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Now let's say it's the player character, you implement the copy mechanism, and play your game.

You launch it, start the process, the code faithfully creates a copy of the player character, then you suddenly see a game over screen as if your character just died.

You had a bug: you created a new character for the player, but didn't update the gameplay code to reflect the change to the copied character.

This is the paradox.




The semantic is clear: If it is the copy mechanism, the old entity dies. It doesn't contradict itself like paradoxes (e.g., "Barber Paradox"[0]).

[0] https://en.wikipedia.org/wiki/Barber_paradox




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