provide improvements, etc. I'm trying to develop a simple understanding of magick that does not use analogies or esoteric terms, but instead uses self explaining terminology. I'll explain my paradigm in roughly the order that I came up with it so that it is easier to understand. Hopefully I am not cryptic.
I used to follow a materialist perspective, and I believed that the brain caused awareness, until I realized that you can't actually have an existence without awareness. Reality is described in terms of qualities (colors, feelings, etc.), and qualities can only be defined in terms of awareness. In short, if a quality is not observed in some way, it can't really exist. So I reversed my paradigm from the "brain has awareness" to "awareness has the brain".
The whole "the brain creates awareness" thing doesn't really make sense. Saying that a high number of neural interactions in the brain causes awareness is like saying a bag of popcorn becomes aware if you shake it fast enough, "Look! There's lots of collisions! It's complex!" The idea of causation itself doesn't really make sense. Causal rules are arbitrary; seemingly programmed. If they were not simply defined, there would be an infinite number of causes causing each other.
There's no reason why mixing green and blue makes cyan; it could just as easily create red. It's all based on a rule set. So, the idea of a dependency between the brain and awareness doesn't make sense at all. Sure, the existence of a brain might mean that the rule set has to apply an awareness to it, but in no way are the brain and awareness dependent on each other to exist; they are unique and separate things.
It'd be like if I took a data set and decided that they are somehow dependent:
class Human
{
Brain
Awareness
};
Sure, the brain can die, and then awareness might be expelled from a human, but that in no way means that the brain and awareness traits are dependent on each other. The awareness object still exists even if it is removed from the human. In fact, there's no reason that awareness can't simply be reading data from the brain to decide how it'll act! Would you say that a person playing a video game dies if their character dies? Just because the player knows information about the player? And just because the player doesn't watch the character sleep when they do, but instead chooses to skip the boring stuff?
On another note, I can't prove that people other than myself are actually aware, so I have to assume that reality is subjective, and that I am the only person that is aware. Assuming that reality is objective would be intellectually dishonest because I have no evidence to support objectivity. This means that I can treat the universe as completely subjective; the physical world is just a hyper stable dream. An interesting note to this though, is that if the universe is subjective, then it sort of makes sense for awareness to be indestructible. If awareness can exist forever, it also makes sense that it has an infinite past. Given an infinite past, my single awareness would have had more than enough time to have lived out the lives of every single human on earth, experience being every plant, rock, etc. Therefore, even though I am the only person that is aware, everyone else is also me, therefore they are also aware. However, despite this, there is only ever one awareness. Therefore, when I observe another person, they are unaware, and when they observe me, I am unaware; there is a sequence of awareness that is not bound by time.
If the universe is subjective, then any semblance of objectivity must be coincidental. Incidentally, if intelligence is based on patterns, then it makes sense that I could only understand objectivity in a subjective world that is coincidentally seemingly objective. Therefore, this reality actually makes sense. If there were no patterns or consistencies in this world, it's likely that intelligence would be impossible to develop (not spawn). There is no such thing as objectivity, only subjectively objectivity in the sense that a player can connect to an MMO game and interact with other players, but ultimately what the player is observing is their own computer's copy of the MMO's world.
In order to confirm to myself that awareness cannot be destroyed, it has to be impossible to fill it with "nothing". People tend to fear death because they think that it is oblivion, but I think that oblivion is just a word without a real meaning. If reality is defined in terms of qualities, it is impossible for oblivion to exist because it does not have qualities. The only thing tangible about oblivion is the fear response that it can cause in people. The idea of "nothing" doesn't really make sense, because it is a relative term. If there is a white canvas, it can be said that there is "nothing" on it until some other color is painted onto it. However, if the canvas were black, black would be "nothing", and white would be "something". The way I see it, if reality is defined in terms of qualities, if you remove a quality, another must replace it.
It could be argued that "nothing" is possible, because at times a person can be knocked unconscious, sleep, etc., and not remember anything. But memory is not a part of awareness; awareness holds memory, just as it holds the brain. As far as I'm concerned, in a subjective universe, when I fall asleep and wake up, there is no reality during the time I am "unaware". Reality simply reloads itself at the required time when I wake up. It's like hitting "next chapter" on a DVD remote; you get to skip all the boring stuff.
It is impossible to deduce a past from any given present, because the present does not have enough data to fully reference the past; data is overwritten as the past transitions to the present. In other words, at any given instance of time, every possible past which can lead up to the present is true. Reality can be treated like an RPG. Does a video game's world and all of its rich history exist before the game is entered? Or does it just load? Memory is an attribute of the present, and it cannot prove the past has occurred in any one way. In this way, it is reasonable to assume that this physical world could have been created by Zeus, Yahweh, and Pikachu, or all of them. If you take one "frame" of reality (as if reality is a movie) and place this frame on a graph (displayed as a single point), the future is always deterministic, (there's no free will) so you always have a defined line moving from present to positive infinity, but you can connect any number of lines from negative infinity to the present to act as the past, as long as the line satisfies the present and its future. Therefore, if there is no evidence of a past event, then it is no longer relevant to the past or future.
Anything that exists must have a representation, or else it cannot be a part of a subjective reality (as reality is defined by qualities). Therefore, even the "programming" that exists to decide our current physical reality's interactions must have a representation somewhere, even if it has more than one representation (it could have many). Levels of reality can be distinguished based on their level of ambiguity (physical things must appear mostly the same to different perspectives, astral things might appear slightly differently to different people, etc.) Because anything that exists must have a representation, and can be accessed, everything must be mutable, because there are no laws for read only access.
