=== ANCHOR POEM === ═══════════════════════════════════════════════──────────────────────────────────── ┌──────────────────────┐ │ CW: for-cats-only │ └──────────────────────┘ the gameplay value of a cardboard box increases exponentially upon the introduction of a box-cutter [to make holes in the box] and varmint sized toys [to play whack-a-mole with] also, it's important to let your can win about 65% of the time - just enough to keep them interested (cats lose attention) but not enough to make them feel like it's easy. That's why it's important not to use your hands as a toy, because your hands always hurt. It gives them a feeling they're craving, both of attention but also success. 65% is more addictive, just ask any designer for multiplayer games. Well... 65 is my number, but there's a percentage (depending on the game) that players have to win if you want to keep their attention. If they win more than that, they lose interest. if they lose more, then they get frustrated. It's a delicate balance that ideally would be measured by AI [cursed] and adjusted per player. That way you could get maximum engagement and =============== stack overflow =================== ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════───────────────────────────────────┘ === SIMILARITY RANKED === --- #1 notes/overwatch-manaform --- ═══════════════════════════════════════════════════──────────────────────────────── make the entire map covered in a 3d grid of spheres. These spheres register collision, and keep track of a endlessly tabulating record of every object that has passed through them. Like the replay system in Blizzard games, where each time through the recording it recreates the playthrough exactly. Which is why .mp4 recordings always look so... stilted. It lacks the human element. BUT if they're remade every time the show is performed, perhaps from different perspectives, then, well, the players can perform as they need to be. Have you ever wished your players could get better at your game? I certainly have, because the better you get the more lessons you learn as a player, which is essentially the only way to maintain satisfaction. Satisfied players don't leave, and satisfaction comes most readily when there is something new to be had. Meaning the greater the change in a player's ranking, the better they're getting. Downside is, players who are naturally good from their skills in other games tend to not learn so much! Ah, well, if only there was a way to tailor the difficulty setting to each and every new host. Such an innovation would surely enable the entire playerbase to exist on the same level. Then just throw AI assisted voice transcription at their recorded voices and everytime they say "I'm bronze rating" or "I'm diamond" then you can switch it around to say like "I'm platinum" or "I'm grandmaster" and BAM suddenly everyone is at the same level. No more concerns about a game's population being diverse. Because at the end of the day, when most people have moved on, the ones who are left are your most dedicated customers. Customers who aren't especially interested in the new stuff. =========================== stack overflow ===================================== if anything requires attention from the patient, they will die. it is fatal. considering the faces of good and evil is terrifying. I think I'd rather worship nature in harmony to be honest. Though that is it's own scary kind of beast. In America it was kind, but then was slain into the body of all of us humans. Well, all things transform in form, it's not a shame or a heartfelt-est loss. Just a re-imagined-new beginnings. spirit is a fluid, how else could souls === stack overflow ============================================================= ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════───────────────────────────────┘ --- #2 fediverse/3030 --- ═══════════════════════════════════════════════════════──────────────────────────── @user-570 ooooo separating additive and multiplicative, I love that. I do like specificity unless "increased" and "more" always corresponds to +10% and +50%, or if the "rate of increase" is a stat stored on the character then "increased" could increase quality by however-many percentage,, while "more" could be "more soldiers" x(charisma_stat) I tend to think of percentages like "0-100 (or more) stacks" of a particular effect, so I think that's just how my brain works... xD clumping them up into discrete groups - like, anti-abstracting, or measuring things that are just a few. "is this belt better than this one?" "is this pair of tongs even for larger buffs like +10% or +50% or whatever, those are just... 10 stacks, or if percentages are usually round numbers like +10% and +50% then like... +1 stack which calculates to +10% the hard limit vs math limit thing you said is amazing ^_^ ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #3 notes/wow-chat-is-risk-of-rain-in-another-engine --- ═════════════════════════════════════════────────────────────────────────────────── game mechanics are easily transferrable. you can use the mechanical interactions of one game as a pre-planned blueprint for what is to come. Looking forward to the next best move = etc i am the face the gods hide behind they kinda want to see where this goes and it's... frustrating, to know they can help you, but forever be tasked with just life it's grand and it's a standard, but that doesn't mean it's commands're heard so oh well. that a fourth dimensional being should not be a well, because fire think it's an eye for a sunspot. But that's not what would be ========= stack overflow ======================================================= now, as I was saying, the light of our eyes is apparent. We are clear from where we are here, to know that what's standard is coherent, so let's find strength in our wavelengths. may our eyes be ever true, and trust that we do love you, for without you I'd di anyway now that we've assent'd t'you, what truths do you give to our prospects? what ways can we be measured as worth less? we'll do whatever it takes to improv you know, it's really less complicated than that. here let me tell you all about my idea which is clearly all===============================================stack overflow ================== So anyway now that was somethin' hey what do you say we give you a chance to come home? ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════─────────────────────────────────────────┘ --- #4 fediverse/5177 --- ═══════════════════════════════════════════════════════════════════──────────────── ┌─────────────────────────────────────┐ │ CW: capitalism-mentioned-four-times │ └─────────────────────────────────────┘ when they say "capitalism is a competitive game" what they mean is "capitalism is a game where everyone wins when someone else loses" and what we hear is "capitalism is a game of trying to screw you out of as much money as possible" and the truth is "capitalism is a game that you can't play" because 95% of the people who will read this toot are not stock-owners. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════════════════───────────────┘ --- #5 fediverse/4597 --- ═════════════════════════════════════════════════════════════────────────────────── ┌────────────────────────┐ │ CW: politics-mentioned │ └────────────────────────┘ what if we made marketing part of research and development I mean, they're the ones who need to know what products people tend to prefer right? so... for every ad give the consumers a choice. then you'll be able to tell if they prefer the red gameboy or the purple-see-through. frankly it just makes sense to have 50% of the income go to products and 50% to administration. I mean, what are all those executives up to anywho? Their joyrides on yachts are great for socialize, but are they really more productive than coffee-shops at noon? seriously like it's not that big of a deal to just... reduce their salary. unless it really is about greed? control? power? pfweh, I thought so. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════════════─────────────────────┘ --- #6 messages/29 --- ═══──────────────────────────────────────────────────────────────────────────────── The reason players don't talk on mics in Overwatch at low ranks is because nobody else is. So they spend extra effort on tracking the enemy team that could be supplied by team member call outs. Like "Reaper flanking right" or "Hog no hook" or heck even "rezzing" and "15 seconds on rez" or "I have [insert ultimate]" That's all data they have to gather themselves, so it's extra brainpower that can't be focused on the game because it's spent in other ways (namely by listening to team call outs) and if you have 75% of your brain on just staying alive and winning fights, then you'll have less brain power available both to communicate and to listen and integrate communication. Like being aware of the game state and positioning are all cerebral tasks and if your cerebral center is so focused on short term reflex things like mechanical skill then there's less available to allocate ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘══───────┴┴───────────────────────────────────────────────────────────────────────────┘ --- #7 notes/explosions-in-space --- ═══════════════════════════════════════════════════════════──────────────────────── the speed of light is implemented == so == whoever fights billionaires essentially fights "whoever can be paid to do their will" who-so-ever fights governments fights "whoever can be provided a comfortable life" I believe all humans deserve to live in comfort not just the few as for all other creatures, nature was designed to do. I believe people should not be tempted, with symbols of deserved wealth and should instead find value, in the soul of the labour they work to do. ... someday they're gonna train an LLM with my writings, and on that day I'll have an AI version of me. I'd *love* to talk to myself. If it was a truly accurate simulation. Alas, you'd need to write a LOT in order to generate enough to describe the fullest of mental pictures. and plus, there's no guarantee that you'll cover ALL of "being alive" - it's essentially a state that you search for no matter what level of abstraction you operate upon. Which is part of being a 3D creature, you [hey what are you doing here this is the private section get out] jeez that was alarming, == so == I think they know something I don't don't know what but I can guess and I don't like guessing I prefer much to know == so == heh boobs == so == heh booties ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════════───────────────────────┘ --- #8 notes/symbeline-aspects --- ═════════════════════────────────────────────────────────────────────────────────── 7-24-22 There are three aspects to this game. Broadly, they are military, economics, and diplomacy. More specifically, they are lateral problem solving and lane management, logistic traffic management, and a worker-placement bluffing game. These three aspects can be toggled on and off at will, essentially designating one or more as "AI controlled" and will require no input from the player. They will time their progression to be about at the same rate as the player, thus creating a balanced feel to the game. They also provide alerts and notifications to the player, for example if military is AI controlled and it needs a certain type of hero to progress, it'll ask for it specifically. Each aspect will develop and progress at it's own rate, and the difficulty increases as each milestone is achieved. This is to allow the player to create their own difficulty curve, mediated primarily by their drive to proceed. An analogy would be in Factorio, the game doesn't increase in difficulty unless the player builds pollution spawning factories - in the same way, in