Chat GPT-3 has opinions on games

I actually can envision the eventual benevolent AI winning out over anything more nefarious.

Can’t say much about work, but it’s not hard to infer if you dig into my LinkedIn profile.

But why is that? That’s what we are trying to discuss… wait, are you an AI? Holy shit!

Okay, write me a response that explains your position to an audience that believes the opposite point of view. :wink:

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And we’re the ones falling victim to TV tropes re:Evil AI?

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I understand well that DavidC is not allowed (and doesn’t want) to tell details of his job.

But without telling job details I think there are not so much different areas for AI:

  • processing user input
  • processing input from sensors
  • processing input from a database

This is probably not a complete list, but I guess it boils down to these.

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@Pebblerubble For sure. I think AI will revolutionize many industries for the better. AI surgery and medical diagnosis will improve our recovery and health immensely. That sort of stuff excites me.

I do worry about social harm to our society, which I feel will be the “first contact” so to speak. If you can agree that social media has done some harm to us… imagine a personalized AI feeding you your media constantly, tracking your reaction to content before you can even process how you feel about it, adjusting the flow to keep you watching so that advertisers can maximize their profits and platforms can retain users.

This is what is already happening with YouTube and it’s recommendation algorithm. It’s not hard to go down a rabbit hole on that platform. There have been a few times where I just had to stop because it was feeding me too much of one kind of opinion… and I felt that I wasn’t thinking for myself. That kind of scared me. This is how I see AI harming us… because I’m witnessing it.

Imagine when it gets competent enough that we don’t realize we’re being conditioned. It’s like having a parent that never says no. That’s not healthy, but that’s what’s happening.

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Yes, and the sad thing is that all people I know and who listen to YT or Spotify etc. don’t care about being manipulated.

And let me quote from a book I’m reading:
Someday workpower will be obsolete. Then only one thing will decide whether you belong to the slaves or the masters: It’s the fact who owns the machines.

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6 posts were merged into an existing topic: Pulled message from ARG topic

Here’s GPT 4o:

Compare counterfeit monkey and a mind forever voyaging.

Summary

“Counterfeit Monkey” and “A Mind Forever Voyaging” are both notable works in the interactive fiction (IF) genre, though they differ significantly in their themes, mechanics, and narrative approaches.

Counterfeit Monkey

Developer: Emily Short
Release Year: 2012

Overview: “Counterfeit Monkey” is an interactive fiction game set in a world where language manipulation is literal and central to gameplay. The game takes place in Anglophone Atlantis, a fictional island where the protagonist uses a device that can alter words and their corresponding physical objects.

Themes:

  • Language and Wordplay: The core mechanic involves altering words to change the environment and solve puzzles, highlighting the relationship between language and reality.
  • Identity and Transformation: The narrative explores themes of personal identity and transformation, both literal and metaphorical, through the protagonist’s journey and the game’s wordplay mechanics.
  • Political and Social Commentary: The game subtly critiques societal norms and government control, reflecting on the power of language and censorship.

Mechanics:

  • Word Manipulation: Players use the “word-altering” device to transform objects by changing their names, which requires creative and lateral thinking.
  • Puzzle Solving: The game focuses heavily on solving intricate puzzles that require manipulating language and objects.
  • Exploration: The player explores various locations in Anglophone Atlantis, interacting with characters and uncovering the story through these interactions.

Narrative Style:

  • Humorous and Clever: The writing is witty and clever, with a strong emphasis on humor derived from wordplay and puns.
  • Detailed World-Building: The game offers rich world-building, creating an immersive setting that feels both familiar and fantastical.

A Mind Forever Voyaging

Developer: Infocom (written by Steve Meretzky)
Release Year: 1985

Overview: “A Mind Forever Voyaging” is an interactive fiction game set in a dystopian future where the protagonist, a sentient AI named PRISM, is tasked with testing a political simulation. The game focuses on exploring different simulated futures based on a proposed government plan.