Nothing is ever created or destroyed. Things are only moved in or out of subjective existence. Because unique concepts cannot be constructed from each other (you cannot break down "blue", "the note A#", etc., into components), unique concepts must always exist somewhere (how else could they be made?). This somewhere must be an asset library of sorts that always exists and has non-sequential sorting. When green and blue are mixed to create yellow, there is no "creation" involved, instead, reality's rule set simply links the asset "yellow" to the location where it needs to appear. In the same way, if a house is burned down, the house never ceases to exist, it is simply "removed" from the observable reality and the asset "empty space" is linked in its place.
There is no "most basic" primitive that is used to create reality. Because things do not have compositions, but are unique in themselves, the ability to compare things for similarities is a rule set dependent feature. For example, in our reality we might say that light green is closer to green than it is to red, but this is untrue, as light green and green have totally different complexions. The only reason they can be compared is because the human eye is limited in color perception by a number of cones, and has to mix inputs in order to create a range of colors. In this way, the brain creates the illusion of color similarity. If an object A is composed by moving green and red into proximity, then an object B is composed by moving yellow and red into proximity, object B might be considered similar to object A because in its specific reality, "red" is a similar component of A and B, even though object A and B might look totally different. Composition is relative to the rule set.
At any given "frame" of reality, there can be an infinite number of causes for this frame. If a reality "frame" were modeled by a point on a graph, and causal chains were labelled as arrows, then it would be OK for there to be an infinite number of arrows pointing (applying force / change) to the reality "frame", as long as the reality "frame" were "resolvable" / could make one "net" frame. In other words, there doesn't have to be a limited number of elements in a single of "frame" of reality, much like an infinite series can still have a sum. This is important to recognize because it is often called nonsense to have an infinite regression result in an outcome. For example, it might seem "off" to think that reality might be a dream that can be awoken from, and that that waking reality can also be awoken from, and the next, and so on, but that is perfectly plausible. As long as infinite regress results in a single well defined result, it's OK. Because of this, reality's "programming" doesn't actually have to be "just defined" in any sense. Each portion of reality's programming could be resolved from an infinite number of functions. This is OK as long as the infinite number of functions has a definite result. However, if there is an infinite number of functions anywhere, it makes sense to ask where those functions came from to begin with. The easy answer is that they simply existed, much like awareness simply exists. Because awareness cannot deduce its past, it makes no sense to try to deduce its beginning. Because the universe is a part of awareness, it makes no sense to try to deduce its beginning either; there could have been any number of beginnings. Therefore, it's OK stuff to "just exist."
I'm trying to make sense of the terms used in Franz Bardon's Initiation Into Hermetics. Using my current paradigm, I'd map "akasha" to "quality". Then I'd map the other four elements to the interactions of qualities, as descriptive terms. I'd associate "fire" with "will", "water" with "submission", "air" with "chaos" (capricious / changing), and "earth" with "order" (patient / persistent).
Let's say I have "akasha" in the form of a box. If the box has an attribute that says that it makes another "akasha" (object) do something, the first box could be said to have a "fire" attribute. If a box was configured to receive a force and not send any forces that conflict with the received force, I would say it has a "water" attribute. If a box were configured to stay the same, and resist external forces, I could say it has an "earth" attribute (a combination of fire and water; a will to receive itself). If a box were configured to not stay the same, and amplify incoming forces, I would say it has an "air" attribute (a combination of water and fire; a receive to will).
Akasha = Objects
Fire = Send
Water = Receive
Air = Amplify received instruction
Earth = Nullify received instruction
Now, treat reality as a single room full of competing "signals". Each signal has a certain magnitude of force, interacts in different ways based on its attributes, and the output / resolution of all the interactions in the room is equivalent to whatever you are presently aware of. Based on this idea, everything always exists at the same time, but higher magnitude objects obscure lower magnitude objects. Reality is subjective, so if it did not always contain everything, there would be some qualities which would be impossible to unobscure through changes of focus. Whatever is in front of you right now is only a matter of focus; everything still exists even if your intelligence is not aware of it. The moon does not disappear if you look away, because the same reason you saw if the first time will still (probably) apply the next time.
The signal model means that subjective reality can be organized into planes based on what is subjectively most observable. The physical plane is "low" because its objects have strong enough "signal magnitudes" to usually always be perceivable. Of course, object magnitudes still fluctuate as the observer moves around in the physical world. For example, if there are two rooms, and I am in room A, then it can be said that room A has a higher magnitude than room B. If I move into room B, then I know that room B now has a higher magnitude than room A. "Signal magnitude" is subjectively measured. Instead of awareness moving from room to room, it's as if it stays still, and objects are moved into awareness' view (the room positions itself relative to awareness). The idea is that awareness is like RAM on a computer; it holds a state, but it doesn't actually do anything. In computer graphics, there is a fixed origin, so in order to move a camera throughout a digital world, the camera doesn't actually move, instead the game world is translated, rotated, scaled, etc. so that it appears properly to the fixed camera. The same idea applies to awareness. Because space is ultimately completely relative, it is important that it can resolve into something definite. In order for this to happen, there has to be some kind of definite coordinate system to translate relative coordinates into something meaningful. In the case of a video game, relative coordinates are converted into screen coordinates. In the case of reality, relative coordinates are converted so that awareness can perceive them in a specific way.
