It takes 2GB of RAM and 60GB of storage to simulate ~300 neurons.
If we scale that linearly (eew) to other organisms:
Fruit Fly (~100K neurons):
0.7 TB of RAM
20 TB of storage
Mouse (~75M neurons):
500 TB of RAM
14,900 TB of storage
Human (~86B neurons):
570,000 TB of RAM
17 million TB of storage
Now that AT&T has lost all our social security numbers in a data breach, this is a great time for regulators to NOT ask what they should have done to secure it better, but why the phone company needed your SSN in the first place.
An interesting question that thus far has received very few good answers.
Solutions like "press escape to go to the menu" or "kill the ender dragon and see the credits" are obviously invalid, an in-game intelligence would not have those options.
"Notice the game lagging" has committed the classic non-physicalist error of assuming that the character's brain would somehow magically be except from the physics that it's running on. Its subjective time would proceed at exactly one tick per tick, regardless of how many ticks are being processed per second in the real world.
Suggestions like "do a double-slit experiment" or "build a microscope" completely fail to engage with what is possible in Minecraft, and also seem to be assuming that the character would somehow know what "real" physics is like and therefore able to conclude that if Minecraft physics is not quantum mechanical, it must be a simulation.
All the answers that are just "find a bug" commit the same error; all bugs respect the underlying code, and that code *is* the physics of the world. A "bug" is when a program does something different from what its programmer's wanted it to do, but the Minecraft intelligence would have no way to know that intent, so to it a bug would just be another part of its physics.
Coming up with a real solution requires knowing exactly what type of in-game intelligence it is and what information channels are available to it. For example a zombie's AI doesn't have access to many things that players do, like most block types, nearby sounds, etc.
If it's a large redstone computer, then it may not have the ability to perform experiments that interact with the larger world at all, and would be restricted to introspection and figuring out how its own circuits work. (Though depending on how it's built it may be able to "escape" by doing stuff like changing the powered status of redstone torches in specific areas, allowing mobs to spawn in specific patterns.)
But if we assume that the intelligence is a mob that is given all the same in-game information and capabilities that a player would have, then I think it'd be quite easy to find compelling evidence it's in a simulation.
you can build systems in two ways
1. build it generically and then figure out how to deploy
2. decide where to deploy first and then build specifically for it
it's gotten way easier to do 2 at the expense of 1
and this is why those doing 1 increasingly hate the cloud
I grew from Junior (L3) to Staff Engineer (L6) in 3 years at Meta and write a newsletter about software eng career growth.
I put together a free PDF guide on how to grow to IC6 in 3 years that new subscribers get in my welcome email:
Put the best content of your resume in the top left.
People read in an F-pattern:
They read the top and left most content first.
Eye-tracking studies have made this clear for years.
This means, don't use the top left for:
• Design elements
• Skills & certifications
• A vague summary of your background
Much better uses of this space are:
• Clear context on your impact
• Most impactful launches & features
• Quick encapsulation of your value prop
The top left is also where to focus your optimization.
You can't count on almost anyone reading the bottom right.