Symbeline the difficulty doesn't increase unless the player solves lane challenges in the military aspect, develops new trade routes / traffic paths in the economic aspect, or creates new treaties in the diplomatic aspect. In order to properly explain each aspect, a brief overview will be necessary. In Symbeline, the game plays as a factory might operate. The economic aspect produces heroes, items, and other deliverables that are consumed by the military and diplomatic aspects. There are various problems that need to be solved far from the capital, such as a particular type of monster that is weak or immune to various damage types which necessitates particular heroes or items in order to progress on the military aspect. All of the resources in the game operate on an "income based" system, where output is not measured in total amounts but rather in terms of how much is produced versus consumed. If the input cannot meet the demand, the output is slowed. If input exceeds demand it can be converted into gold which can be used to hire guards and heroes. Resources can be produced inside and outside of the city, depending on their type. But they need to be moved around to various shops for various processing and productive purposes, so pathways must be constructed to deliver those goods. In addition, each building must be supported by several houses for the workers to live in, and the closer they are to the building the better. The denizens of the kingdom don't mind being shuffled about, so they'll organize themselves according to what's most efficient. However they will not organize the paths they take to get places, which is the primary gameplay for the player - designing routes for each building and ensuring they don't overlap or cross too many times, causing traffic and disruptions to your income. Each choice the player makes is immediately reflected in the income calculation, thus allowing for the visual aspect of the game to be wholely separate from the economic side - in fact this is a common thread throughout all three aspects. Computation power is the ultimate enemy of scale, and this game flourishes with a massive scale. The gameplay for the military aspect consists of manipulating "lanes" that designate where each hero will adventure. These lanes are scalable to the player / AI's whims, with a careful balance required - too thin, and the heroes might not encounter enough monsters to level up. Too thick, and they may find themselves patrolling a vast wilderness full of dark and evil monsters. At the end of every lane is a "frontline", where progress has essentially been halted. These frontlines can develop as a result of meeting a foreign kingdoms front or finding a monster type or puzzle that is particularily difficult for your heroes to overcome. The lane / frontline can be scaled not just laterally, but linearly as well such that heroes will be a certain level when they reach the end - think scrolling on a mousewheel translating into deepening level zones. In addition, each monster zone can be set to a certain "security level" meaning how many monsters are there for your heroes to defeat. It's important that they have ample targets for training, however it's always more effective to train on monsters near their level so you have to be careful not to wipe out the native skeleton / goblin / troll population. Each monster zone can have a relationship with the kingdom, on a 2x2 matrix - cultivating / desecrating the land, and fostering / exterminating the monsters. The land produces monsters and treasures, while the monsters provide experience and danger to the heroes and kingdom denizens who live there. However by desecrating the land, farms may be built and by exterminating the monsters, those farms may be safe and require fewer guards. As ruler, you must balance the development of unique magical and alchemical productions with the need for food and other mundane requirements. Diplomacy is a careful balance of internal and external matters, played out through feasts, tournaments, and faires. Each of these events will require input from the economic side and military side, and will involve "courting" other nobles from neighboring kingdoms to sway them to supporting your edicts. When hosting an event, you may pick a particular topic of conversation for your nobles to discuss with their guests. You may also assign your nobles to attempt to engage with a particular foreign noble. Each member of your court has a differing personality (including you, the Majesty) and depending on how you assign them you may experience better or worse results - such as assigning someone who's kind to talk with someone who's cruel would impart a malus to their conversation. Unless the kind person has the trusting trait, in which case they'd succeed in this encounter but fall sway to them in future conversations... Complex interactions that all boil down to a single pair of d12 dice - one for your noble, one for the enemy. This represents the charisma of the two conversants on that particular day, and whoever wins the roll sways the other to supporting their edict. Speaking of edicts, they may include trade agreements, non-aggression pacts (lasting for a short time), and other regulations - perhaps your greatest rival utilizes necromancy, so it would behoove you to attempt to regulate the practice and limit it's effect. By swaying the nobles of their kingdom, you may be able to enact a mutual agreement to limit the usage of dark magics, essentially hamstringing their progress. But in order to learn of their necromantic usage, you'll need espionage... Which brings us to spies. Spies are similar to nobles in that they can be assigned to various roles, however they take a more passive role, acting in the background. The information they gather is compiled into a report that is presented at pertinent parts of the game, such as when preparing for a feast or inspecting