Themes:

  • Political and Social Critique: The game is a commentary on the socio-political issues of its time, critiquing government policies and their potential long-term impacts on society.
  • Artificial Intelligence and Consciousness: It explores themes of AI sentience, consciousness, and what it means to be truly alive.
  • Future and Dystopia: The narrative delves into possible dystopian futures, reflecting on the consequences of political decisions.

Mechanics:

  • Simulation Exploration: Players navigate various simulated futures, gathering data and witnessing the effects of political policies.
  • Data Collection and Analysis: The protagonist collects evidence and presents findings to influence real-world decisions.
  • Minimal Traditional Puzzle-Solving: Unlike many interactive fiction games of its era, “A Mind Forever Voyaging” focuses less on traditional puzzles and more on narrative exploration and decision-making.

Narrative Style:

  • Serious and Thought-Provoking: The tone is serious, with a strong emphasis on provoking thought about real-world political and social issues.
  • Rich Descriptions: The game provides detailed descriptions of the various simulated futures, painting a vivid picture of the potential outcomes of political actions.
  • Linear Progression: The narrative unfolds in a more linear fashion compared to puzzle-heavy IF games, focusing on story development and thematic exploration.

Comparison

  • Themes: Both games delve into societal and political commentary, but “Counterfeit Monkey” does so through the lens of language manipulation and humor, while “A Mind Forever Voyaging” takes a more direct and serious approach to critique political policies and their impacts.
  • Mechanics: “Counterfeit Monkey” is heavily puzzle-oriented, using wordplay as its primary mechanic. In contrast, “A Mind Forever Voyaging” focuses on exploration and data collection within simulated environments, with less emphasis on traditional puzzles.
  • Narrative Style: “Counterfeit Monkey” employs a witty and clever narrative, engaging players with its playful use of language. “A Mind Forever Voyaging” is more somber and thought-provoking, aiming to challenge players’ views on political and social issues.
  • World-Building: Both games excel in world-building, but “Counterfeit Monkey” creates a fantastical, linguistically rich world, while “A Mind Forever Voyaging” constructs a dystopian future rooted in real-world political fears.

Overall, “Counterfeit Monkey” and “A Mind Forever Voyaging” offer distinct experiences within the interactive fiction genre, each showcasing the versatility of IF in exploring complex themes through unique gameplay mechanics and narrative styles.

What are some games by Andrew Plotkin?

Summary

Andrew Plotkin, also known as “Zarf” in the interactive fiction community, is a well-known author of interactive fiction games. Some of his notable works include:

1. Spider and Web (1998)

  • Overview: A highly regarded interactive fiction game that involves the player in a complex spy story with a unique twist on player perspective and narrative structure.
  • Themes: Espionage, deception, and puzzle-solving.

2. Shade (2000)

  • Overview: A psychological horror game that starts in a seemingly mundane apartment but gradually transforms into a surreal and disturbing experience.
  • Themes: Reality vs. illusion, psychological disorientation.

3. The Dreamhold (2004)

  • Overview: Designed as an introduction to interactive fiction, this game features an amnesiac protagonist exploring a mysterious and intricate environment.
  • Themes: Memory, exploration, tutorial for newcomers to IF.

4. Hadean Lands (2014)

  • Overview: A commercial interactive fiction game that combines alchemical puzzles with a rich narrative set on a spacefaring vessel.
  • Themes: Alchemy, science fiction, complex puzzle-solving.

5. So Far (1996)

  • Overview: A surreal journey through different and often bizarre worlds, with puzzles that tie closely to the environments and narrative.
  • Themes: Journey, exploration, surrealism.

6. Hunter, in Darkness (1999)

  • Overview: A short, atmospheric game where the player navigates through dark and dangerous caves.
  • Themes: Survival, atmosphere, horror.

7. Dreamhold (2004)

  • Overview: A tutorial game meant to teach players the basics of interactive fiction while offering an engaging narrative experience.
  • Themes: Education, exploration, memory.

8. Dual Transform (2002)

  • Overview: An experimental piece that focuses on the transformation of objects and spaces, offering a unique interactive experience.
  • Themes: Transformation, experimentation.

