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Is AI generated art ethical?

Fortunately AI is still pretty shit at writing

But I'm sure spambots on RMN will be algorithm-assisted soon enough. Already a lot of their posts almost seem relevant.

EDIT: Like I'm 90% sure this guy is a spammer/bot:
author=RestorMaster
I see nothing wrong with artificial intelligence generating texts. This is why robots and other mathematical models were created - to free people from routine and monotonous work and to allow them to work more creatively.

Is AI generated art ethical?

Fortunately Mona Lisa's copyright has expired. Copyright law hasn't made copyright last quite that long yet.


I read a tweet or something that mentioned the fact that these algorithms happily steal art for their learning process and let the public create a bunch of random images. And that they haven't done the same to music (steal music and teach algorithms to make "new" music and then just throw that stuff into the wild) is just an example of which industries have more power.

Job Board Post Issue

It's the youtube embed. You have to use a full youtube link and not a shortened one (not you.tube or whatever the shortened one is)

The embed code is ancient and prone to breaking.

Lying to Players

If this is going to be about if RNG in itself is good or bad then I probably have lots of opinions on that also.

But I'm also the kind of person who would waffle and "both sides" it. Nearly all games have some randomness. Even chess has the one random factor of who plays white and who plays black (if you really want to stretch it)

Personally I think risk management is one of the most interesting aspects of tactical games. However this can play out in different ways. Fairly recently I played the game Warhammer 40k: Mechanicum. That game has very little hit chance randomness. There are some special abilities where the description is it has a 50% hit chance but I don't know how those work because risk-averse as I am I never picked any of those :)

But that game's RNG comes in the form of damage amounts. A gun will do 3-5 damage and I see that an enemy has 4 health left. Do I play it safe and move a second character in shooting range so that even if my first guy only does 3 damage I can still finish them off or do I risk it and hope that I will do 4-5 damage and spend the other guy on something that is less of a direct threat but something I will still need to deal with at some point?

RNG based games also often rely on having enough numbers to mitigate the acute randomness. If a thing is decided on one die roll, that's probably not great. But if a thing is decided on carefully deploying five die rolls where one or two can fail without the plan falling apart?

This is why Blood Bowl is a favourite game of mine because most of that game relies on a six sided die. That means that one in six of best case scenario actions will likely fail. There are mitigating factors (rerolls, meaning that as long as you have a reroll left the best case scenario failure is one in 36) and that game is all about choosing to do the least risky things first and the riskier things later (because any failure will also result in your turn ending prematurely).


Of course (to put it back on topic) in all of this if the player is being lied to they can't make an informed decision about what to do. And this is different from not being shown certain information. (A big part of these kinds of games is some kind of scouting, finding out an enemy's HP makes a huge difference in decision making. If you know something dies in one hit or two hits greatly impacts how much resources you have to spend to get a near guaranteed kill or a mostly guaranteed kill)

So I might have waffled about lying earlier, but no it's bad.


author=Marrend
Maybe it was a meme, but, I recall seeing, somewhere, a screencap of an XCOM game where a soldier's pulse rifle was aiming at an alilen's face. Like, the barrel of the rifle was literally right on the face. The accuracy of that shot? 95%.

While you could parse that into rolling a nat 1 on a D20, what makes me think it was a meme is how ridiculous that kind of setup would be to begin with. Though, I'm not sure how often that situation could actually come up in a game like that, so, maybe it's a moot point.

The thing about this is the abstraction that happens when a game is turn-based. The game shows people taking turns kicking each other and it seems impossible to miss a point-blank shot. But it's just a simplification of what is actually happening. The idea is that everyone is always moving, some games even have a different thing when people are "engaged in melee" (see for example DnD and attacks of opportunity) the idea is not that people are standing on their respective squares occasionally striking at each other instead they are fully engaged, dodging and moving around constantly making what seems in a static picture to be a sure thing possibly be a very different thing indeed (I think a variant of the XCOM meme is someone staring down the barrel of a shotgun and it says like 46% hit chance)

Lying to Players

I prefer transparency because too much lying and you get stuff like being angry about missing a 90% chance to hit because you've been lied to so much that you expect it to be a 100% chance to hit.

Of course I also understand the desire to lie because anything above 66% always feels like it ought to hit.

It also depends on the game. I think the reason it sometimes felt frustrating in XCOM was because you didn't have enough firepower to not. I've seen the post-XCOM XCOM-a-likes (note: not X-COM) often have very transparent determinism instead and that any randomness comes from a hit doing 2-4 damage instead of doing 0 OR 3 damage.

Whereas in the older games (like X-COM maybe. I never actually played original X-COM only Jagged Alliance and later Xenonauts) your squad size was often such that it was tactically sound to bring a backup to every fight.

When it specifically comes to hit chances I've also found it's a lot easier to accept failure when it is shown in some way. Like I play Blood Bowl 2 on PC and the game has two options of showing the chance of success for any given action. It can give you percentages or it can give you the actual die roll. For some reason the die roll is a lot easier to accept because a 3+ roll is somehow easier to parse than that 66% chance of success.
And if the game then also visually rolls these digital dice it somehow becomes easier to accept that I rolled a one than if an action just immediately failed. Even if there is literally no difference in the backend between these two things.

(The die rolling is also why 66% is the magic cutoff number. Because to me personally a 66% chance to hit seems like a sure bet. But a 3+ roll on a die seems a lot less so even though the two are exactly the same)

Good News, Bad News I guess

I'm sure a good resolution will come up

28 years ago today

I thought it'd be "I joined RMN"

Board Game Arena: Looking for friends

https://boardgamearena.com/player?id=85025861
I haven't played much lately. But I tend to throw in some 7 Wonders and Space Base most recently. I played a lot of Jaipur when it wasn't a premium game but haven't really played it much since.

Splendor, Quarto and Rallyman: GT were also games I played quite a bit for a while.

Azul, Stone Age and Memoir '44 I like on the tabletop and have played on BGA with friends.


And yes. I like Kingdom Builder, so just invite me to a game and I'll probably accept.