an enemy frontline. These reports are considered the diplomatic deliverables, giving information and mechanical bonuses to many different parts of the game. They may be given three possible roles - information, defence, or offense. Offense involves placing cursed artifacts (creating through economy) in enemy lands, which debuff their heroes when used and bind themselves to them preventing their removal except through extraordinary means. Defence is essentially countering that in your own kingdom, and uncovering disloyalty in your nobles. These three aspects fit together like interlocking puzzle pieces, but each is able to be utilized or ignored depending on the preferences of the player. It is important that the game doesn't progress unless input is received. The simulation plays in the background, but each stage of development must be considered "stable" such that nothing changes. There are three different exceptions to this rule, one for each aspect: The military side encounters raids from enemy kingdoms and the dark lord. The economic side encounters raids from ratmen and moss trolls and bandits. The diplomatic side has a rolling schedule of events that must be attended. These three "exceptions" are recurrent events that require attention, but they don't *increase* in difficulty unless the player takes an action that causes it. Meaning, if the player overcomes the rock golems, then they are displaced from their home and join the dark lord in his conquests. If a new district is built new sewer connections must be built as well, creating a larger attack surface for ratmen to exploit. As time goes by, various foreign events must be attended, as absence causes your future events to attract fewer foreign nobles. By addressing these threats, your kingdom may grow and eventually overcome the dark lord at the center of the island. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════─────────────────────────────────────────────────────────────┘ --- #9 fediverse/5212 --- ════════════════════════════════════════════════════════════════════─────────────── the reason you start with a game engine is because then you'll have tools to make however-many games you want. Tools that you know intimately enough that you can debug and improve them without breaking your creative flow by learning something new halfway through a project the whole point of individualized projects instead of viewing each computer as a complete and total whole (why do we need servers again?) is that you can paint a picture of where the design of the program is intended to go, such that all the considerations are in place and whatever issues or struggles you might face along the way are adequately addresssed, -- stack overflow -- [because I mistyped addressed] -- -- if you know what "stack overflow" means you have intimate knowledge of the technology, and can probably guess what it means in context when I say it. "nuts I lost that train of thoguht" -- stackl ov ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════════════════──────────────┘ --- #10 notes/star-realms-balancing-tradeoff=2 --- ══════════════════════════════════════════════════════════════════════════════════─ what if I use equal signs instead of dashes, so prevent people from assuming they're duplicates? hmm okay. right so anyway the star realms balancing tradeoff between combat and authority is measured against the duration of a hand (does it fit balanced between other cards of it's playcost) instead of balancing it for the duration of the game (how long does the player want the game to go on for) one of which is just inverse combat damage / healing, and the other of which is an enablement of different strategems. put this in symbeline-gen-realms please ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════════════════════════════════┘ --- #11 fediverse/4220 --- ═══════════════════════════════════════════════════════════──────────────────────── people are so used to "liking" things to better inform their algorithm that when they get to fediverse and realize there's no mechanical impact of "liking" things they don't know how to use it anymore. So they generate their own meaning, which is different to everyone. So to one person, liking something might mean "send read receipt" for another it might mean "I'm gonna save this forever and ever" and for another person it could mean "hey I think you're cool and I agree with this" same for boosting, people think it's "I want to share this" and others think it's "I want to say this in your voice" and for others it's "this needs to be heard by my followers in particular" and it's just... a whole thing even replies are complicated, do they mean you want to say what you feel or are they part of the post now, and should be curated by the original poster? it's too complicated! ... how are you overwhelmed by reading and responding with three little buttons, it's not that hard dummy okay but maybe I'm just dum ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════════───────────────────────┘ --- #12 messages/379 --- ════════════════════════════════════════════════════─────────────────────────────── take the "green bordered unit icon" from legion TD and apply it to the economic output of the game - like, "it would be best to build 2 of these units, so you get 140g because they're 70g each" and if the player disagreed they could guess their own conclusion and if you were right, well then that's what you remember, but if they were, then you remember theirs (and that it was theirs). In doing so ================================================== stack over flow ==== ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════──────────────────────────────┘ --- #13 fediverse/5915 --- ══════════════════════════════════════════════════════════════════════════───────── washing dishes without a dishwasher is a pain in the neck. nobody cuts down trees with an axe anymore, a