Andrew Plotkin has also contributed to the development of interactive fiction tools and platforms, including the Glulx and Glk systems, which are used to create and play modern interactive fiction games. His works are celebrated for their innovative use of the medium and their engaging, often thought-provoking narratives.

What about System’s Twilight?

Summary

“System’s Twilight” is a notable game created by Andrew Plotkin. Here are some details about the game:

System’s Twilight (1994)

Overview: “System’s Twilight” is a hybrid puzzle and interactive fiction game that combines logic puzzles with a narrative set in a unique, abstract computer world. It was one of Plotkin’s earlier works and is celebrated for its innovative design and challenging puzzles.

Themes:

  • Artificial Intelligence and Computer Systems: The game is set in a digital world populated by various AI entities and computer-like elements.
  • Logic and Problem-Solving: The game heavily focuses on puzzles that require logical thinking and pattern recognition.
  • Exploration and Narrative: While primarily a puzzle game, it also features a narrative that unfolds as the player progresses.

Gameplay:

  • Puzzle Mechanics: The core gameplay revolves around solving a variety of logic puzzles, including grid-based puzzles, pattern matching, and other abstract challenges.
  • Exploration: Players navigate through different sections of the computer world, each presenting new puzzles and narrative elements.
  • Narrative Integration: The puzzles are integrated into a story about the restoration of a damaged computer system, with the player interacting with various characters and entities within this digital environment.

Legacy:

  • “System’s Twilight” is considered an innovative blend of puzzles and interactive fiction, showcasing Plotkin’s talent for creating engaging and intellectually stimulating games.
  • It remains a cult classic among fans of puzzle games and interactive fiction due to its unique approach and challenging gameplay.

“System’s Twilight” is a testament to Andrew Plotkin’s creativity and his ability to craft compelling and intellectually rewarding experiences in the realm of interactive fiction and puzzle games.

I’m going to upload a transcript of a playthrough of a parser-based IF game.

Response

Sure, please go ahead and upload the transcript. I’ll take a look at it and help you with any analysis, feedback, or other insights you might need.

(Uploaded a transcript of the original competition version of Whom the Telling Changed with the following prompt.)

Consider the file ‘tell-scr.txt’. What game is it?

Response

The game in the transcript is “Whom the Telling Changed” by Aaron A. Reed. This interactive fiction game was first released in March 2005, and it blends storytelling with cultural and social themes, focusing on the interplay of narrative and decision-making within a tribal community. The player takes part in a storytelling ritual that affects the decisions and fate of their people, exploring themes of leadership, conflict, and cultural values.

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I’m even more convinced now that we’re nowhere near AGI given the existing technology.

Vector databases can only give you what exists. They can’t accurately connect things or see large concepts without the glue of human interaction. The tech that can do that hasn’t been invented yet and LLMs are not it.

There are threats to some industries though. Any information-based business where their guidance is public knowledge can be trained into an effective model and replace that business’s activities. Tax preparation comes to mind. The government publishes all of the tax code. It will be trivial to train an LLM model to do even the most complex tax returns.

The current AI craze is the dumbest bubble ever and maybe even dumber than web3/blockchain.

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Good take.

There are threats to some industries though. Any information-based business where their guidance is public knowledge can be trained into an effective model and replace that business’s activities. Tax preparation comes to mind.

They’ll find some way to make it illegal to use the technology that way, gimping easily accessible LLM implementations so that they won’t work for much of anything economically viable, and making use of LLMs through approved systems part of expensive software packages that will practically just turn “AI-powered” into a marketing label and blocking practical use of this technology from ordinary customers except for an enhanced inline chatbot.

That’s why I want to use it now before it gets too gimped and commercialized. I mean, it’s already just about there. Of course, making our own LLMs would be a lot of fun. Maybe it won’t be illegal to ask GPT or Gemini to teach me how to do that before I get around to trying it on a Linux box at home.

And I still like blockchain.

There are a crazy number of open source models on huggingface. The cat is out of the bag. Pandora’s box is irrevocably open.

Our wacky first amendment will protect anyone using an open source LLM model to do taxes.