On the Irreversibility of Digital Time






Jean-François COLONNA
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CMAP (Centre de Mathématiques APpliquées) UMR CNRS 7641, École polytechnique, Institut Polytechnique de Paris, CNRS, France

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[en français/in french]


Keywords: Floating Point Numbers, Nombres Flottants, Rounding-off Errors, Erreurs d'arrondi.



The laws of classical physics are independent of the direction of time flow. Let's consider a simple example using a moving object P with coordinate X and velocity V on a straight line D, and examine its movement:
                    T=0: X0
                    T=dT: X1 = X0 + V.dT
At this moment, let's reverse the velocity V:
                    T=2.dT: X2 = X1 - V.dT = (X0 + V.dT) - V.dT = X0
Thus, point P has returned to its initial position...


The quantities Xi, V and dT are real numbers [01]. Obviously, the systems studied in physics, in particular, are much more complex than the naive example presented above. In general, it is necessary to use a computer to analyze them. However, unfortunately, real numbers do not exist in the finite world of digital computation, which inevitably leads to rounding errors! So, what about the reversibility of "digital" time?

To answer this question, let's consider the example of a two-dimensional billiard system [02]. We use a rectangular plane domain in which N balls of equal mass are regularly arranged on a square grid and that are still except one whose velocity is random -middle right- [03]. Over time, the particles collide, and the impacts are perfectly elastic, meaning that momentum is conserved. At the midpoint of the simulation, all velocities are reversed [04]. In theory, this means that all the balls should return to their initial positions. But does this still hold true in a computer?





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