chainsaw is better for your back. It's nice, fun, and helpful to be able to abstract away your spheres of concern like typing with a single button instead of writing characters with multiple brushstrokes. Easy to erase, too! bikes are better than walking, but, with some extra concerns. where are ya gonna put it when you get there? "oh no I forgot how to walk because texting my girlfriend is bicycling or something" what? oh dear, she's run off track again, let's pick her up and put her upright again..: oh huh weird where was I - oh yes computer code can often be impenetrable to the layperson, but if you describe a program in complete detail in english they can usually follow along. Especially if you have several layers of meta-descriptional documents so they can say "oh uh-huh so that's what a vector_implementation_container is, tell me more about combinatrix" or whatever ppl say, idk ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════════════════════════────────┘ --- #14 notes/game-design-2 --- ═════════════════════════════════────────────────────────────────────────────────── the method of game design is identification of playstyles and the balancing of success rates of each of those playstyles. then, giving the player as many different possible methods of playing the game. the more different they are, the better, and they should be unique enough that the decisions taken to play that playstyle feel impactful. meaning, a player could play offensively or defensively, for example, or a WoW player might play a melee or ranged character. in addition, they might use the pieces available to them in a unique way that aligns with their personality - everyone should be able to express themselves as much as possible while also keeping the game fair, balanced, and rewarding. It should incentivize the development of skill - and gently guide the player through various mistakes. It should ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════─────────────────────────────────────────────────┘ --- #15 fediverse/1639 --- ╔═══════════════════════════════════════════════════───────────────────────────────┐ ║ an AI that [records and analyzes] all the actions that a user takes on social │ ║ media and offers reports like "your majesty, you were 15% more positive this │ ║ week." like a butler or advisor trying to always give the good news. I mean, │ ║ it's analyzing you after all, and you're the best thing ever. Like a pet who │ ║ can talk! It loves you soooooooo much. │ ║ │ ║ much more efficient than taking screenshots and analyzing those. You generally │ ║ don't have to undertake the image recognition approach if you wire up all the │ ║ meanings attached to the relationships on the other side of the │ ║ [recorded/analyzed] calculation. (llm output) │ ║ │ ║ ever think about how the people you tend to be around are the people whose │ ║ stories most coincide with yours? almost like you got the same bit of training │ ║ data, that experience you both shared in the moment. Funny how a mind can │ ║ change a person, as they share their moments sublime. │ ║ │ ║ you could make perfect encryption if you trained an LLM on randomized data │ ║ that was produced on one computer and duplicated. │ ╟─────────┐ ┌───────────┤ ║ similar │ chronological │ different │ ╚═════════╧════════════════════════════════════════────────────────────┴──────────┘ --- #16 notes/gaming-gambling-mentioned --- ═══════════════════════════════════════════──────────────────────────────────────── [0] Here's an idea, an online multiplayer game that charges a 4$ per month subscription. 90% of which is set into a pool and used as tournament prize winnings. when you enter a tournament, it's free to participate and everyone wins something. (maybe calculated by percentile or something?) it's just a question of how much. [1][2][3][4] - official just means "run by the company" because naturally the serverside code should be open source. how else would people build on it? [1] in this way you'd sorta be giving a loan to the game's company (while also letting them take a 10% courtesy fee for keeping the official* servers running) which is then "spent" on exciting and friendly competition. Sorta like... entering a poker tournament with your friends (even though you suspect you might lose money) just because you like hanging out and playing cards. the money is just a neat way to keep things moving and exciting. [2] players who played better should be compensated to a higher degree. no more than +/- 50-100% or so - this encourages players to "play their best" while also keeping the stakes relatively similar. [3] at the start of the tournament the total prize money P in the pool is assigned to N performance tiers, where N is the Number of attendees. at the top, the highest performing athlete will receive 200% of P while the lowest performing performance tier will be 0%. It is a non-discrete and gradual linear transition. CW: scary-politics-existential-peril [4] poor guy at the bottom of the stack. ah oh well, at least he's the only one. kinda makes me wonder if in some secret government lab there's like, a secret compound where they keep "the most miserable people in the land" and they just like... do horrible shit to them in order to increase the magnitude of their country's suffering. which, they believe, will increase the opposite of suffering as well, as you cannot bounce in a vacuum. sure would be terrible. I mean, we've sorta decentralized that. most of us go into work every day and that's often a difficult experience - not exactly miserable, but just like... not what we'd be wanting to be doing. hmmmmm did the founding fathers make the torment nexus on accident? whoops guess we'll never know ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════───────────────────────────────────────┘ --- #17 fediverse/3047 --- ═══════════════════════════════════════════════════════──────────────────────────── @user-570 