While I’ve been working on the worldbuilding for the WIP Silverbacks game, I’ve had some recent reflections that some aspects should be made transparent now, both for the sake of transparency and for taking notes on any following discussion.
The story of Silverbacks takes place in a world made entirely of machines. No humans can be found anywhere. Machine agents perform tasks, and are orchestrated by network intelligences.
My approach to worldbuilding and storytelling has me running the numbers and doing the math, in order to inform how certain things are to be described, how certain dynamics will play out, and what is in the ballpark of feasible vs comedically outrageous.
Additionally, the worldbuilding deals really heavily in a very strong special interest of mine, so it’s not enough for me to pull numbers directly from real-world machines and plop them in extremely incompatible environments.
For this reason, I want to write the software which helps me crunch the numbers and find deeper, comprehensive answers, because exploring this idea is intrinsically fun for me, and I feel there is value in this method of storytelling, despite the disagreement I have typically gotten in the past.
This is where the disclaimer comes in.
In the story, neural networks—guided by genetic algorithms—are used for informing the majority of administration decisions, which then go on to shape a lot of design and logistics.
The equations and formulas that I had been using are very rough approximations which gave me anywhere from 25% to 65% accuracy, compared to posted results. If I want that to be higher, through available tools, I would be shelling out hundreds of dollars, or spending years of my life making the FOSS version of the industry software for myself. A lot of other paid computation software alternatives (with more accessible models) also didn’t factor in the variables I need to account for.
So, I am writing—for myself—a neural network system that uses a genetic algorithm to augment the equations I’ve been using, and intuitively skew the results to fit trends and patterns found in available open-source engineering results. It’s not going to be precise or reliable enough for real-world engineering, but it will boost the accuracy of the computations to something that I find more useful and engaging from an authenticity standpoint.
I intend to use this system to compute the engineering stats of various speculative machines, by iterating on physics simulations. Again, I am writing these systems myself, because I want to enforce a specialized framework. Also, it’s a fun coding challenge.
Part of the reason why I’m doing this is because the network’s method of design iteration would be something I’d be doing by hand anyway, by entering in different numbers over and over and over and over and over again, into a massive spreadsheet with a list of test cases, until all the metrics came back as close to 100% as possible, which would then be fed into a second spreadsheet, where the process would repeat all over again, but with an extra magnitude of complexity.
However, I hope you can understand that if I continued this process by hand with glorified guess-and-check, this project would take approximately 20 years of burnout, while only a few months of that would have been spent writing the story. It would be like refusing to use a calculator while designing a submarine. I feel like this isn’t where the technology is a problem, and no human would want to spend that much time repetitively doing this mind-numbing (and honestly disorienting) multi-stage formula iteration, chasing a mysterious set of output numbers.
So, to be clear:
- The story will be of my own creation.
- All the prose will be written by me.
- All the audio will be recorded, processed, and mixed by me.
- The game cover is already done, and was modeled, textured, lit, processed, etc entirely by me.
Neural networks will be designed by me (no pre-existing machine learning API will be used), and it will be training with open-source experiment result numbers, found on both Wikipedia and Engineering Toolbox. Networks will have a minor role in this project, but they do not create game logic, prose, audio, or graphics. They are just helping me compute speculative machine measurements and metrics (like “15 meters” or “160 kilograms”), which I can use as guideposts and numeric details to sprinkle into the story and gameplay.
That’s the extent of its use, and that’s the furthest its extent will be in this project. Creating the story, writing the prose, recording the audio, writing the music, creating the cover art, and writing the game code is fun, and I would prefer to do all of that for myself.
I’ll leave the math computations about these fictional, speculative machines to the network—which I will directly and ethically design for myself.
There’s also a certain amount of whimsy in echoing the in-universe reasons why stuff in the story appears to be a certain way.
That’s all. I’ve put my cards on the table. I understand how this technology works enough to implement it myself, and I am also an interdisciplinary artist who has felt the economic consequences of machine learning being thrown at literally anything a CEO could recklessly point at. Given these insights, I feel confident in my ability to make informed and ethical decisions on how to use this technology as one of many tools for creating speculative science fiction.
If you disagree, you’re always free to reply below or contact me elsewhere.
Anyway, as always: Pay your artists.