At the same time, there's some commonality for what words mean in different contexts. For example, even though we all have our own experiences with the concept of "dog", there's a common core where we have enough of an understanding what other people refer to as "dog" to allow discussing the concept. Likewise, for most people, dog is more similar to cat than to house.
Imagine if we could build a machine that reads a bunch of texts and tries to extract this meaning by looking at which words commonly co-occyr with other words in different contexts. Perhaps something interesting would happen...
Yes, but the qualia could be completely different and we'd never know.
For all I know you don't just have a completely different experience of red, but a complete different experience of geometry and spacetime.
Your subjective experience of vision could be a mirror of my own. But we'd both still associate "right" with the same half of the body.
You might not "feel" curves and lines the same way.
As long as everyone's mappings and weights are identical, the qualia themselves could be anything.
We assume the qualia would at least be recognisable, and they can't be too different because there has to be a common core of experience categories, with recognisably consistent relationships.
But beyond that - anything works.
This isn't a hypothetical because once you get into politics and ethics, the consistent relationships disappear. There are huge differences between individuals, and this causes a lot of problems.
But mining costs are (cost of equipment+cost of electricity)/total coins mined, so can miners not end up in a situation where they need to keep mining to pay off equipment despite the individual coins being unprofitable?
Synthesizers! I like it because it's tactile and immediate, and you're not glued to a screen, but can create fun-sounding beats.
Nowadays there are nice, cheapish groove boxes that are perfect for noodling on the couch. I started with the Novation Circuit Tracks, and also really enjoy the Teenage Engineering EP-133. Not to say that I am any good at this, but it's an enjoyable hobby! Bonus if you are friends who are also into it and you can jam together :)
Go to modular meets, music instrument expos like Superbooth, dj sets and live concerts.
I met all my best friends this way, everybody is a record collector, beat maker or techno producer.
Record conventions are also fun, after couple of occasions you will realize how small the scene is.
Deep in the Eurorack rabbit hole myself. Trying to avoid anything that has a screen and anything that requires a computer to interact with. Patching cables and twiddling knobs is great fun. Sometimes it even sounds good xD
Oh yeah I've made some designs for a custom Eurorack style synth, but I quickly realized how expensive it would be to make a full rack.
A synth scales exponentially, to get even some usefulness requires getting a lot of modules. Maybe one day.
One of the biggest recent indie hits, Balatro, was made in Löve!
I really like it, the developer experience is so smooth for beginners, just drag a zip onto the exe and it starts. And the APIs are simple enough to memorize while allowing pretty cool rendering stuff.
Comments explaining what the code does, which is what an LLM could answer, are basically useless comments. Comments that describes why the code is how it is, is a bit more valuable, but also something LLMs cannot really reliably infer by just looking at the code.
Mathematics is the FORTRAN of the real source. Closer to a real source is probably "real" things like atoms and other universal things.
If I remember correctly, Stargate-SG1 at one point had some ideas about this sort of universal language, that multiple species could use for communication, as any sufficiently intelligent specie probably been able to see atoms and so on, but may have completely other way of doing "math-like" stuff.
Game developers sometimes make the “randomness” favor the player, because of how we perceive randomness and chance.
For example in Sid Meier’s Memoir, this is mentioned.
Quoting from a review of said book:
> People hate randomness: To placate people's busted sense of randomness and overdeveloped sense of fairness, Civ Revolutions had to implement some interesting decisions: any 3:1 battle in favor of human became a guaranteed win. Too many randomly bad outcomes in a row were mitigated.
The original link being discussed in that thread is 404 now, but archived copies of the original link exist such as for example https://archive.is/8eVqt
I used to get so many comments about how the computer opponent in a tile-based board game of mine cheats and got all the high numbers while they always got low numbers, and I'd be like "that's mathematically impossible. I divide the number of spaces on the board in half, generate a deck of tiles to go into a 'bag', and then give a copy of those same tiles to the other player.
So over the course of the game you'll get the exact same tiles, just in a different random order.
Now to be fair, I didn't make that clear to the player that's what was happening, they were just seeing numbers come up, but it was still amazing to see how they perceived themselves as getting lower numbers overall compared to the opponent all the time.
Meanwhile on the base game difficulty I was beating the computer opponent pretty much every game because it had such basic A.I. where it was placing its tiles almost totally at random (basically I built an array of all possible moves where it would increase its score, and it would pick one at random from all those possibilities, not the best possibility out of those).
My Dad used to play a lot of online poker, and he used to complain when other players got lucky with their hands, be like 'I know the chances are like 5% of them getting that! They shouldn't have gotten that!' and it always reminded me of those people.
