Let me pre-empt one possible response (about so-called nomic necessity) by pointing out the following:
It might be claimed that an example of such necessity is that if you use Newton’s equations to plot a spacecraft’s voyage to Mars, then it is physically necessary, if you calculate correctly and the spacecraft does not malfunction, that it will hit its target, Mars. This, however, doesn’t go through, because Newton’s equations themselves are contingently true (true at some possible worlds, false at others). It must be emphasized that “possible worlds” deals with logically possible worlds; and the test for such necessity is that if you can conceive of a possible world in which x does not hold without bringing about a logical contradiction, then x is, was, and always will be, contingently true. The upshot of all this is that modal logic shows that any appeal from determinism to necessitation cannot succeed.
Lets imagine a universe. You would imagine that you are a dwarf, "a collection of potentials on a field", if we are going to get to the particle physics of your universe.
Now, over the long span of time, if your universe is processed, there may be some time before the heat death of the thing, when something in your universe becomes truly self aware.
This is not that time in your universe. You are not strictly self aware.
It's a hard mindset to put oneself into.
One has to be able to abstract
pointers, I think? Or do similar in their field.
There is a (need:FIGHT!).
(Where (gathering place)?)
((To (subconscious?): Where Gathering Place?)
<<(From(subconscious?): Gathering Place is (set)[paths])
(Selected_path=Evaluate
choice_function([path]))
(Go: selected_path)
Now, what lay on this path is beyond the horizon of predictable determinancy is concerned for you. The only thing you can do is try it and find out what happens.
If you were a thing of meat with internal narration, it may speak of this thing you have done: "there is a clear path to here, and I have selected it, with my choice function!"
I can objectively observe this of you, that the choice function of the dwarf of the binary field selected to go to the tavern.
If I didn't, I couldn't do what I'm about to do...
But you are not. You do not need to understand that you selected it with your choice function. You get to be a dwarf.
You have WILL, even the primative thing as you may be, a mere set of binary particles on a single field processed by one single unifying behavioral description in a deterministic way.
If you didn't, I wouldn't be able to... Well, we'll get there.
You do not know that your choice function is far from perfect, and there's a locked door there.
It's imperfect because, well, from one moment to the next in your universe something was changed. I changed it.
Now, it could have just been a built in function that doors may pseudorandomly lock, in a fully deterministic way.
It could have been a lot of things.
In this example, I take responsibility for locking the door and guaranteeing that your will was not free.
See, there was a history here. You've been, well, a
dwarf. It's not the first time there's been a locked door but there's no way you can understand that. The knowledge of it is processed by being added to the history of dwarf. That history is cumulated into a stress level OF "dwarf" dwarf.get_stress_level() or some such.
Well, let's get back into it. I'm not even to the good part yet.
So,
(While selected_path: walk(selected_path.get_next_step(){
...
If(was_door)
{
If(place.getDoor()->open)
{
Evaluate Step_function();
}
Else
{
Goto: failure;
}
}
)
you walk some steps and there's a door.
your understanding said it was unlocked.
your understanding was wrong, and you got a failure case.
your will was observable and, well, I can objectively observe it is not free.
"If failure, calculate stress caused... Add memory. After memory: remember things."
it goes in your memories as a complex arrangement of more shit in your binary field, not the same shape as the binary field elements that caused it.
The things that you did in this moment are collated, each a part of your overall complex particle.
The process that defines you, perhaps some part of your "subconscious" goes through all that accreted junk and arrangement and sums up their abstract stress value, among other things
That abject stress value
necessarily will exceed the sum total that it takes for you to...
Need changed: THROW TANTRUM!
It's still a function of dwarf, of course, but hey...
There is a (need:TANTRUM!)
((To (subconscious?): Where, of (accessible) (trouble_target)?)
<<(From(subconscious?): [paths])
(Selected_path=Evaluate choice_function([path]))
(Go: selected_path)
The result of this is a statue.
This, well, there are no unlocked doors on this path. Your will is free.
That's the point. I can't just... Well, I could just, but I'm not going to is the point.
You walk up to the statue and tip it.
Congratulations you're a wererabbit.
Then things get fun. While you do not get to freely will that every time the full moon hits, in about 5 ticks or so, you become a massive rabbit hungry for flesh, at least long enough to batter down the door, Find someone to attack, and start a curse wave.
you:
Willed, but not freely to go through the door.
Had imposed on you by your history a tantrum.
Willed, freely to knock over a statue.
Had imposed on you by the laws of the universe that you shall now be cursed.
Had imposed a change of state on you by the universe that you shall now be bloodthirsty beyond bounds
Freely willed (in a bloodthirsty state) to batter down a door
Freely willed (in a bloodthirsty state) to rip apart a bunch of other dwarves
even if you didn't freely will to become a wererabbit.
Things get more interesting when you are a.much larger collection of more complex particles on what appear to be 4 much less binary fields.
I stopped playing that game.