In a subjective world, one has to ask, why do I perceive being myself instead of perceiving that I am another person? The simple answer would be that you are not yourself, and you do not have a body. You are merely perceiving a body. Awareness doesn't think; it's like a monitor connected to a PC, and it's the PC that does all the calculations and thinking. The answer then to why you perceive being a specific person must be exactly the same reason that a video game forces a human to act as a specific character: because that's what the arbitrary programming is currently causing to happen. So, for each subjective perspective of reality, reality is actually set up totally different. Two people (that ultimately share the same awareness) in a shared subjectively objective environment, will have the same overall environment in the sense that they are both abide by the same rules (collisions on shared objects, perception requires light, etc.), but they are actually in slightly places. The shared physical plane will function mostly objectively, however, outside of the shared environment, the individuals will have potentially quite different higher planes (with the exception of shared higher planes such as such as the ether, RTZ, etc.) After all things with the same data are the same. Therefore, there must be some different data between varying perspectives.
It occurred to me that the "planes" (physical, astral, mental, non-sequential) could be described like a game engine. This occurred to me when I was thinking about breaking down the components that make up experience.
Specifically, I was thinking about why pleasure is pleasurable, and why pain is painful. I realized that there is nothing intrinsically pleasurable about pleasure, and there is nothing painful about pain. They are just feelings, and their meanings are dependent on how they cause an individual to act within an environment. I realized that the only reason pleasure is pleasurable is because an individual feeling pleasure will be compelled to try to feel more of it. In the same way, the only reason pain is painful is because an individual feeling pain will be compelled to avoid it. There is a clear separation between the action, feeling, and meaning. When an individual feels pleasure, they will want to do so again; this is the action, the compulsion. Then there is the actual feeling, which cannot be described except by itself; it must be experienced to be understood. The feeling is just a representation for a meaning. The representation could change, just like a game can change all its textures with a texture pack but still behave the same way, and still have all the same relevant meaning. Then there is the meaning itself: what the feeling represents, what logic it is related to. When you feel pleasure, you automatically think, "this feels good". This is the meaning or association. When your awareness receives a feeling, it automatically associates it with certain actions. It's like a messaging system.
What's interesting about this is that in a subjective existence, when you see another person exhibit signs that they are feeling pleasure, you also know that that person could not possibly be feeling anything in the same way that you could, because they are not aware. This means that the feeling must be separable from the actions which cause the feeling. The actions must be able to be caused by a purely physical means. And they can, because we know that certain chemicals in the body are associated with different feelings. Even without actual feelings, the chemicals still do what they do, because the brain is essentially an organic computer.
This is important because it shows that there is a level of processing that is completely independent of awareness. There is a game mechanic. Though every environment might have many playable characters, there can only ever be one truly aware individual, because there can only ever be one representation of the environment. The environment must be stored as data somehow, so it is stored in the observer. If there were more than one awareness at once, there would be multiple possible representations for each observable object, and as one observer was acquiring a representation from an object, the other could be writing to it. This would create a concurrent processing issue. Just like a multi-threaded program in modern times, reality must ultimately resolve into one coherent instance. No matter how many threads you use at once to render a single frame of a video game, there must always be a final rendered image. If there were two images, and it was desired for them both to be seen at once, they could be drawn side by side, but then there would still be one single final image; it would just be composed of two smaller ones. In this way, sure, it would be theoretically possible to become a god entity that could experience being multiple people at once, but even then, that would be the same thing as putting two images side by side; the result would still be a single awareness. Therefore, there is only one awareness, ever, because many combined are still one.
Because there can only ever be one awareness, but multiple perspectives of the same awareness can use a shared subjectively objective environment, the shared environment must be separate from the unshared information that is specific to each perspective (data must be different between perspectives or else they are the same). This means that any shared environment must be free of perspective dependent data. What plane is it that has shared data only, and can't seem to solve the hard problem of consciousness? The physical plane. This leaves the astral plane to be assigned the role of staging area for things like dreams, and leaves the mental plane to be assigned the job of maintaining a rule set for the lower planes. This works nicely with the previously made assertions that higher planes have objects with more ambiguous representations (shared environments are non-ambiguous, the astral plane is slightly ambiguous, and the mental plane is very ambiguous), and the assertion that higher planes are more "out of the way" than lower planes (our shared physical plane is our most easily accessible plane).
In the sense of a game engine, the planes can be modeled as such:
Non-Sequential Realm = Asset Library (Hard Drive)
The Abyss = Data Transfer Layer (File Stream)
Mental = Programming Definitions (Source Code)
Astral = Subjective Asset Storage / Subjective Staging Area (Levels)
Physical = Shared Environment (Active Level)
Before a game can use an asset, it has to read a file from a memory device, then store it into RAM. The non-sequential realm can be treated like this memory device because it holds singular instances of unique items. While many instances of an asset can exist in a loaded game environment, there is only a need for one copy of an asset on a computer's hard drive. Going with this mapping, the abyss could be treated as a data transfer region of sorts.
The mental plane can be treated as the "rule set" or programming layer because it describes the meaning of assets in terms of the game. It describes how objects are composed of other objects, and it holds a definition of arbitrary causal rules. It might seem unintuitive to have object logic exist before assets, because it would seem that an object should exist before it can have traits, but in this case, the "object" isn't the asset in the sense of a representation, but has an asset; "object" in this case is meant in the programming sense: a collection of related pieces of data and functions. The object isn't defined by shape or space, but by raw data. Objects that behave the same do not have to be represented the same, so it makes sense that representation is independent of behavior. In a game, the asset to represent an object isn't actually stored in the object anyway. Instead, the object contains a reference to the object which is contained elsewhere. Objects are not instanced here. Each object, even if they have the same behavior, has a separate instance.
