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Joined 1 year ago
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Cake day: June 14th, 2023

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  • While it’s true that linear algebra and vectors are used in learning models, they’re not using the term correctly in a way that says they know something about the subject (at least, the modern subject). Concepts aren’t embedded as vectors. In older models (before the craze), concepts were manually embedded as numbers or a collection of numbers, which could be a vector (but could be something else as well), and the machine would learn by modifying weights. However, in current models (and by current, I mean at least more than a couple years), concepts are learnt by the machine (weights are still modified by the machine as well) and the machine makes its own connections between features presented to it.

    For example, you give it a dataset of 10x10 pixel images (with text descriptions) and it reads that as 100 pixels split into 3 numbers (RGB) and then looks for connections between those numbers and in which pixels. It’s not identifying what a boob is, but knows that when an image has ‘boob’ in the text description then there’s a very high likelihood that there will be a circular collection of pixels with lots of red somewhere in the image that are also connected to other pixels that are often also lots of red. That’s me breaking down what a human would think given the same task/information, but the reality is the machine will come up with its own connections/concepts which are both often far better than humans (when the model works, at least) and far more ineffable to humans.







  • Humans certainly don’t make new things out of nothing. They also take from different sources and combine them together to make something new, whether that’s direct inspiration or on a more abstract level through the brain.

    Learning models aren’t generating art any more than GIMP or Photoshop is. It’s the person behind the tool that makes the art, not the tool. There’s certainly an art to prompt smithing.

    I feel like a lot of people dismiss generated art simply because it’s new (and because as a byproduct is spits out dozens of junk pieces before getting anywhere good). I don’t see how it’s that different from someone using photo-editing software built with dozens of algorithms instead of a ‘pure’ drawing pad, or someone using a drawing pad instead of a pencil, or someone using a pencil instead of chalk. It’s a tool, and a great one at that in comparison to many digital tools for artists.


  • It’s to keep design space open and to minimize developer work.

    Let’s say we decide to keep an overperforming gun. It does all the things. It has all the ammo, all the damage, all fire rate, all the reload speed. Now, all future weapons have to be made with that as a consideration. Why would players choose this new weapon, when there’s the old overperformer? The design space is being controlled and minimized by the overperformer. Players will complain if new weapons aren’t on the level of the overperformer.

    Now, let’s say we have ten weapons with one clear overperformer. Now, we can either nerf a single weapon to bring it in line with the others, or buff nine weapons to attempt to bring them up to the level of the overperformer. Assuming the balance adjustments of each weapon are the same amount of work, that’s 9x the effort. However, if we assume we do this extra work to satisfy players, now we have ten overperforming guns and players find the game too easy, so now we also have to buff enemies to match. However, the game isn’t designed to handle these increase in difficulty. Players complain if we just add more health to enemies, so we have to do other things like increase enemy count, but adding more enemies increases performance issues. It’s a cascading problem.

    I consider nerfs a necessary evil. It’s absurd to ask developers to always buff weapons and give them so much work when they could be developing actual additions to the game. Sometimes, a weapon really does need a nerf.







  • A singleplayer open-world sandbox RPG in the vein of Skyrim, but you have powerful abilities on cooldowns like in MOBAs/Overwatch, command troops like in Mount & Blade/Blood of Steel/Conqueror’s Blade, and can go around conquering cities/developing your own nation culturally/socially/technologically/economically/etc. like Civilization but more open-ended where you can do things like decide actual religious doctrine and encourage specific aesthetics/music/social norms.

    Obviously, though, such a game is incredibly ambitious and I don’t think it’ll ever be made, as it takes the most unique and hardest-to-make parts of several other games and then combines them. Still, I’d love to play it.