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Messages - xenoargh

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16
General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 23, 2023, 03:50:54 PM »
Good enough. I'll apply this retroactively to anything in Spiral Arms II to the best of my ability. PM me if it's not what you wanted to see.

17
General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 23, 2023, 12:21:23 PM »
Well, fine then. No kerfuffle needed.

"this image was made with Stable Diffusion".




Ehhhh...

Look, Alex, if you want this stuff banned, fine, I'll comply. I think it's a mistake, and I disagree, and I think that artists who aren't on this train are making the biggest mistake of their careers. But whatever's easiest for you, I'll support.

18
General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 23, 2023, 11:51:43 AM »
Quote
So, AI Generated artwork cannot be copyright protected... How does this have anything to do with crediting, permissions and making sure that the program you use hasn't been trained on illegitimately collected data?
Whew, that's a lot of things to unpack.

1. "AI Generated artwork cannot be copyright protected". You misread the case, lol. It went deeper than that. Basically, their conclusion was that the author couldn't claim ownership, for the same reason why artists can't arbitrarily sue the AI companies- specific authorship cannot be reliably determined.
2. "How does this have anything to do with crediting, permissions" How do you credit things that are literally collages of possibly millions of sources put together by an algorithm?
3. What is "illegitimately collected data"? Scraping's 100% legal, you know.


Quote
As for the workflow, Yeah that is about right for anything someone create that they don't themselves own, laborious crediting and sourcing. Is it a lot of work? Yeah, but it's necessary.
This is a specious argument. It's like saying you can't post a Photoshop-edited image unless always posting the name of every coder who ever worked on the software, as well as citing all of the papers they consulted while constructed their software, and so forth.

Obviously, no, we don't bother IRL, because it's silly. Your argument is reductio ad absurdum. IRL, if we want to make a nod to the unlikely legal perils of work that emerged from sheer chance, fine... "made this with AI" is sufficient.


But look, let's try a more-sympathetic edit.

1. I'm not OK with somebody making a LORA of your work in particular, should they make things that are very nearly like your work. IDK exactly where the line should be drawn, but there's somewhere that's "too far". I don't see any evidence anybody's crossed that.
2. I understand that this freaks you out. But you need to be on the train, rather than complaining the tracks are here.

19
General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 23, 2023, 11:30:41 AM »
Fair enough. Sarcasm is deleted.

I stand by my statements, if not the tone. I think that this is chasing a chimera. AI hasn't been ruled as directly infringing anything. I don't think it will, even in the EU; there's simply too much obvious value here. What level of greasy compromise is eventually reached is largely a political decision. My prediction? It's the Wild West for the next decade, at least in the U.S., except for very-obviously-infringing-under-copyright-guidelines materials are produced.

Like, if you make a cartoon of Mickey Mouse fighting it out with Donald Duck, and they're clearly infringing depictions... you'll get sued. Stuff like my ships or portrait packs and so forth? No, because it's so far removed from any one work in particular. People wanting to be ethical merely have to use the tools to produce works in a reasonable, ethical way, for the most part, like my workflow demonstrated.

20
General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 23, 2023, 11:28:30 AM »
I think your position is untenable, unworkable, impractical and unethical. Simple enough?

21
General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 23, 2023, 11:13:34 AM »
@Alex: It was a while back. Then it metastasized. When I showed, "can make OK ships" we crossed the Rubicon, unfortunately. Sorry?

I tried being nice about it, and gave out information on how to do it as best as I could, which looks more and more woefully ignorant the further I go. Now I'm starting to do neat stuff with multi-LORA techniques, etc., and I'm having a blast, when I have time to mess with this tech (IRL has not been cooperating much).

Simplest solution I can think of in terms of moderation, is to make sure that everyone is crediting each and every piece of their art, and where it come from. Preferably with direct links if possible.