The astral plane can be treated as the "representation" layer because it contains all the assets that have been linked to objects in the mental plane. While the assets themselves exist on the non-sequential realm, the object + asset pairs exist in the astral plane. This would be like a sandbox level where all the objects that are usable on the physical plane exist, ready to go, but are not necessarily used on the physical level, and are more easily manipulated for staging purposes. Perhaps this could be thought of as a library of all the "levels" which are part of the main game (physical realm), but are not presently loaded into the shared physical realm. This is like the level select area, where you can see all the stuff available in the game without actually playing the game; an asset previewer if you will. The key difference between this realm and the non-sequential realm is that the assets all have meanings or behaviors. Things are composed here, whereas in the non-sequential realm, things are all separate. Objects are instanced here. Each instance of an astral object must have a mental object to give it behavior. It would seem possible for many astral objects to share the same mental object.
The physical plane is the perceived result of the mental and astral planes. If the higher planes were treated as the game's underlying engine, then the physical plane could be seen as the end product which is delivered to the user. Of course, the end product has all the debugging, game logic info, etc., turned off for immersion. The physical plane is still connected to the higher planes, but for the most part, its ability to communicate with upper game logic is cut off, except by what means the upper game logic has already provided. For example, punching a wall in the physical realm is guaranteed to make the upper game logic perform various tests, perhaps an update to the integrity of the wall and hand, etc. In this way, if events were executed in the correct fashion in the physical realm, it would seem quite possible to intelligently cause upper game logic to perform unintended actions, and effectively "hack" it from below. Because reality is so obviously multi-threaded, depending on reality's implementation of "memory safety" it might be possible to cause different threads (procedures) of upper game logic to interrupt each other, and cause useful "errors" (which hopefully go uncorrected). I suspect this would be at least part of the meaning of "As above, so below."
Summary:
-All of reality is stored in awareness (mind creates brain)
-Causation is arbitrary. There is no conclusive "why", only relative "why", and "how".
-There is only one awareness
-Awareness cannot be created or destroyed. It simply is. There is no "I think therefore I am." There is only "I am."
-Awareness is not bound by time, but must experience things sequentially
-Because awareness has an infinite past, it has played the part of all things at all times, therefore all things are aware.
-Intelligence requires patterns and consistencies in an environment to develop (not spawn).
-There is no such thing as true objectivity, only subjective objectivity. Reality is completely subjective.
-Oblivion (true death) is undefined and therefore does not exist. Anything without a definition does not exist.
-Nothing can be thought of as what is consistently unnoticed, while "something" can be thought of as noticed change.
-There is always a conservation of quality. If one quality is erased then it must be overwritten by another.
-There are never lapses in awareness. Memory is not a valid indicator of a lapse in awareness.
-For any given present, the past is ambiguous.
-Free will does not exist. Reality is deterministic.
-Anything that exists must have one or more representations. Varying perspectives may see varying representations.
-All things are mutable (except for the asset library)
-Assets may not be created or destroyed. Instances of assets, however, can be created or destroyed.
-There is no most basic type used to create reality. Reality is made of data in the form of many unique qualities.
-Similarities between non-like objects are incalculable except through environment specific composition rules.
-All objects or combinations of objects are unique, and composition is environment specific.
-For any given moment of reality, there may be an infinite number of causal forces which resolve to create that reality.
-All permutations of all things always exist at the same time, but at varying degrees of relevancy
-"Higher" and "lower" planes are defined by how consistent representations are from varying perspectives. "Lower"
planes have more consistent representations.
-"Higher" and "lower" planes are defined by how easy they are to observe. "Lower" planes are easier to observe.
-Awareness does not think. You are not your body. You are not "you". Awareness IS reality. You are the universe.
-Awareness is not an object. Awareness has objects. Awareness IS the canvas of creation.
-Awareness does not move throughout reality. Reality moves so that awareness may see what it needs to.
-Each perspective is enforced by specific data. Different perspectives must not have the exact same environment.
-Qualities do not have meanings, but are associated with meanings. Pain is not painful. Pleasure is not pleasurable.
Mappings (For Bardon's Initiation Into Hermetics) - The lesser four elements are attributes / behaviors of the fifth element:
Akasha = Quality (Object)
Fire = Send instruction (Volition)
Water = Receive instruction (Obedience)
Air = Amplify received instruction (Chaos)
Earth = Nullify received instruction (Order)
Non-Sequential Realm = Read only memory (Game Files) [Source]
The Abyss = Data Transfer Layer
Mental Plane = Object behavior definitions (Game Objects in RAM) [Meaning]
Astral Plane = Object + Asset instances (Game Levels in RAM) [Message Format]
Physical Plane = Game (Active Level) [Outcome]
The basic causal mechanism behind magick in my paradigm is that because awareness has a reality, it must always have power over reality. Because it seems possible to influence what you are aware of, it would seem logical that anything you are aware of must have a higher "magnitude" than anything you are not quite aware of. Therefore, by honing one's ability to focus, it becomes possible to manipulate the magnitudes of objects in order to cause effects. Essentially, while physical reality is designed to cause awareness to perceive something in an action -> awareness fashion, if an individual's retention of their awareness is stronger than the push of physical reality, it is possible to make causation flow in reverse: awareness -> action. Therefore, magick is simplified into two core skills: invocation and evocation. Invocation is the use of focus to force a change in perception (a purely astral and mental plane operation.) Evocation is the use of focus to change something external of the self (on a shared environment such as the physical plane.)
Side note: I would much appreciate it if anyone here has insight on what specifically might cause myself to perceive being myself rather than someone else. That would be useful for astral and mental projection.
Input is much appreciated.
