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Messages - McTraveller

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1
More seriously, I think if we keep going with LLMs, I think we'll "defeat" them by some form of prompt injection attack. Either we'll distract them, give them a complex, Inception them, or something similar.

Basically, psychologically hack them. After all, that's what happens to humans. There's probably some heuristic like "any intelligence smart enough to be an 'intelligence' is inherently weak to persuasion of some sort or another."

2
Well if you can "tweak" the laws of physics slightly, knock yourself out!

Quote from: obligatory ST:TNG
Q: "Just change the gravitational constant of the universe!"

3
ARCHETYPES.

4
General Discussion / Re: Things that made you sad today thread.
« on: May 16, 2024, 02:10:12 pm »
I think it's more amusing that the emissions rate was quoted as a speed (kilometers per hour), which is a fairly odd unit to measure emissions.

I just have this silly image of farmers, cackling wildly as they are "emitting" while riding fast-moving vehicles.

5
Other Games / Re: Seeking Dynamic Economic Games
« on: May 16, 2024, 09:25:31 am »
Ok so with that definition, PU does indeed have "dynamic currency".  There is one mechanism by which currency gets "created" by players, and this is injected into the economy via two market effects.

The mechanism is:  for a select few commodities in the market, the NPCs (governments) of each of the four "factions" have infinite buy orders at some fixed price.  There are two general classes of commodities which have infinite buy orders: economy-starters and wealth-builders.  Economy starters are like the NPC governments willing to buy an infinite amount of Hydrogen at one currency unit per unit of Hydrogen.  Wealth-builders are the NPC governments willing to buy a commodity that is difficult to produce (requiring a lot of inputs and supply chain) for a high price; say, one unit of High Tech Widget for 50000 currency units.

So what happens is, when the universe is young, not enough people have cash to buy things, but they are making a lot of basic materials, so they sell those basic materials to the NPCs to get some cash.  But as soon as people have enough cash, people are going to start buying commodities for higher prices than the NPC price: if I need Hydrogen to make my factory work, I want to buy the Hydrogen and so to get it instead of the NPC getting it, I have to offer something like 1.10 currency per unit of Hydrogen.

As the universe matures, people want more money, so they build more complex supply chains to be able to make the "wealth-builder" items.  These items are not usually in demand by the players, so the people making them can sell to the NPC at the "low" NPC price.

On the flip side, there are a few currency sinks: any market transaction has a tax; if the NPCs take the tax, that is a currency sink. Renting NPC station space I think is also a sink.  On the market side, if there is really too much currency floating around, if production from the player base is not high enough, the NPCs do have a few commodities they will sell an infinite amount of at very high prices.  For example, the NPCs might sell 1 unit of hydrogen for 100 currency units.  So if the players have such a high demand for Hydrogen, and enough currency in their bank accounts to afford it, they'll buy up all the player-produced Hydrogen and then have to pay 100 currency/unit to get it from the NPCs.  But very quickly, people might start producing hydrogen, because they can sell it for 99 currency/unit, etc.

So this to me is dynamic currency - players control the money supply by making goods to increase the supply so much the price drops to the NPC "create money" price (players need money, not goods) and by buying goods at higher and higher prices until the prices rise to the NPC "destroy money" price (players need goods, not money).

It's also fascinating because there are four independent currencies, only linked by the forex market and through trading of actual commodities.  So currency A might be 3 units per Hydrogen, but currency B might be 5 units per hydrogen.  What's really fun is that the forex trade, though, might not be in that 3:5 ratio, which means there is significant opportunity for making profit off the differences.

6
AI fighter pilots are just about as good as humans now. Honestly, I don't think it will take long until its significantly better than humans in actual combat.

This is inevitable, because AI "pilots" are not limited by G-forces like squishy meatbags. Basically you can make aircraft that perform at materials limits instead of physiological limits, and if you do that you don't even have to be that "good" to outperform a human.

7
stuff like security questions will also be active vulnerabilities.

Wait, people answer those with the actual answers to the questions? I usually answer stuff like "The street you lived on when you were in the 1st grade" with something like "four score and seven years ago".  Basically it's impossible to "learn" the answer to those.

8
People are still confused about inflation.

Simple example: "record corporate profits are a sign of greedflation!"

But if you had constant inflation, and basically stable corporate performance, every single year would have record profits ... in nominal terms.

I haven't seen many reports on if we experiencing record nominal profit, or if we are experiencing record profit margins.  The latter is the one that could indicate price gouging, not the former.  Although in fact you'd probably have to look at both nominal and margin to get a clear picture; profit margins (and nominal increase) can also occur without a change in total company revenue due to efficiency gains.

9
Needs more context... what was it yesterday? Is this a big change? Related to the trade embargo with Israel?  Is there something special about the 32.27 number specifically?

10
Other Games / Re: Seeking Dynamic Economic Games
« on: May 15, 2024, 09:11:52 am »
To fulfill the currency mechanic a feature that changes the fundamental value of the currency directly is needed. Changes in price as a result of trade is more on the commercial side of the equation.

I don't want to derail the thread too much, but can you expand on this? What is the value of a currency except in relation to trade?  Do you have a concrete example of what a "direct change in the fundamental value of a currency" would be to help us understand?

11
General Discussion / Re: Things that made you sad today thread.
« on: May 14, 2024, 09:00:33 am »
Quote from: mainstream media website
more than quadrupled from 27.5% to 100%

I don't have any other emotion than sadness for errors like this.  How have we fallen so far?

12
It's also too easy to think that "the US" is a homogenous situation - making a statement about the housing markets and population as a US aggregate number hides a lot of detail behind averaging effects.

It's much more interesting looking at differences between urban, suburban, and rural areas; trends in specific states, etc.

13
Life Advice / Re: The Generic Computer Advice Thread
« on: May 12, 2024, 05:07:00 pm »
Turns out it's a combination of poor WiFi signal and a failing drive.

The signal issue is easily remedied for "free", but the drive is going to have a material cost :(

EDIT: the drive is the main culprit. I've got a hardwired connection to the NAS at the moment, and it's claiming another 22 hours remain to back up 10GB.  That's 126kB/s average transfer rate...

14
General Discussion / Re: Space Thread
« on: May 11, 2024, 10:29:30 am »
Ok I found a hosting site. Not the greatest quality, I just snapped with my phone:

Spoiler: lower on the horizon (click to show/hide)

Spoiler: directly overhead (click to show/hide)

15
General Discussion / Re: Space Thread
« on: May 11, 2024, 07:16:29 am »
My brother said he saw aurora at his house, quite a bit south of me, at 34°48' N!

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