Compare to two-body interactions, where there is a pretty small family of closed-form solutions to all the possible trajectories. You can just plug in a future time t and (in principle) get a mostly correct answer. In practice nothing is exactly two-body, the bodies aren't point masses, etc, but the small differences have proportionally small effects.
> In computers, floating point numbers have a limited precision, based on how many bits are used. Does the innate 'error' in floating point numbers have implications on your theory of 'Computational Irreducability'? Are the 'errors' introduced with each floating point operation is fundamentally computationally irreducable? Does this have a domino effect that causes basic classical mechanics to become computationally irreducible? Like the integration of velocity into position, it is a O(1) operation to compute the future position given a velocity and a starting point, but if a computer is rendering each individual frame, it will accumulate error in each frame, and the final frame may end up in a different position. Does this concept relate to the real world through things like the Planck length? Is space perhaps not purely continuous?
The thing about the three body problem, same as here, is that there are regions in the initial position and velocity space where very small changes produce extremely large differences in function output.
There has been some work / recognition of the value of topological understanding to orbital mechanics, although I can't find whatever I read a few months ago. Best I could find was https://en.wikipedia.org/wiki/Symplectic_geometry and this DDG search looks promising: https://duckduckgo.com/?q=symplectic+integrators+solar+syste...
Pretty sure that's the entire basis of quantum mechanics