I've been spending quite a bit of time trying to explain reality with a few simple axioms and mappings between some occult terminology and generic terminology. I would appreciate it if anyone could invalidate any of my ideas, provide improvements, etc. I'm trying to develop a simple understanding of magick that does not use analogies or esoteric terms, but instead uses self explaining terminology. I'll explain my paradigm in roughly the order that I came up with it so that it is easier to understand. Hopefully I am not cryptic.
I used to follow a materialist perspective, and I believed that the brain caused awareness, until I realized that you can't actually have an existence without awareness. Reality is described in terms of qualities (colors, feelings, etc.), and qualities can only be defined in terms of awareness. In short, if a quality is not observed in some way, it can't really exist. So I reversed my paradigm from the "brain has awareness" to "awareness has the brain".
The whole "the brain creates awareness" thing doesn't really make sense. Saying that a high number of neural interactions in the brain causes awareness is like saying a bag of popcorn becomes aware if you shake it fast enough, "Look! There's lots of collisions! It's complex!" The idea of causation itself doesn't really make sense. Causal rules are arbitrary; seemingly programmed. If they were not simply defined, there would be an infinite number of causes causing each other.
There's no reason why mixing green and blue makes cyan; it could just as easily create red. It's all based on a rule set. So, the idea of a dependency between the brain and awareness doesn't make sense at all. Sure, the existence of a brain might mean that the rule set has to apply an awareness to it, but in no way are the brain and awareness dependent on each other to exist; they are unique and separate things.
It'd be like if I took a data set and decided that they are somehow dependent:
class Human
{
Brain
Awareness
};
Sure, the brain can die, and then awareness might be expelled from a human, but that in no way means that the brain and awareness traits are dependent on each other. The awareness object still exists even if it is removed from the human. In fact, there's no reason that awareness can't simply be reading data from the brain to decide how it'll act! Would you say that a person playing a video game dies if their character dies? Just because the player knows information about the player? And just because the player doesn't watch the character sleep when they do, but instead chooses to skip the boring stuff?
On another note, I can't prove that people other than myself are actually aware, so I have to assume that reality is subjective, and that I am the only person that is aware. Assuming that reality is objective would be intellectually dishonest because I have no evidence to support objectivity. This means that I can treat the universe as completely subjective; the physical world is just a hyper stable dream. An interesting note to this though, is that if the universe is subjective, then it sort of makes sense for awareness to be indestructible. If awareness can exist forever, it also makes sense that it has an infinite past. Given an infinite past, my single awareness would have had more than enough time to have lived out the lives of every single human on earth, experience being every plant, rock, etc. Therefore, even though I am the only person that is aware, everyone else is also me, therefore they are also aware. However, despite this, there is only ever one awareness. Therefore, when I observe another person, they are unaware, and when they observe me, I am unaware; there is a sequence of awareness that is not bound by time.
If the universe is subjective, then any semblance of objectivity must be coincidental. Incidentally, if intelligence is based on patterns, then it makes sense that I could only understand objectivity in a subjective world that is coincidentally seemingly objective. Therefore, this reality actually makes sense. If there were no patterns or consistencies in this world, it's likely that intelligence would be impossible to develop (not spawn). There is no such thing as objectivity, only subjectively objectivity in the sense that a player can connect to an MMO game and interact with other players, but ultimately what the player is observing is their own computer's copy of the MMO's world.
In order to confirm to myself that awareness cannot be destroyed, it has to be impossible to fill it with "nothing". People tend to fear death because they think that it is oblivion, but I think that oblivion is just a word without a real meaning. If reality is defined in terms of qualities, it is impossible for oblivion to exist because it does not have qualities. The only thing tangible about oblivion is the fear response that it can cause in people. The idea of "nothing" doesn't really make sense, because it is a relative term. If there is a white canvas, it can be said that there is "nothing" on it until some other color is painted onto it. However, if the canvas were black, black would be "nothing", and white would be "something". The way I see it, if reality is defined in terms of qualities, if you remove a quality, another must replace it.
It could be argued that "nothing" is possible, because at times a person can be knocked unconscious, sleep, etc., and not remember anything. But memory is not a part of awareness; awareness holds memory, just as it holds the brain. As far as I'm concerned, in a subjective universe, when I fall asleep and wake up, there is no reality during the time I am "unaware". Reality simply reloads itself at the required time when I wake up. It's like hitting "next chapter" on a DVD remote; you get to skip all the boring stuff.
It is impossible to deduce a past from any given present, because the present does not have enough data to fully reference the past; data is overwritten as the past transitions to the present. In other words, at any given instance of time, every possible past which can lead up to the present is true. Reality can be treated like an RPG. Does a video game's world and all of its rich history exist before the game is entered? Or does it just load? Memory is an attribute of the present, and it cannot prove the past has occurred in any one way. In this way, it is reasonable to assume that this physical world could have been created by Zeus, Yahweh, and Pikachu, or all of them. If you take one "frame" of reality (as if reality is a movie) and place this frame on a graph (displayed as a single point), the future is always deterministic, (there's no free will) so you always have a defined line moving from present to positive infinity, but you can connect any number of lines from negative infinity to the present to act as the past, as long as the line satisfies the present and its future. Therefore, if there is no evidence of a past event, then it is no longer relevant to the past or future.
Anything that exists must have a representation, or else it cannot be a part of a subjective reality (as reality is defined by qualities). Therefore, even the "programming" that exists to decide our current physical reality's interactions must have a representation somewhere, even if it has more than one representation (it could have many). Levels of reality can be distinguished based on their level of ambiguity (physical things must appear mostly the same to different perspectives, astral things might appear slightly differently to different people, etc.) Because anything that exists must have a representation, and can be accessed, everything must be mutable, because there are no laws for read only access.