<snip>

I would almost go so far as to say that the only generated art that should be allowed, would have to come from the adobe firefly one. Watermarks and all.
Sigh. So, the court rulings that say that this "ethical" argument is largely wrong don't move you? Actual adults, who've looked at the tech?

Fine. Let's examine your ideal workflow here.

1. Use tools you think are ethical.
2. Produce absolute proof you've used nothing else.
3. Do the laborious work of providing said proof, ad nauseum.

It's... a position? I don't think it's defensible at all, given the facts.

22
General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 23, 2023, 09:20:36 AM »
Yeah, that (some vague honor system) is really kind of untenable, imo.

I mean, I've already been through this with some of you here. How do I "prove" any of it, short of sending you a checksum-verified compressed state machine of how exactly my computer was set up when I did an AI-art run? Moreover, it just encourages toxic bullying, rather than information sharing, imo.

23
General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 23, 2023, 09:10:42 AM »
Quote
(... huh? Is there something going on here that I missed?)
Yes, definitely yes.

On the "public model" stuff... what distinction is being made here, exactly? Oh... you're talking about training, say, a LORA on a SS ship style or something? I don't think anybody's figured out how to do that, and I'm pretty dubious that it could even be done well. Training LORAs requires quite a few images that are pretty similar to get good results.

24
General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 23, 2023, 08:39:14 AM »
I've read this thread with attention, and here are my thoughts on this matter.

1. There is no magical way to produce SS-like ships without using an ethical workflow that involves some human-made art as the base concept. There aren't any AIs that produce anything like SS ships without something to guide the AI, as I've demonstrated and given full instructions for. Anybody who's used these tools to try and produce something will understand immediately; text prompts alone simply won't get results like this:



2. The way the AIs work, via using LLMs vs. internal matches to model data (i.e., a JSONL descriptor on a picture saying "photograph of an apple", "apple, "photograph", etc. to help the LLM match up with the tokenized visuals in a given model) to achieve statistical convergence per layer (i.e., for every token used in a prompt, there is some attempt to find areas of the noise that "resemble" said token, and then this process is repeated many, many times to produce a final result) is not like copying. Nor is it "thought", in the human sense (well, so far as we actually understand how humans think about visual things... which, frankly, we don't).

What's going on is iterative pattern-matching, using random noise as a seed value. If you ask for an apple on a tabletop... it'll look for the "most apple" area in all the pixels of the base image or noise, try and apply some visual tokens for "apple" to said areas, then another pass, and so forth. Typically the entire image is being pattern-matched for anywhere from 40 to 150 iterations, until either the iterator has completed or statistical convergence has resulted in multiple passes that look somewhat, but not entirely, like one another. If you tell an AI to do just 10 iterations, you'll end up with results that aren't terribly great, but as the number of iterations approaches convergence, things get "better", in the sense that the results are more likely to match the prompts.

So it's more akin to collage than anything else, except, instead of being one of the early models or the more-advanced, computer-assisted versions... it's doing it with words and models that attempt to bridge the gap between the words, as tokens, and tokenized bitmaps. It's not copying in any real sense, though; what token within the model is picked for any given area is random and it's iterated over many times, each time being pushed in new random directions. This is why it often produces strange and nonsensical results with stuff like human hands.

So, in the end, it's merely an algorithm. It's just a fancy filter.

It's no different, except in terms of improved outcomes, as greeble filters for 3D models or the kinds of scalable algorithmic helpers we've used for things like heightmap design and other stuff in that vein for years and years now. So, why all the moral panic in this thread?


3. The supposedly-moral problem with these tools is that, to work, they had to be trained on existing works, so that they could pattern-match correctly, and that they occasionally produce results that clearly resemble (to humans) some of the data they were trained on.

Why is that fundamentally different than feeding a spell-checker a dictionary, or a grammar-checker many rules of sentence structure, or an engineering tool many different real-world models of failure? At the end of the day, most of the automation we use to do complex tasks in the real world are based on modeling things that already exist, whether these are simple (words) or very complex (metal shear under load). But it's still just pattern-matching, and pattern-recognition is not exactly a new computational area. You've all been gaining the benefits of these technologies your entire lives.

