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User: RobotWisdom

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  1. Re:Most *brilliant* decoding task. on In The Beginning & The Keys of Egypt · · Score: 2, Interesting

    Even more recent is Faucounau's plausible approach to the Phaistos disk

  2. Re:Just a question about translations... on In The Beginning & The Keys of Egypt · · Score: 4, Interesting
    Has anyone in the last couple of decades attempted a translation from the oldest possible sources for the Bible's contents?

    I tried to inventory all online translations and most major offline versions here

  3. Gumption traps on How Do You Get Work Done? · · Score: 5, Interesting
    Some of the best advice I've seen in print is in Pirsig's "Zen and the Art of Motorcycle Maintenance". But the details are hazy, so I'll give you my persoanl take:

    - if you're struggling within yourself, you're lost. Learn to recognise this mental state (of internal struggle) and drop it immediately.

    - instead, look with detachment at the 'lazy' half of the struggle. The more clearly you see it, the less power it will have.

    - once the laziness is clearly seen, visualise yourself beginning the task, in detail. You can do this lying in bed or anywhere, but the important thing is to get over the initial hump, and sort out a clear picture of the first steps you need to take.

    It's this startup-barrier that's the real problem, but reducing it to a manageable size is just a question of thinking it out clearly (not sweating, exercising, or promising rewards or threats).

  4. Online "Book of Five Rings" on Silicon Knights On History, Nintendo, Miyamoto · · Score: 3, Informative

    ..is here. It was written in 1645: [author bio]

  5. Re:Meditation as de-fragging on Meditation in the Workplace? · · Score: 2, Interesting
    A few afterthoughts:

    1) The de-fragging routine is built-in, so trying to speed it up or control its execution will just interfere. The trick is to relax. (I like to think the word 'religion' is related to 'relaxation', but your bible may vary.)

    2) Following the movement of your breath is a useful, neutral focus for your attention. A simple mantra for this is "hoom-saah".

    3) Self-deception (lying to yourself) tends to come to the surface during the process, so it encourages honesty.

  6. Meditation as de-fragging on Meditation in the Workplace? · · Score: 2, Interesting
    The way the brain works, in geek terms, is that if some idea is bothering you it ties up excess CPU-cycles, or forces the drive-head to do extra seeks, or causes memory allocation to thrash.

    Meditation is just a way to set everything else aside until you've de-fragged those resources.

    I think the best explanation of this is Krishnamurti's-- Westerners tend to confuse images with realities, and stress themselves out trying to become what the images demand. Even the gnostic gospel of Thomas has Jesus saying one must learn to see an image as an image.

  7. Summary and critique (long) on The Evolution Of Games · · Score: 3, Interesting
    Summary: Bateman points out that in biological evolution, most innovation occurs when new niches open up, usually via a catastrophic extinction-event. Between these crises, innovation is mostly incremental, following paths-of-least-resistance that Waddington (a 1950s embryologist) called 'chreodes'.

    In computer gaming, it's usually hardware breakthrus that open up new niches, with sequels and genre-copycats filling the between-times. Bateman argues that even the incremental improvements of sequels and copycats have the potential to open up new niches. Examples cited: Wolfenstein 3D, Sims, Gauntlet.

    Critiques:

    Food to an animal is much like money to a game

    Most niches are based on a particular food-source, so a better analogy might be that food-sources are like player-motivations: The Sims appeals to different motives than Doom. Both are effective in extracting money/calories, but via different food-sources/motives.

    [In the early days] Games were unconstrained by preconceptions, and so explored all manner of directions, only learning the hard way what would prove profitable, and what wouldn't.

    The creativity in games in the early 80s was due to low entry-barriers and huge consumer demand for novelty. Most were crap, but the few that weren't made millions, and inspired imitators.

    ...hallucigenia which apparently supports a trunk and globular head on seven pairs of rigid spines

    This reconstruction turned out to be bogus-- the spines were on its back.

    Compare the success of the genre exemplified by Taito's 1978 Space Invaders (albiet not the first shooter) which by the 1990's had evolved into the first person shooter and had codified the genre into a streamlined, simplistic game structure making it the fish of the games world.

    I think this analogy is valid.

    ...the mudskipper [1st fish to walk on land] of first person shooters could appear at any moment, opening up a new chreode and new possibilities. The question is, what is the equivalent energy barrier to the fishes' life in water problem in respect of first person shooters?

