Permutation City is a 1994 science-fiction novel by Greg Egan that explores many concepts, including quantum ontology, through various philosophical aspects of artificial life and simulated reality. Sections of the story were adapted from Egan's 1992 short story "Dust", which dealt with many of the same philosophical themes. Permutation City won the John W. Campbell Award for the best science-fiction novel of the year in 1995 and was nominated for the Philip K. Dick Award the same year. The novel was also cited in a 2003 Scientific American article on multiverses by Max Tegmark. Permutation City asks whether there is a difference between a computer simulation of a person and a "real" person. It focuses on a model of consciousness and reality, the Dust Theory, similar to the Ultimate Ensemble Mathematical Universe hypothesis proposed by Max Tegmark. It uses the assumption that human consciousness is Turing-computable: that consciousness can be produced by a computer program. The book deals with consequences of human consciousness being amenable to mathematical manipulation, as well as some consequences of simulated realities. In this way, Egan attempts to deconstruct notions of self, memory, and mortality, and of physical reality. The Autoverse is an artificial life simulator based on a cellular automaton complex enough to represent the substratum of an artificial chemistry. It is deterministic, internally consistent and vaguely resembles real chemistry. Tiny environments, simulated in the Autoverse and filled with populations of a simple, designed lifeform, Autobacterium lamberti, are maintained by a community of enthusiasts obsessed with getting A. lamberti to evolve, something the Autoverse chemistry seems to make extremely difficult. Related explorations go on in virtual realities (VR), which make extensive use of patchwork heuristics to crudely simulate immersive and convincing physical environments, albeit at a maximal speed of seventeen times slower than "real" time, limited by the optical crystal computing technology used at the time of the story.