Nobody objects when an engineering simulator produces similar results to a real-world use-case, if the situation's similar. It's no different with this technology, really. Sometimes chance makes the available tokens line up with the same source imagery. That's all.

Should the companies building this stuff get sued because sometimes eerily lookalike images come out? Thus far, the answer, legally, is "no". Because when people examine this, and realize that that's more-or-less just luck... the cases have fallen apart.


4. "But it's coming for our jobs this time." If you're one of the creatives in the room... no, it's not.

Like all technology that actually works, it's allowing people to create value more quickly. That's all. This is just another train where you're either on it or you're looking at a foreshortened career.

The printing press eliminated hundreds of medieval jobs copying texts by hand.

Word-processors cut down on the need for secretarial staff to transcribe hand-written notes.

Spell-checkers and grammar checkers eliminated tens of thousands of jobs as editing became much less time-consuming, transforming entire industries from advertising to education.

Photoshop destroyed traditional photography's economic viability by pushing creators towards, first, digital post-processing, then onto an entirely digital workflow.

Code-checkers gradually went from basic syntax to, "we really can automate much of code review and testing" at larger organizations.


None of this got rid of the people who:

A. Thought the thoughts that needed writing down about business decisions, processes and knowledge worth preserving.
B. Took the photos worth manipulating, improving and using on their own or as a part of larger works.
C. Designed the code that, cleaned up and optimized by increasingly-sophisticated tools, runs most of the world's economic activity.

So, frankly, I reject this argument. I've been spending my entire life automating things to improve my workflow, because I'm lazy and I want the whole world to be able to afford to be lazy, too. Generations of very smart people figuring out to do it better, faster, cheaper- sometimes even all three- are why we're able to feed, clothe and care for more people than ever before. I get that dumb people think "progress" is just some tech-bro way to say, "you'll own nothing, and you'll love it", etc., but that's short-sighted. When we can create more value with fewer resources, it's the opposite of zero-sum.


This tech, applied to visual art, really just frees up people to get on with things and make work happen more quickly. For commercial artists, it's more of a boon than a disaster; the next generation of visual artists will be training their own AIs on their own stylistic approaches to improve their output and quit wasting time on, "this is how I like to light edges" or other small details, except when they wish to (and then they'll push said edits back into the AI models to improve its ability to save them time on their next works).

That will allow artists to focus on the big picture- what is their style, what are they composing, how do they want the viewer to feel, think or approach their work. That's not Big Tech Tyranny, it's freedom.

Yes, that means artists who don't develop a style and are basically just executing stuff that's already around... are hosed. That's fine; we don't need more mediocre copy-pasta art from humans. Let the AIs do that, because they're good for that. But they don't create new ideas, conceptual approaches, visual styles or methods. For actual artists, who create new things and push boundaries and explore conceptually and teach us about ourselves... this is an almost entirely good tech. None of this stuff can replace David's continual growth as a painter or designer. The coder versions of these tools can't replace Alex as a game designer. But both of them can be empowered by these tools.


5. At the end of the day, would a ban be enforceable?

How? Let's examine the methods.

"I think that looks like AI art, BAN" seems like a sloppy slope if ever I've seen one.

"I swear you're training on my stuff, even though putting my bitmaps next to yours, it's obvious to anybody with eyes that it's not actually the same at all" doesn't seem terribly tenable, either.

"You've admitted you use it, and we've decided it's evil" Fine, now you have an enforceable standard... but then nobody will tell you.

This whole mess, so far as I can see, started because I was open, straightforward, and shared practical techniques, even though I felt too ignorant to contribute meaningful information.

Up until this point... hmm. Character packs using generic AI art? Not a word. Mods using this stuff to make backdrops, etc? AOK, not a whiff of controversy. The hypocrisy of a few of the people in this conversation is mind-blowing, tbh.