Nothing is ever created or destroyed. Things are only moved in or out of subjective existence. Because unique concepts cannot be constructed from each other (you cannot break down "blue", "the note A#", etc., into components), unique concepts must always exist somewhere (how else could they be made?). This somewhere must be an asset library of sorts that always exists and has non-sequential sorting. When green and blue are mixed to create yellow, there is no "creation" involved, instead, reality's rule set simply links the asset "yellow" to the location where it needs to appear. In the same way, if a house is burned down, the house never ceases to exist, it is simply "removed" from the observable reality and the asset "empty space" is linked in its place.
There is no "most basic" primitive that is used to create reality. Because things do not have compositions, but are unique in themselves, the ability to compare things for similarities is a rule set dependent feature. For example, in our reality we might say that light green is closer to green than it is to red, but this is untrue, as light green and green have totally different complexions. The only reason they can be compared is because the human eye is limited in color perception by a number of cones, and has to mix inputs in order to create a range of colors. In this way, the brain creates the illusion of color similarity. If an object A is composed by moving green and red into proximity, then an object B is composed by moving yellow and red into proximity, object B might be considered similar to object A because in its specific reality, "red" is a similar component of A and B, even though object A and B might look totally different. Composition is relative to the rule set.
At any given "frame" of reality, there can be an infinite number of causes for this frame. If a reality "frame" were modeled by a point on a graph, and causal chains were labelled as arrows, then it would be OK for there to be an infinite number of arrows pointing (applying force / change) to the reality "frame", as long as the reality "frame" were "resolvable" / could make one "net" frame. In other words, there doesn't have to be a limited number of elements in a single of "frame" of reality, much like an infinite series can still have a sum. This is important to recognize because it is often called nonsense to have an infinite regression result in an outcome. For example, it might seem "off" to think that reality might be a dream that can be awoken from, and that that waking reality can also be awoken from, and the next, and so on, but that is perfectly plausible. As long as infinite regress results in a single well defined result, it's OK. Because of this, reality's "programming" doesn't actually have to be "just defined" in any sense. Each portion of reality's programming could be resolved from an infinite number of functions. This is OK as long as the infinite number of functions has a definite result. However, if there is an infinite number of functions anywhere, it makes sense to ask where those functions came from to begin with. The easy answer is that they simply existed, much like awareness simply exists. Because awareness cannot deduce its past, it makes no sense to try to deduce its beginning. Because the universe is a part of awareness, it makes no sense to try to deduce its beginning either; there could have been any number of beginnings. Therefore, it's OK stuff to "just exist."
I'm trying to make sense of the terms used in Franz Bardon's Initiation Into Hermetics. Using my current paradigm, I'd map "akasha" to "quality". Then I'd map the other four elements to the interactions of qualities, as descriptive terms. I'd associate "fire" with "will", "water" with "submission", "air" with "chaos" (capricious / changing), and "earth" with "order" (patient / persistent).
Let's say I have "akasha" in the form of a box. If the box has an attribute that says that it makes another "akasha" (object) do something, the first box could be said to have a "fire" attribute. If a box was configured to receive a force and not send any forces that conflict with the received force, I would say it has a "water" attribute. If a box were configured to stay the same, and resist external forces, I could say it has an "earth" attribute (a combination of fire and water; a will to receive itself). If a box were configured to not stay the same, and amplify incoming forces, I would say it has an "air" attribute (a combination of water and fire; a receive to will).
Akasha = Objects
Fire = Send
Water = Receive
Air = Amplify received instruction
Earth = Nullify received instruction
Now, treat reality as a single room full of competing "signals". Each signal has a certain magnitude of force, interacts in different ways based on its attributes, and the output / resolution of all the interactions in the room is equivalent to whatever you are presently aware of. Based on this idea, everything always exists at the same time, but higher magnitude objects obscure lower magnitude objects. Reality is subjective, so if it did not always contain everything, there would be some qualities which would be impossible to unobscure through changes of focus. Whatever is in front of you right now is only a matter of focus; everything still exists even if your intelligence is not aware of it. The moon does not disappear if you look away, because the same reason you saw if the first time will still (probably) apply the next time.
The signal model means that subjective reality can be organized into planes based on what is subjectively most observable. The physical plane is "low" because its objects have strong enough "signal magnitudes" to usually always be perceivable. Of course, object magnitudes still fluctuate as the observer moves around in the physical world. For example, if there are two rooms, and I am in room A, then it can be said that room A has a higher magnitude than room B. If I move into room B, then I know that room B now has a higher magnitude than room A. "Signal magnitude" is subjectively measured. Instead of awareness moving from room to room, it's as if it stays still, and objects are moved into awareness' view (the room positions itself relative to awareness). The idea is that awareness is like RAM on a computer; it holds a state, but it doesn't actually do anything. In computer graphics, there is a fixed origin, so in order to move a camera throughout a digital world, the camera doesn't actually move, instead the game world is translated, rotated, scaled, etc. so that it appears properly to the fixed camera. The same idea applies to awareness. Because space is ultimately completely relative, it is important that it can resolve into something definite. In order for this to happen, there has to be some kind of definite coordinate system to translate relative coordinates into something meaningful. In the case of a video game, relative coordinates are converted into screen coordinates. In the case of reality, relative coordinates are converted so that awareness can perceive them in a specific way.
