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Cake day: June 12th, 2023

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  • It’s unquestionably ecological, and the way the game frames it sure makes it feel intentional, but it’s not really a deep level of discourse. Different buildings output different amounts of pollution, which diffuses throughout the world and triggers both biter attacks and evolution (limited to scaling HP/damage/size). Trees will absorb pollution (preventing it from dispersing further), but get sicker and die over time, turning the world into a barren wasteland surrounding an ever-expanding factory. Players have the ability to slot mods into buildings to cut their pollution output by up to 80%, but almost nobody ever does this, because the biters aren’t really a threat except on extreme difficulty levels, and those mods take up slots that could otherwise be used to boost speed/productivity.

    This certainly could just be a way to throw some challenge in, but in that case, it’d be much easier to just have the biter attacks happen at semi-random times, maybe modified by how much energy the factory uses over a given period of time. In terms of ramping up the challenge, this would produce results very similar to the actual game, without tracking individual packets of pollution as they diffuse over every square in the game grid and are absorbed by trees, all of which track how much pollution they can absorb individually before they die.

    That ecological damage is modeled at all, and that the pollution subsystem is as detailed as it is, certainly suggests to me that showing the player the negative impact of their presence is fully intentional (and it’s always a negative impact). I think there’s too much effort being spent (both in dev time and in per-tick updates) to suggest that it’s just a challenge system; almost nothing else in the game is tracked at the same level of granularity or downstream impact as pollution. Ore patches track how much ore each segment has remaining, but that value doesn’t matter beyond knowing how long a patch will be good for; miners don’t start pulling up less ore per second or harder to process chunks as a patch is depleted. Liquids and gasses in storage/pipelines track their own temperature, but the game doesn’t care about modeling how a tanker full of steam loses temperature over time.

    All that said, I think casting Factorio’s gameplay as a criticism of indigenous peoples requires some pretty tortured logic. Biters are far dumber than most animals; their attacks amount to “run in a straight line at wherever that pollution came from”, which is one of the reasons they aren’t a major threat. They are unquestionably demonized; biters are 100% hostile the second they see you even if you’ve never produced any pollution, there’s no way to interact with them in any way but violence, and they’re big gross bugs. But I think this is better viewed through the lens of gameplay and of the ecological commentary. They’re big, ugly, and completely hostile to make it clear to the player that they’re your enemies. And they weaken the ecological commentary intentionally or not; there are no “neutral” animals, just biters, and the player doesn’t kill off anything cute.


  • Unless you’re willing to put in some kind of response that basically says “I’m not going to respond to that” (and that’s a sure way to break immersion) this is effectively impossible to do well, because the writer has to anticipate every possible thing a player could say and craft a response to it. If you don’t, you’ll end up finding a “nearest fit” that is not at all what the player was trying to say, and the reaction is going to be nonsensical from the player’s perspective

    LA Noire is a great example of this, although from the side of the player character: the dialogue was written with the “Doubt” option as “Press” (as in, put pressure on the other party). As a result, a suspect can say something, the player selects “Doubt”, and Phelps goes nuts making wild accusations instead of pointing out an inconsistency.

    Except worse, because in this case, the player says something like “Why didn’t you say something to your boss about feeling sick?” and the game interpreted it as “Accuse them of trying to sabotage the business.”







  • Thanks for clarifying. There are a lot of misconceptions about how this technology works, and I think it’s worth making sure that everyone in these thorny conversations has the right information.

    I completely agree with your larger point about culture; to the best of my knowledge we haven’t seen any real ability to innovate, because the current models are built to replicate the form and structure of what they’ve seen before. They’re getting extremely good at combining those elements, but they can’t really create anything new without a person involved. There’s a risk of significant stagnation if we leave art to the machines, especially since we’re already seeing issues with new models including the output of existing models in their training data. I don’t know how likely that is; I think it’s much more likely that we see these tools used to replace humans for more mundane, “boring” tasks, not really creative work.