    In retrospect, it's easy to see that land was begging to be exploited, but fish were shackled to water for breathing. By analogy, FPSes are shackled to point-and-shoot, and the land begging to be exploited is the whole realm of human interactions seen in movies and books. But where the first breakthru will occur isn't obvious yet.

    Games are designed - why should they show the same slow rate of change (albeit on the faster scale of decades)?

    Bateman misses a useful perspective-- the conservatism of sexual selection in evolution. Most creatures are constrained by hardwired sexual stereotypes to avoid mates that don't fit the stereotype, so innovators are effectively punished for their daring. This is less true for consumers, who are hungry for novelty, but applies to game-companies, who hope to minimise risk.

    (It could also be applied to consumers' demand for state-of-the-art graphics, I guess.)

    By working within the existing chreodes, we have a mechanism for introducing elements of originality with some confidence that they will still appeal to a significant proportion of the market.

    A big difference between games and species is that game designers can experiment cheaply on a small scale and then, when they find something promising, seek funding for a more expensive commercial release. So promoting innovation requires promoting those cheap, small-scale experiments.

    Namco/Bally Midway's Pac-Man (1980) typified the arrangement, with a series of ever-more challenging mazes facing the player

    (The maze didn't change!)

    The lesson here, perhaps, is that publishers looking to be at the forefront of change in the industry should occasionally step outside of their existing brand chreodes and gamble on new design or technology, becau

  8. A lot worse than 'marginally' on U.S. Game Sales Slip Marginally · · Score: 0, Flamebait

    That 9% could have been almost pure profit, so losing it is a disaster. This is why a small boycott can also cause serious pain, eg the recent reaction against "Brand America" products like Coke and Nike, from people worldwide who detest Bush's insane arrogance.

  9. Re:Who's this guy? on Patent Granted for Ethical AI · · Score: 1
    If someone could actually implement any system of ethics, that would be the scientific breakthru of the millennium-- even if it was a really limited system of ethics-- because better ones could be evolved from it.

    But this guy is just a new-age moron offering a touchy-feely theory of emotions, exactly like ten thousand others [timeline] that have been created since Plato in 400BC, none of which remotely deserves a patent!

    (When did the Patent Office stop requiring working models? That was a very bad move...)

  10. NasaWatch visits Svalbard on NASA Eyes Svalbard For Mars Research · · Score: 3, Informative

    Keith Cowing of NasaWatch weblog is one of the Americans doing research at 'Mars Summer Camp' on Devon Island. Illustrated journals are available for last year and for the season just starting: [example and links]

  11. Svalbard in "His Dark Materials" on NASA Eyes Svalbard For Mars Research · · Score: 1

    Fans of Philip Pullman's fantasy trilogy His Dark Materials will recognise Svalbard as a major locale: [map]

  12. Not a weblog (Was:Mixed feelings) on Space Blog · · Score: 4, Interesting
    As the guy who coined the term, I retain a godlike power to declare what is and isn't a weblog, and this isn't, sorry.

    As a longtime fan of NasaWatch (which is a weblog), I'd loooove to see a real ISS weblog, which would be updated continually with all the tidbits passing thru the crewman's interest, and addressed to his peers.

    But what Lu is doing isn't even a Web journal-- he's writing long essays on set topics that are targeted for a popular audience by 'talking down'.

  13. Re:Don't listen to him... on Playstation Lures Kids Into Libraries · · Score: 1
    Don't listen to anyone named Valdo Funning.

    Someone should name a videogame villain after him!

  14. Re:Sadistic web-design on Sony's Eye Toy Previewed, Future Explored · · Score: 1

    Now that it's an hour, I'm concluding it must have an auto-refresh that times out before the page displays. What losers!

  15. Sadistic web-design on Sony's Eye Toy Previewed, Future Explored · · Score: 0, Offtopic
    I've been watching the status-bar in my empty browser-window for the last half-hour, as it loads what appears to be hundreds and hundreds of very small images-- do they use a separate gif for each f***ing letter or something?

    Slashdotting usually means one long file takes a long time to load-- but this is a whole different problem.

  16. Re:Coincidence? on Government Information Awareness · · Score: 2, Informative
    There's a Wiki-style Disinfopedia that's a lot farther along.

    Also, the MIT site should put the dang searchbox on the dang frontpage, dang it.