In a subjective world, one has to ask, why do I perceive being myself instead of perceiving that I am another person? The simple answer would be that you are not yourself, and you do not have a body. You are merely perceiving a body. Awareness doesn't think; it's like a monitor connected to a PC, and it's the PC that does all the calculations and thinking. The answer then to why you perceive being a specific person must be exactly the same reason that a video game forces a human to act as a specific character: because that's what the arbitrary programming is currently causing to happen. So, for each subjective perspective of reality, reality is actually set up totally different. Two people (that ultimately share the same awareness) in a shared subjectively objective environment, will have the same overall environment in the sense that they are both abide by the same rules (collisions on shared objects, perception requires light, etc.), but they are actually in slightly places. The shared physical plane will function mostly objectively, however, outside of the shared environment, the individuals will have potentially quite different higher planes (with the exception of shared higher planes such as such as the ether, RTZ, etc.) After all things with the same data are the same. Therefore, there must be some different data between varying perspectives.
It occurred to me that the "planes" (physical, astral, mental, non-sequential) could be described like a game engine. This occurred to me when I was thinking about breaking down the components that make up experience.
Specifically, I was thinking about why pleasure is pleasurable, and why pain is painful. I realized that there is nothing intrinsically pleasurable about pleasure, and there is nothing painful about pain. They are just feelings, and their meanings are dependent on how they cause an individual to act within an environment. I realized that the only reason pleasure is pleasurable is because an individual feeling pleasure will be compelled to try to feel more of it. In the same way, the only reason pain is painful is because an individual feeling pain will be compelled to avoid it. There is a clear separation between the action, feeling, and meaning. When an individual feels pleasure, they will want to do so again; this is the action, the compulsion. Then there is the actual feeling, which cannot be described except by itself; it must be experienced to be understood. The feeling is just a representation for a meaning. The representation could change, just like a game can change all its textures with a texture pack but still behave the same way, and still have all the same relevant meaning. Then there is the meaning itself: what the feeling represents, what logic it is related to. When you feel pleasure, you automatically think, "this feels good". This is the meaning or association. When your awareness receives a feeling, it automatically associates it with certain actions. It's like a messaging system.
What's interesting about this is that in a subjective existence, when you see another person exhibit signs that they are feeling pleasure, you also know that that person could not possibly be feeling anything in the same way that you could, because they are not aware. This means that the feeling must be separable from the actions which cause the feeling. The actions must be able to be caused by a purely physical means. And they can, because we know that certain chemicals in the body are associated with different feelings. Even without actual feelings, the chemicals still do what they do, because the brain is essentially an organic computer.
This is important because it shows that there is a level of processing that is completely independent of awareness. There is a game mechanic. Though every environment might have many playable characters, there can only ever be one truly aware individual, because there can only ever be one representation of the environment. The environment must be stored as data somehow, so it is stored in the observer. If there were more than one awareness at once, there would be multiple possible representations for each observable object, and as one observer was acquiring a representation from an object, the other could be writing to it. This would create a concurrent processing issue. Just like a multi-threaded program in modern times, reality must ultimately resolve into one coherent instance. No matter how many threads you use at once to render a single frame of a video game, there must always be a final rendered image. If there were two images, and it was desired for them both to be seen at once, they could be drawn side by side, but then there would still be one single final image; it would just be composed of two smaller ones. In this way, sure, it would be theoretically possible to become a god entity that could experience being multiple people at once, but even then, that would be the same thing as putting two images side by side; the result would still be a single awareness. Therefore, there is only one awareness, ever, because many combined are still one.
Because there can only ever be one awareness, but multiple perspectives of the same awareness can use a shared subjectively objective environment, the shared environment must be separate from the unshared information that is specific to each perspective (data must be different between perspectives or else they are the same). This means that any shared environment must be free of perspective dependent data. What plane is it that has shared data only, and can't seem to solve the hard problem of consciousness? The physical plane. This leaves the astral plane to be assigned the role of staging area for things like dreams, and leaves the mental plane to be assigned the job of maintaining a rule set for the lower planes. This works nicely with the previously made assertions that higher planes have objects with more ambiguous representations (shared environments are non-ambiguous, the astral plane is slightly ambiguous, and the mental plane is very ambiguous), and the assertion that higher planes are more "out of the way" than lower planes (our shared physical plane is our most easily accessible plane).
In the sense of a game engine, the planes can be modeled as such:
Non-Sequential Realm = Asset Library (Hard Drive)
The Abyss = Data Transfer Layer (File Stream)
Mental = Programming Definitions (Source Code)
Astral = Subjective Asset Storage / Subjective Staging Area (Levels)
Physical = Shared Environment (Active Level)
Before a game can use an asset, it has to read a file from a memory device, then store it into RAM. The non-sequential realm can be treated like this memory device because it holds singular instances of unique items. While many instances of an asset can exist in a loaded game environment, there is only a need for one copy of an asset on a computer's hard drive. Going with this mapping, the abyss could be treated as a data transfer region of sorts.
The mental plane can be treated as the "rule set" or programming layer because it describes the meaning of assets in terms of the game. It describes how objects are composed of other objects, and it holds a definition of arbitrary causal rules. It might seem unintuitive to have object logic exist before assets, because it would seem that an object should exist before it can have traits, but in this case, the "object" isn't the asset in the sense of a representation, but has an asset; "object" in this case is meant in the programming sense: a collection of related pieces of data and functions. The object isn't defined by shape or space, but by raw data. Objects that behave the same do not have to be represented the same, so it makes sense that representation is independent of behavior. In a game, the asset to represent an object isn't actually stored in the object anyway. Instead, the object contains a reference to the object which is contained elsewhere. Objects are not instanced here. Each object, even if they have the same behavior, has a separate instance.