    And you’re absolutely right that these are not artificial minds; the language models remind me of a quote from David Langford in his short story Answering Machine: “It’s so very hard to realize something that talks is not intelligent.” But we are getting to the point where the question of “how will we know” isn’t purely theoretical anymore.


  • Current-gen AI isn’t just viewing art, it’s storing a digital copy of it on a hard drive.

    This is factually untrue. For example, Stable Diffusion models are in the range of 2GB to 8GB, trained on a set of 5.85 billion images. If it was storing the images, that would allow approximately 1 byte for each image, and there are only 256 possibilities for a single byte. Images are downloaded as part of training the model, but they’re eventually “destroyed”; the model doesn’t contain them at all, and it doesn’t need to refer back to them to generate new images.

    It’s absolutely true that the training process requires downloading and storing images, but the product of training is a model that doesn’t contain any of the original images.

    None of that is to say that there is absolutely no valid copyright claim, but it seems like either option is pretty bad, long term. AI generated content is going to put a lot of people out of work and result in a lot of money for a few rich people, based off of the work of others who aren’t getting a cut. That’s bad.

    But the converse, where we say that copyright is maintained even if a work is only stored as weights in a neural network is also pretty bad; you’re going to have a very hard time defining that in such a way that it doesn’t cover the way humans store information and integrate it to create new art. That’s also bad. I’m pretty sure that nobody who creates art wants to have to pay Disney a cut because one time you looked at some images they own.

    The best you’re likely to do in that situation is say it’s ok if a human does it, but not a computer. But that still hits a lot of stumbling blocks around definitions, especially where computers are used to create art constantly. And if we ever hit the point where digital consciousness is possible, that adds a whole host of civil rights issues.


  • I have a suspicion that all of the layers of “Elon management” at Tesla and SpaceX have given him the idea that he’s a brilliant innovator; he gives them all his outlandish ideas and they get filtered into (normally) reasonable plans, and they guide him down the path they want him to go down while he thinks the good idea is his. And those companies are both doing well, so clearly his style works, at least in his mind.

    But then he bought twitter, which didn’t have anyone devoted to protecting the company from him, and it’s all going to shit.







  • Beyond that, it’ll try to summarize a book, but it often can’t do so successfully, although it will act like it has. Give it a try on something that is even a little bit obscure and it can’t really give you good information. I tried with Blindsight, which is not something that’s in the popular culture, but also a Hugo nominee, so not completely obscure. It knew who the characters were, and had a general sense of the tone, but it completely fabricated every major plot point that I asked about. Did the same with A Head Full of Ghosts, which is more well known but still not something everyone has read, and it did the same thing.

    One thing I found that’s really fun is to ask it a question and then follow up with something like “Are you sure about that?” It’ll almost always correct itself and make up something else. It’ll go one step further and incorporate details you ask about. Give it a prompt like “Are you sure this character died of natural causes? I thought they were killed by Bob” and it will very frequently say you’re right and make up a story along those lines that’s plausible within the text. It doesn’t work on really popular stuff; you can’t convince it that Optimus Prime saves Luke Skywalker in RotJ, but anything even a little less well known and it’ll tell you details that it’s making up whole cloth with complete confidence.


  • There are three drinks you can call a martini:

    • A martini is gin and vermouth, maybe with some bitters if you like
    • A vodka martini is vodka and vermouth, bitters again optional
    • A vesper martini is gin, vodka, and lillet blanc
    • Any of the above can be made “dirty” with olive brine if you want

    Anything else is a cocktail in a martini glass. No shade if you like apple schnapps, lemon juice, and vodka, drink what you like, but it’s not a martini.


  • A bunch of my favorites have already been listed, so I’ll just mention the one that wasn’t: Antichamber, a first person puzzle game that’s probably somewhat like Portal in terms of how it requires you to rethink your assumptions about how space works, but it’s a very different game, both mechanically and in tone. I don’t want to give away too much, but it’s a mix of weirdly unsettling elements (although it is by no means a horror game), a design that’s actively trolling you in ways that will make you laugh, and mechanics revelations that will have you scream “Wait, I could have done that this whole time?!” It’s one of those games that I wish I could delete from my memory and play for the first time again.