  17. Re:The Cyc project on AI Going Nowhere? · · Score: 1
    I don't know why we haven't heard more about the Cyc project

    I think because, like most AI-demos, it only appears to work until you try it yourself. Here's a critique from 1994-- the impression I get is that to answer any question correctly it has to have the answer spelled out in advance, its inference mechanisms just don't cut it.

    My take is that its knowledge-representation doesn't really converge on a kernel of most-important-facts-- if it did, it wouldn't get lost wandering among all the little details.

    We're actually having a somewhat-related discussion on comp.ai just now.

  18. Re:Great content - Need more in industry on New Issue Of Game Studies Journal Debuts · · Score: 2, Insightful
    thoughtful analysis like this is badly needed in the industry

    God save us from steaming heaps like the semiosis article. Anyone who takes it seriously will be spoiled forever, for game design and literature.

  19. Re:Ah, another MS lockdown on Microsoft's Athens PC · · Score: 1
    I think you can take off your aluminum foil hat for now, the Boogeyman of Redmond isn't really hiding under your bed.

    Given MS's vile trackrecord for faking 'grassroots' support, isn't it likely they have a pr-team who keep an eye on Slashdot threads, and try to mod-up pro-MS postings?

  20. Re:plenty of toolkits like that already on Who Needs XFree86? · · Score: 2, Informative

    I tried to trace the evolution of windowing systems in this timeline. (Lots of links and screenshots.)

  21. HTML-conversion of Chris-Crawford PDF on Serious Games Project Asks For Academic Papers · · Score: 2, Informative

    Google's got it.

  22. Semantics and simulation on Post-War Iraq And Videogames · · Score: 3, Informative
    It's great to see these issues addressed at all in the popular press-- in the world of artificial intelligence, puzzles like 'how-to-model-diplomacy' are usually classed as 'semantics'... and then swept under the rug!

    For at least 100 years, wargamers have understood that to make their models accurate they have to include diplomacy and other subtle sociological factors. [great long history of wargaming]

    More recently, when Chris Crawford did his breakthru nuclear-armageddon sim Balance of Power in 1985, he read all the basic texts on international diplomacy and found them almost completely useless-- his model ended up being entirely about 'saving face', which was something the texts hardly ever spelled out. (If you let your enemy get away with anything, you lose face, so to avoid that you have to rattle your nuclear 'sabre'.)

    But what's most alarming is that as long as AI's been around (almost 50 years) and as popular as computer games and simulations have gotten, I'm not sure there's any university program yet that surveys how to do this kind of semantics, for games and other simulations. (I've been scouring the Web about this for my timeline.)

  23. Re:MMORPG's took over on Adventure Gaming: Rest In Peace? · · Score: 2, Informative
    The classic text-adventure was alive and living on rec.arts.int-fiction last I looked. The emphasis has shifted away from puzzles to more artistic writing, I think, but there will always be new ideas that can work within the original zork-style format.

    Shifting the emphasis to graphics has always been risky because 1) it's expensive 2) the author has less artistic control 3) puzzles are harder to implement. And because there's no replay-value, it's just not cost-effective.

    I had great hopes for Chris Crawford's Erasmatron engine as a way to allow multiple story-paths, but it was a huge disappointment. Someday Chris or someone else may yet get it right-- ie, an authoring toolkit that allows more freeform interactive-fictions without an enormous investment of authoring-effort.

  24. Re:What about Genetic Programming? on An Overview of Recent Software History? · · Score: 2, Interesting
    The timeline seems to be a bit vague in its point.

    I'm definitely testing the boundaries by intuition more than any predefined rule, but the intro-page explains a bit-- it's a history of how our general ability to represent knowledge has evolved.

    I've tried to include most borderline cases, but genetic algorithms in the abstract don't represent anything concrete, so I think not.

  25. Fallible memory, etc on Any Interest in a Regexp-Based Web Search Engine? · · Score: 5, Insightful

    I'd definitely use it a lot, for searches that Google couldn't handle. Some examples:

    - the obvious one is 'stem*' to get all words that begin with a certain string, but sometimes I might want the opposite '*ending' as well

    - if I'm unsure of the spelling, 'start?end' could come in handy

    - most search-engines are useless for specifying punctuation or capitalization

    - I'd like to be able to search for ranges of dates using '18??' or the equivalent

    - phrases with gaps or alternate forms ("All your [x] belong to [y]")

    My recommendation would be to start with strong-content sites (Project Gutenberg, Wired, etc) and see how computationally expensive it becomes, one step at a time.