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Cake day: September 3rd, 2024

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  • The road to mitigating climate change and pollution will be filled with small inconveniences. In the grand scheme of things, is it really that big of a deal to spend a few cents on bags that are much more likely to end up properly disposed of to reduce the outsized amount of plastic bag litter and energy/oil spent on creating said bags?








  • I mean, we’ve seen already that AI companies are forced to be reactive when people exploit loopholes in their models or some unexpected behavior occurs. Not that they aren’t smart people, but these things are very hard to predict, and hard to fix once they go wrong.

    Also, what do you mean by synthetic data? If it’s made by AI, that’s how collapse happens.

    The problem with curated data is that you have to, well, curate it, and that’s hard to do at scale. No longer do we have a few decades’ worth of unpoisoned data to work with; the only way to guarantee training data isn’t from its own model is to make it yourself




  • At least in this case, we can be pretty confident that there’s no higher function going on. It’s true that AI models are a bit of a black box that can’t really be examined to understand why exactly they produce the results they do, but they are still just a finite amount of data. The black box doesn’t “think” any more than a river decides its course, though the eventual state of both is hard to predict or control. In the case of model collapse, we know exactly what’s going on: the AI is repeating and amplifying the little mistakes it’s made with each new generation. There’s no mystery about that part, it’s just that we lack the ability to directly tune those mistakes out of the model.





  • We’re committed to not only our existing slate of games but also expanding our presence in the interactive space as we continue to look for opportunities to take a more integrated approach to linear and interactive storytelling across film and TV, gaming, and theatre.

    Annapurna’s no slouch when it comes to TV/Film publishing, but if I had to speculate, I’d say there was probably some friction between the film and game sides of things as far as goals and culture go. It’s possible that the film side management was being a little too controlling of Interactive with all the Alan Wake and Control IP plans, leading to the request to split.

    Annapurna Interactive has published some real bangers, especially when it comes to truly small team indie devs. If they do reform as a new company, hopefully they can pick up that legacy and bring more stuff to market.

    Anyway, that’s all to say… go play Outer Wilds.



  • I guess the question is, what happens to the kernel when all the people who learned on C are gone? The majority of even the brightest new devs aren’t going to cut their teeth on C, and will feel the same resistance to learning a new language when they think that there are diminishing returns to be had compared to what’s new and modern and, most importantly, familiar.

    I honestly get the hostility, the fast pace of technology has left a lot of older devs being seen as undesirable because the don’t know the new stuff, even if their fundamental understanding of low level languages could be a huge asset. Their knowledge of C is vast and valuable, and they’re working on a project that thrives because of it. To have new people come to the project and say “Yeah, we could do this without having to worry about all that stuff” feels like throwing away a lot of the skill they’ve built. I’m not sure what the solution is, I really don’t think there are enough new C developers in the world to keep the project going strong into the future though. Maybe a fork is just the way to go; time will tell which is more sustainable.