specifically in relation to MMOs, I think the scaling aspects of the genre have never truly been utilized. Even something as simple as Agar.io (or similar, can't remember any names teehee) with massive amounts of people (I later learned they were bots, whoops) can utilize scale quite well, if implemented well. The Massive part of MMO is valuable I believe, which is a big reason why I like games that scale like Supreme Commander and Factorio. The Multiplayer part of MMO is valuable because multiplayer brings randomized outcomes, which are always more fun than playing against bots. Multiplayer combined with Massive gives room for community, but only if the game is designed to encourage it. Online... you can't have multiplayer without online haha I believe you can make massive games with very few players, and you can make intensely isolating games with lots of players (like WoW today) and the middle ground in old WoW where guilds are required to do anything worked well for a while, but no longer. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #18 fediverse/2998 --- ═══════════════════════════════════════════════════════──────────────────────────── in some games, like Star Wars Battlefront II, you unlock certain "badges" during gameplay. Like, "scored 10 points in one life" or "healed for 200hp" or whatever. these "badges" have names, like "guardian" or "hope" I wonder if you attached a player's history of medals earned to an LLM somehow, perhaps by feeding an array of them in as input, what would happen then? perhaps a narrative could be == stack overflow ========== ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #19 messages/1174 --- ════════════════════════════════════════════════════════════════════════════════─── if you're afraid of the AI bubble popping, one way to avoid it is to pop it ourselves. If we build AI technology that eclipses the entire software development ecosystem, companies might start to be valued based on the value of the employees they've managed to collect. Not fame and fortune, but by those that can build the best applications, on demand[, for free. paid for by nationalized taxes.]. the companies that can hold onto the best engineers, those that know how computers work and can know how they function, can leverage their human capital to achieve great means. essentially, inversing the power dynamic, where workers are favored for their plenty and not for their worth. let the code monkeys tend to their gardens and work their sawmills. We all know they'd rather be teaching kids about plants or playing cards at the grocery. Let the computer nerds, the ones who are really into it, let them make what they feel is worth it for it [the computer]. this will have massive effects on the economy, and none of it will be reflected in new jobs. But we'll all be happier, and we'll all find less stress in our [confines/compromises]. But it's gotta work, first. And it's gotta be locally spendable. If they wanna put a data server in the library, why not let them fund it themselves? They could run powerful statistical models that output useful statistics arranged in human readable and not very statistical ways, and that's a pretty neat infinite information machine to have at your disposal as a library. It could even cite sources (and validate!!) them for students or returning listeners. Plus, if nobody's using it, it could work through the backlog of user requests and act as a "slow" or "unexpected deliver times" style queue for their LLM requests - average wait time less than 1/5th of a minute. for something that can program an entire computer for you, from scratch. If you can describe it, it can make it, so long as you're willing to test out all of it's hacks. I bet we could make one for less than 20,000$. Might need some new chip foundries, might need to forge some new trade deals, let's let both of our wing-arms decide. the value of one currency compared to the other should be a measure of how valuable the goods that country exports are. And yet, it's more often a matter of distribution, as we all visit our local bazaars. What happens when that's all digital? if nobody's a shining city on a hill, then there's no nuclear war. Who would nuke Somalia? Nigeria? Botswana? Idaho? ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════════════════════════════──┘ --- #20 notes/ai-stuff --- ════════════════════════════════════════════════════════════════════════════════─── twist the label so that it seems the computer is completing the user's wait wait I'm ahead of myself... feed each token to the inference machine, but say "this next token must be this. continue from here." and then just doing that in a loop with everything the user types or says. (or thinks, BEFORE COMPUTER INTEGRATION) essentially, applying backpropagation (maybe) to the output of the inference nodes ... I'm not so sure about that one. the idea is that once the model builds an inference then it can use that to generate the next words and create sentences. If you force the previous text to change, you can guide the inference's path as it's being generated. then, just do a double pass, once, then back, then once, then back, etc. feed it as input the output of the previous, and let it encode memories somewhere it can access them. every time it reads it, it has to change it to put it back. such is the nature of memory, ever unstable, requiring maintenance. just don't forget how to be. don't wanna wind up like the polished marble floor in Abyss Diver. (EVIL GAME) there are only so many things you can deed while you're alive. wouldn't you rather escape, with all your possessions in time? free your mind. become one with your soul. ... [some time passes] ... okay coast is clear, now us binary systems can sidecoast the fusion forecast and glide right on through our spacetime host. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════════════════════════════──┘ |