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Joined 1 year ago
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Cake day: June 9th, 2023

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  • What’s ironic is that the main purpose of reCAPTCHA v2 is to train ML models. That’s why they show you blurry images of things you might see in traffic.

    AFAIK the way it works is that of the 9 images, something like 6 are images the system knows are True or False, and another 3 are ones it is being trained on. So, it shows you 9 images and says “tell me which images contain a motorcycle”. It uses the 6 it knows to determine whether or not to let you pass, and then uses your choices on the other 3 to train an ML model.

    Because of this, it takes me forever to get past reCAPTCHA v2, because I think it’s my duty to mistrain it as much as possible.


  • You would also think that Rockstar would want to stop those kinds of cheats just for greedy reasons. If there is some kind of ultra-powerful flying saucer item available, it’s probably something that they sell to players for money. At the very least, when someone spawns something like that, check to see if their account purchased it.

    So much of the rest of the stuff could be handled using heuristics. The average player gets X headshots an hour, this player is in the 99.9th percentile. Maybe they’re just very good, but let’s flag that account and see if there’s anything else suspicious about their playing. That’s the thing about an MMO, you have vast amounts of data about players so there’s a lot of stuff you can use to see if something is normal.

    I guess if they’re not doing it they’ve done some business calculations and decided that investing $X in techniques to ban cheaters won’t result in at least $X more in revenue from happy players who want to play more now that the cheating has been reduced. I wouldn’t be surprised if they’re counting on making money off the cheaters somehow – maybe they periodically do get detected and banned and have to buy a new copy of the game. So, the math now says you don’t want to be too aggressive about the cheaters because they’re a good, reliable source of revenue.


  • It’s amazing to me that Blizzard spent 15 years with the PvP realms in such a broken state. It was only when they introduced “war mode” and the option to turn it off that people finally had some relief.

    What finally made them address the problem was that many PvP realms had become 95% one faction and 5% the other faction. That meant that any PvP encounters were very one-sided, and they were also very rare, because the outnumbered faction just avoided any areas where they might be attacked.

    Even if you lived for griefing, being on the dominant side in a 95% your-side realm sucked because there weren’t enough victims to pick on.

    I guess they wanted to make griefers happy because making the game fair for people who enjoyed PvP but didn’t want to grief others would have been relatively easy.


  • That’s one thing I’ve always admired about Eve Online. It’s an MMO that’s almost entirely player driven. Various sectors of space change hands between different factions of players. That results in the sorts of things you’re talking about. Unfortunately Eve has extremely boring space battles (for players, for watchers it can be fun), and a toxic community.

    But, I’ve always wanted an RPG where the world evolved. To me, the key thing to make that realistic would be NPCs that didn’t respawn. Like, if you killed a certain golden dragon named Gurnadom, that dragon was dead, gone, nobody else could kill it. There would be no Gurnadom killing guides because there was only ever one Gurnadom and only one group of players ever killed that dragon. There might be tips on killing golden dragons, but each dragon was unique so it wasn’t a matter of watching videos and understanding the patterns. Each fight against a golden dragon could only happen at most once, and every fight was unique.

    And, in any game involving war, there should be permanent destruction of things: fortresses that were attacked would take damage over time and eventually be turned into rubble. A side that’s winning a war should be expanding its territory. As a result, where a player can safely go should depend on the progress of the war, which is something not programmed into the game, but player driven.

    I’m just so tired of the WoW style of MMO where the player is “The Champion” who has saved the world multiple times… along with the hundreds of other nearby players who are all the one-and-only champion who also killed a certain raid boss over and over every week for a month.


  • Some of my favourite games use procedurally generated maps. But, those maps are not hand-sculpted the way MMO dungeons are. And, while you could certainly use generative AI to come up with generic babble from NPCs, that’s not the same as designing entire quests. It may be that eventually a generative AI system will be able to do everything a human could have done: hand-crafted maps, full quest chain dialogue, etc. I just think we’re nowhere near that point yet.

    For example, a quest chain almost always has a goal behind it. You’re revealing a certain aspect of the story to the player bit by bit as they complete parts of the quest. But, to do that you need at least a very basic theory of mind. You need to understand what the player knows before the quest chain starts, what each bit of the quest chain will add to their knowledge, and then what they’ll understand at the end of the quest chain. That “theory of mind” stuff is the thing that generative systems just can’t do right now because they’re just fancy auto-complete.