Make spaceships, openly share how to do same? Pandemonium. Panic. It's hammer time!

Is that fair? Reasonable? Sane? Do we expect AI Witchhunts from now on, to chase people off these Forums or cast doubt on their work's legitimacy, or can we not judge the works on their own merits?

These tools are power. Use this opportunity to get powerful and create more Fun for everyone. I've taken time to show you the way.

25
Suggestions / Re: Ambitions
« on: July 22, 2023, 06:34:29 PM »
I like this idea, too. Would give a bit more structure, and for a Steam release (if that ever happens) it's perfect for Achievements.

26
I wrote a bazillion responses to this, before realizing that honestly, I just keep falling into the same trap.

The problem is... it just doesn't matter if we pile on another mechanic. That's not the problem with Colonies, it never has been.

Without a clear reason to exist, in the game-design sense, they're just ornaments we buy to justify spending more time on a run. This is their central problem- they are, at this point, a fantastically-complex series of systems without a coherent raison d'etre.

I think this is why, despite each version adding more baubles, they still aren't all that satisfying. By the time you can afford them, you don't really need the money they provide. But they serve no larger purpose, other than introducing yet-another thing to keep an eye on. This goes back to the central game-design question: if victory via conquest is forbidden, and the only "victory" might as well be a loss state, then what?

I presume Alex has a "what" in mind. So time spent on yet-another bit of mechanical complexity for these systems is largely a waste of time. Develop the "what" or "whats". Then re-examine these questions.

27
The merits of having a separated budget are obvious. The AIs should have such a system to allow them to grow dynamically, if nothing else.

Less so... is why do these things cost the player money at all? IRL, the player would raise cash through long-term loans, sell stock or otherwise defer direct investment as much as possible. It's reasonable that the player has to invest, say, $100K into a new Colony, but after that, if it's growing and stable, it should be able to grow on its own.

So instead of having a direct cash-for-stuff-then-wait-and-be-bored™ mechanic, there should be a guns-vs-butter system, where the player can direct how much of the Colony cash flow is used for defense vs. growth. 100% into growth means that the player has to go and physically defend everything constantly, but gets huge growth numbers, defense 100% with endgame-size colonies should mean no more bothering with Path / Pirates / Raids; only things that are real threats are determined attempts to sat-bomb Colonies back to the Stone Age or [[Really Scary Endgame Stuff]].



From there:

Colonies should start small. They default to Size 3 now; why not Size 1, where they represent a small core of engineers, biologists, etc.?

Direct income or loss, monthly, to the player represents what's left over, if there are any profits at all. This shouldn't be a gravy train until Colonies are pretty big (Size 5 or more) but it should be a steady, if non-spectacular, source of income past Size 3. Until then, they're spec projects with huge monthly losses on the books, but it shouldn't cost the player other than contributing initial capital. If the player wishes to skip this phase, they can import more people and pay more up front- say, a million credits to start at Size 3. Obviously, Size 1 Colonies are growing quickly, but they're so weak that even a successful Raid probably means their populations are gone.

Running maximal Defense pushes all but the strongest, most-stable economies deeply into the red, and should cost the player real money past, say 70%, representing them digging deep into their personal resources to keep their worlds' economies from crashing during a war; during early lategame (i.e., early colonies) a 30/70 mix of Defense / Growth results in a steady, unspectacular level of profit and smallish defensive fleets that aren't totally worthless vs. small Pirate fleets.

Economies that have a bad mix- Defense vs. Growth is pushing them into the red- should steadily lose Stability and take some time to restore to order and profitability, unless the player can provide the cash.