The astral plane can be treated as the "representation" layer because it contains all the assets that have been linked to objects in the mental plane. While the assets themselves exist on the non-sequential realm, the object + asset pairs exist in the astral plane. This would be like a sandbox level where all the objects that are usable on the physical plane exist, ready to go, but are not necessarily used on the physical level, and are more easily manipulated for staging purposes. Perhaps this could be thought of as a library of all the "levels" which are part of the main game (physical realm), but are not presently loaded into the shared physical realm. This is like the level select area, where you can see all the stuff available in the game without actually playing the game; an asset previewer if you will. The key difference between this realm and the non-sequential realm is that the assets all have meanings or behaviors. Things are composed here, whereas in the non-sequential realm, things are all separate. Objects are instanced here. Each instance of an astral object must have a mental object to give it behavior. It would seem possible for many astral objects to share the same mental object.
The physical plane is the perceived result of the mental and astral planes. If the higher planes were treated as the game's underlying engine, then the physical plane could be seen as the end product which is delivered to the user. Of course, the end product has all the debugging, game logic info, etc., turned off for immersion. The physical plane is still connected to the higher planes, but for the most part, its ability to communicate with upper game logic is cut off, except by what means the upper game logic has already provided. For example, punching a wall in the physical realm is guaranteed to make the upper game logic perform various tests, perhaps an update to the integrity of the wall and hand, etc. In this way, if events were executed in the correct fashion in the physical realm, it would seem quite possible to intelligently cause upper game logic to perform unintended actions, and effectively "hack" it from below. Because reality is so obviously multi-threaded, depending on reality's implementation of "memory safety" it might be possible to cause different threads (procedures) of upper game logic to interrupt each other, and cause useful "errors" (which hopefully go uncorrected). I suspect this would be at least part of the meaning of "As above, so below."
Summary:
-All of reality is stored in awareness (mind creates brain)
-Causation is arbitrary. There is no conclusive "why", only relative "why", and "how".
-There is only one awareness
-Awareness cannot be created or destroyed. It simply is. There is no "I think therefore I am." There is only "I am."
-Awareness is not bound by time, but must experience things sequentially
-Because awareness has an infinite past, it has played the part of all things at all times, therefore all things are aware.
-Intelligence requires patterns and consistencies in an environment to develop (not spawn).
-There is no such thing as true objectivity, only subjective objectivity. Reality is completely subjective.
-Oblivion (true death) is undefined and therefore does not exist. Anything without a definition does not exist.
-Nothing can be thought of as what is consistently unnoticed, while "something" can be thought of as noticed change.
-There is always a conservation of quality. If one quality is erased then it must be overwritten by another.
-There are never lapses in awareness. Memory is not a valid indicator of a lapse in awareness.
-For any given present, the past is ambiguous.
-Free will does not exist. Reality is deterministic.
-Anything that exists must have one or more representations. Varying perspectives may see varying representations.
-All things are mutable (except for the asset library)
-Assets may not be created or destroyed. Instances of assets, however, can be created or destroyed.
-There is no most basic type used to create reality. Reality is made of data in the form of many unique qualities.
-Similarities between non-like objects are incalculable except through environment specific composition rules.
-All objects or combinations of objects are unique, and composition is environment specific.
-For any given moment of reality, there may be an infinite number of causal forces which resolve to create that reality.
-All permutations of all things always exist at the same time, but at varying degrees of relevancy
-"Higher" and "lower" planes are defined by how consistent representations are from varying perspectives. "Lower"
planes have more consistent representations.
-"Higher" and "lower" planes are defined by how easy they are to observe. "Lower" planes are easier to observe.
-Awareness does not think. You are not your body. You are not "you". Awareness IS reality. You are the universe.
-Awareness is not an object. Awareness has objects. Awareness IS the canvas of creation.
-Awareness does not move throughout reality. Reality moves so that awareness may see what it needs to.
-Each perspective is enforced by specific data. Different perspectives must not have the exact same environment.
-Qualities do not have meanings, but are associated with meanings. Pain is not painful. Pleasure is not pleasurable.
Mappings (For Bardon's Initiation Into Hermetics) - The lesser four elements are attributes / behaviors of the fifth element:
Akasha = Quality (Object)
Fire = Send instruction (Volition)
Water = Receive instruction (Obedience)
Air = Amplify received instruction (Chaos)
Earth = Nullify received instruction (Order)
Non-Sequential Realm = Read only memory (Game Files) [Source]
The Abyss = Data Transfer Layer
Mental Plane = Object behavior definitions (Game Objects in RAM) [Meaning]
Astral Plane = Object + Asset instances (Game Levels in RAM) [Message Format]
Physical Plane = Game (Active Level) [Outcome]
The basic causal mechanism behind magick in my paradigm is that because awareness has a reality, it must always have power over reality. Because it seems possible to influence what you are aware of, it would seem logical that anything you are aware of must have a higher "magnitude" than anything you are not quite aware of. Therefore, by honing one's ability to focus, it becomes possible to manipulate the magnitudes of objects in order to cause effects. Essentially, while physical reality is designed to cause awareness to perceive something in an action -> awareness fashion, if an individual's retention of their awareness is stronger than the push of physical reality, it is possible to make causation flow in reverse: awareness -> action. Therefore, magick is simplified into two core skills: invocation and evocation. Invocation is the use of focus to force a change in perception (a purely astral and mental plane operation.) Evocation is the use of focus to change something external of the self (on a shared environment such as the physical plane.)
Side note: I would much appreciate it if anyone here has insight on what specifically might cause myself to perceive being myself rather than someone else. That would be useful for astral and mental projection.
Input is much appreciated.