Games like Battle for Wesnoth which have it implemented right, you’ll look at a 90-10 scenario with 2 attacks and end up with the 1% scenario. Enough to make a man rage. I have degrees in Mathematics, I am aware of statistics, and all that. And yet when I played that game I would still have an instant “wait what, that’s super unlikely” before I had to mentally control for the fact that so many battles happen in a single map.
Was good because it identified a personal mental flaw.
I worked on a game where we added a "fairness" factor to randomness. If you were unlucky in one battle, you were lucky in the next, and vice versa. Mathematically you ended up completely fair. (The game designer hated it, though, and it wasn't shipped like that)
The better option would be to just increase the flat odds. DQM: The Dark Prince is brutal with it's odds, but fair. A 45% chance is 45%.
In games like Civ/EU/Stellaris/Sins/etc It makes sense that a 3:1 battle wouldn't scale linearly, especially if you have higher morale/tech/etc. Bullets have a miss ratio, 3x as many bullets at the same target narrows that gap and gives the larger side an advantage at more quickly destroying the other side. So just give it an oversized ratio to scale the base (1:1) odds at.
That keeps "losing" realistic...a once in an occasion happenstance of luck/bad tactics/etc but also a generally very favorable and reliable outcome for your side.
For a small while I've had the idea of a [game engine/fantasy console/Scratch clone?] that comes packed with a bunch of example games. The example games should be good enough that people download it just to play them, but they are also encouraged to peek into their source code. I'd hope for it to be a sneaky gateway into programming.
For that, I'll keep this in mind: "Unlucky players may look at the source code of a chance-based effect to check if the odds are actually as stated."
The Steam version was created by one guy, but the platform ports have a couple different authors. The Google Play and Xbox PC versions, for instance, have divergences.
I wonder how the ports influence the upstream and each other. How do they keep the codebases in sync, while also accounting for platform differences?
Can't say for sure how Balatro did it, but typically you do one shared core and any platforms basically use that core in their own suitable way. Considering it's lua, would feel very natural and be relatively simple for Balatro to do it this way too. Not much to keep in sync, just ensuring the core remains reusable in the ways the platforms need it.
The Android and Xbox PC versions look more like forks for a shared codebase. Most of the platform-specific code is abstracted to a bridge, but even the bridges aren't consistent across the codebases. (Android's save system uses different methods than Xbox 's.)
A lot of indie devs actually are fine with decompiling/viewing source. Even the STS2 devs have no issue with this. I think it is great and helps the indie dev community. Seeing this has actually made me excited about game dev to the point where I'm beginning to dig in myself.
STS has a wonderful modding scene. Especially the yearly(ish) community mods which lots of people collaborated on, and the officially recognized Downfall mod, are very impressive and a great deal of fun. I think modability is a big part of the indie game success script, if there is such a thing. Even if modded players are a small share in numbers, I think they're often a backbone in the community an indie game needs to stick around.
> One of the biggest recent indie hits, Balatro, was made in Löve!
Moonring[1] is another one that that is written in Löve (apparently by the co-creator of XBox's Fable series). The base game is even available for free. I had lots of fun playing it.
Haven't used it in almost 10 years but at least back then one sticky point was that unlike unity and the like, opening the exe didn't open an IDE. Just kind of a dummy window. Also building for Mac from Windows was a nightmare since my end user was not technically literate and it didn't just run on their end. But that's likely just a Mac issue
I think this is a very important debate, and I think the author here adds a lot to this discussion! I mostly agree with it, but wanted to point out a few areas where I do not fully agree.
> Take away the agent, and Bob is still a first-year student who hasn't started yet.
This may be true, but I can see almost no conceivable word where the agent will be taken away. I think we should evaluate Bob's ability based on what he can do with an agent, not without, and here he seems to be doing quite well.
> I've been hearing "just wait" since 2023.
On almost any timeline, this is very short. Given the fact that we have already arrived at models able to almost build complete computer programs based on a single prompt, and solve frontier level math problems, I think any framework that relies on humans continuing to have an edge over LLMs in the medium term may be built on shaky grounds.
Two very interesting questions today in this vein for me are:
- Is the best way to teach complex topics to students today to have them carry out simple tasks?
The author acknowledges that the difference between Bob and Alice only materializes at a very high level, basically when Alice becomes a PI of her own. If we were solely focused on teaching thinking at this level (with access to LLMs), how would we frame the educational path? It may look exactly like it does now, but it could also look very differently.
- Is there inherent value in humans learning specific skills?
If we get to a stage where LLMs can carry out most/all intellectual tasks better than humans, do we still want humans to learn these skills? My belief is yes, but I am frankly not sure how to motivate this answer.
> "no conceivable word where the agent will be taken away"
LLM access is a paid service. HN concerns itself with inequality constantly and it's not inconceivable that some individuals get ahead because they can afford to pay for more tokens and better models than those who are poorer.