This opens up Factions being able to change naturally without much intervention- they can spend their internal budgets in occasional decision-making that doesn't need to be "smart", but fixes obvious problems over time. It also provides a very natural way for Stability to cause Factions to declare and choose to exit states of war; as they fight, they'll raise Defense, eroding Stability, and quit when "exhausted". This allows them to have reasonably-realistic periods of warfare and real game mechanics underlying their long periods of peaceful distrust that may even reverse over time, with the exceptions of the Pact and Pirates. It also explains why they aren't annihilating each other- the costs of war are so great that it's not sensible to get into conflicts for long periods.

Pirates and the Pact are both explained by such a system. They're always spending more on Defense than most Factions would, even at peace- 50/50 or worse. They're destabilized and have smaller Faction budgets as a result. Bases established reflect this, and should probably be counted as a "building", dragging down Growth in the short term, but expanding it once built (the loot fuels economic growth, basically), so that there's a real limit on their spam, and they would have cycles where they can build big, nasty bases, but they can't just do it forever without pushing Growth upwards and giving up some spending on Defense.

28
Suggestions / Re: A new combat role for civilian ships
« on: June 20, 2023, 12:50:06 PM »
In general, I like this idea, and have been advocating for something like it for quite some time*.

The problems:

1. If these bonuses are nifty enough that players want them all the time, fine, now their Civvies are always deployed. This impacts DP (and game performance) obviously.
2. If these bonuses are merely, "nice to have" then players will generally avoid using them in favor of more direct-damage combat stuff... and we're right back to square one.

So, the bonuses have to be pretty darn useful. I don't think the proposed bonuses meet those criteria; they're simply not powerful enough that I'd be like, "yeah, I'm totally going to bring in the Drams for this fight".

Spoiler
In Rebal, the approach I've generally taken is that most of the Civvie stuff still sucks for combat, but has enough Armor / Flux that they're OK-ish meat-shields, especially during early game when it's more helpful to players on the low end of the power curve.
[close]


I propose:

A. Combat Engineer: a Hull Mod that allows a ship to repair Armor and Hull to nearby ships during combat, preferably by deploying a special drone with an AI that seeks out nearby ships to repair (I had one of these back in Vacuum). Needs to be fast / effective enough that we'll want to rotate damaged ships out of the line to be repaired. Ideally, drone dies, no more fixes until ship can produce a new one.

B. Synergistic Targeting Array: a Hull Mod that allows nearby ships to "share realtime targeting data", and increases their range by 5/10/15/20% depending on the largest ship giving the effect. This stacks with ECM!

C. Ammunition Supply Chain: a Hull Mod that allows ships to restore ammunition to nearby vessels, again, via a drone that can be exploded pretty easily.

D. ECM Suite: increases fleet ECM by a smallish amount (0.5/1/2/4) per deployed ship. Stacks on current Hull Mods, or is Civvie-only, and the other one with a similar effect is Mil-only and better-enough that you want to consider it.

E. Tactical Drive Disruptors: a Hull Mod that imposes a malus on enemy ship speeds in a fairly wide area of effect.

F. Fighter Replenishment: launches a drone towards nearest Carrier that has low fighter CR. Bumps it back up, with some upper limit (say, 75%).

G. Defensive Hyperwave Relay: pushes Soft Flux into any nearby ship that is Phased.

G. Defensive Analyzer: improves PD weapon performance (damage, shot speeds, or whatever) substantially (5/10/15/20) in a wide area. Makes ship able to support combat vessels trying to shoot down incoming.



I still think there should be battle types where the player or enemy must defend their civvie ships besides the Escape scenario, which is always a bit meh, as well. I'm OK with that being "frustrating", if it occasionally results in a "fun loss" where it's tricky but there's a chance that clever piloting saves the day. Let the player spend a Story Point as their Get Out Of Jail Free card if needbe.

*Years, lol. This idea's roots were in Vacuum, for goodness sakes.

29
They were force-uploading human minds into their AI matrices when the War broke out, heh.

30
General Discussion / Re: Combat in this game is frustrating
« on: June 16, 2023, 08:27:08 PM »
What you're describing seems odd (granted, I'm not using Vanilla's AI, and haven't seen its behaviors lately, so I may be out of date).