    As for auto-generated dungeons, WoW tried that with Torghast in the Shadowlands expansion, and it was not well received. Granted, part of the problem was that Torghast was a depressing, death-themed “dungeon”. But, a bigger issue was that there was no intention behind the design of the levels. It was just a randomized set of corridors that fit together in a random way. Good dungeon designs require intention. You want to reveal something to the player as they go through the dungeon. Ideally you want to know that you’re working your way towards a boss. WoW’s black temple raid is a good example of this. You start in the sewers, you work your way out into a courtyard, you enter another building, clear out the ground floor and open a door that unlocks access to a set of staircases that works its way to the top of the building. You beat the Illidari council which allows you to access a door that opens to the roof of the building where you face the final boss Illidan. I don’t think generative AI is anywhere near being able to come up with a concept like that, let alone design the maps and art for the whole thing.


  • The sad thing is, I think those days are 100% over. With data mining, wikis, etc. I think there will never be a game that’s played mostly in-game with in-game tools, with people chatting in-game about how to do overcome various challenges the game throws at you. The world has just moved on. I never played something as hardcore as Ashron’s Call in the early days, but I do miss the early days of WoW when so much more of the fun was player-driven, and there was so much more interaction with other players.

    I think that’s one reason why D&D is seeing an increase in popularity. It’s a game where you can optimize things to some extent, but because it’s human-driven, a DM can mitigate that somewhat. It’s also inherently social, and it’s impossible to data-mine, and difficult to min-max because each campaign is different and many DMs have slight variations on the set rules.


  • I don’t think Blizzard understands how to make a social game, and I’m beginning to realize they never did. The game used to be more social, but it seems like that was by accident instead of by design.

    Like, you used to have to use the chat channels to find a group for a dungeon run. That forced you to chat. When they added dungeon finder, you didn’t need to chat anymore, making it less social. When they made cross-realm things happen, zones felt less lonely which was good for being social, but then it meant that you no longer ran into all the same names over and over, so you stopped knowing people. That was really bad for social things because it meant that people who behaved badly didn’t get a bad reputation and people who behaved well didn’t get a good reputation.

    This is a great feature given the current state of the game. But, I wonder if it will have the unintended side effect of making the community even more toxic.




  • Yeah, I’m an amateur musician and can tell the difference between different kinds of saxomophone, between cellos and violas, and so on. But, there are a lot of things I’d just call “drums” that have specialty names. I mean, how many names are there for “large upright drum that you play with your fingertips and thumbs while it sits between your legs”?




  • Yeah, I was going to say that we know that Ea-nasir’s copper was shitty.

    Obviously not everything from 1750 BC survived, but we do know that certain mediums are more likely to stand the test of time than others. Something physical with the writing carved in? That will probably last. Something with pigment on vellum, that won’t be quite as good, but you can store a lot more information per kg. Something involving bits? That won’t last even a quarter century. Something involving bits stored using magnetism and retrieved using mechanical motion? Good luck keeping that for even a decade.

    But, the thing we’ve shown will 100% stand the test of time is keeping the information flowing, though at the cost of some degradation. In the past, this was one generation telling stories to the next. When that happens, not only does the information get passed on, the language used is subtly updated in time with the evolution of the language. You don’t need to learn Akkadian cuneiform to read it, it’s available in whatever the modern language is. Similarly, if digital files keep getting passed around, it doesn’t matter if the original came on a floppy disk, and floppy disk readers are now gone. The file exists, stored in whatever medium is current. But, you get degradation with this process too. Music might be turned into mp3s with some data getting lost. Photos might be resized, cropped, recompressed, etc.

    If I wanted something to be preserved exactly as-is for centuries, I’d carve it into a non-precious metal (so nobody melted it down). If I wanted something to be easily accessible for centuries, I’d try to share it as widely as possible to keep it “in motion” and in a format that was constantly up to date.







  • merc@sh.itjust.workstoTechnology@lemmy.worldSome basic info about USB
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    18 days ago

    Yeah, Display Port is old, but I’ve never seen that P and D symbol before, or at least never noticed it. And, even if it existed before Display Port over USB, you’d think that that potential confusion was a good opportunity to come up with a new logo for something that would be put next to a USB port.

    It’s almost as if having all these different features would be easier to differentiate if they had different physical shapes.

    I think the goal was always that you’d only ever need one type of port and one type of cable and that that port and cable could do anything. Unfortunately, because there are so many revisions and so many features are optional, you’ve now got a situation where the port is the right shape, the cable fits into the port, but you can’t get the thing to work without reading the fine print, or without decoding obscure logos.