Here are some basics that aren't always covered well. I understand that you're taking a break, but if you give it another go, these things might help.
Spoiler
First, are the ships winning in the simulator? The "ships don't fire" behaviors sounds like maybe they aren't set up with Weapon Groups properly, or something else that's basic is borked. Don't trust "Auto" to get it all right- assign Groups to logical things, like, "this is the frontal-arc stuff", "PD", "missiles" etc. In general, you'll want to experiment a bit and make sure the ship does OK against things in the Simulator before committing to a design in Refit.

Second, the game revolves around the concept of Flux-locking. Essentially, this means trying to make the enemy run out of Flux first during engagements, or entering a state where both ships are out of Flux but your ship has a significant advantage of some kind.

Ships won't fire if they've already been exchanging hits and they're running out of Flux Capacity. This is a fidgety variable, but there are good reasons why a lot of ship designs you see people post aren't fully armed- they're trying to optimize around either having ships that regain more Flux than they lose, or using Missiles to attack without using Flux at all. Perhaps your ships are designed in ways where they're wasting Flux early with shots that miss at long range, and then they're too low on Flux to fire more, so they just "sit there". In general, the "best" weapons, in terms of damage, aren't actually the "best" weapons at all; instead, you want the best combination of range, hit-rates and Flux efficiency. None of this is explained explicitly, but the Missions are there to teach you the concepts in a safe, repeatable way.

Phased ships have a big problem- they must, eventually, "surface" and be very vulnerable for a brief moment in time. Beams are a very good answer, but other factors are important, like having ships that can lose their Hard Flux without Venting, so that the phase ships never get an excellent situation where they can tip ships into Overload, but must chip away at them, taking damage every time.

Third, the AI will interpret the commands via various mechanisms. A relatively weakly-armored battleship with a Timid captain and 40% Hard Flux isn't going to obey an Eliminate order very well at all, for example, whereas it's often hard to rein in a Reckless one when you need them to disengage. When I was still using Vanilla's AI, I often used the simpler movement commands to push ships towards a given target, by giving them an order to move "through" the intended target, rather than Eliminate.

But you have other tools you can use to achieve a tactical goal. Using locations to move to / hold that aren't capturable points, for example, lets you set up flanks and opportunities to ambush the AI. The "commander" AI isn't terribly bright, so if you use this, you can often get it to engage a group while another one sneaks behind it, etc.

Also, you can change the Battle Size. This isn't an order, obviously (it's in the Options) but it's directly affecting how tactical combat goes. Large Battle Sizes are largely to the player's disadvantage (as well as putting your CPU under a lot more load), because they allow the AI to deploy their forces in large numbers. Small Battle Size gives the player an advantage, by forcing the AI to dribble in. Besides playing on Easy (which you should, if you're still struggling with combat) that's the single-largest thing you can do to make fights easier (and it's pretty much never discussed here, so there you go).

Fourth, piloting can be a lot more interesting / useful for a lot of ships if you've turned on mouse control. The default tank-style controls make it a lot harder to use frontally-oriented ships or nimble ones; they're great for ships that have good flank weapons or whose Systems encourage an indirect approach to targets. Try piloting a Medusa or Tempest with mouse controls and you'll immediately see the difference.

Fifth, Frigates and Destroyers shouldn't be given the same orders as the larger ships, and in Vanilla, they're not necessarily something you want much of past the early midgame. They're usually best-used as either flankers or chasers. Sometimes they're worthwhile as escorts, but be aware that that may lead to them getting ahead of their escortee. But past the early game, they have to be seen as disposable assets- you will lose some.

Sixth, the encounter with the Mercenaries you're talking about is meant to be quite difficult at that point in the game. In Vanilla, it's possible to avoid that battle in a couple of different ways, the easiest being simply setting up your run at the planet so that you can simply run away. It's not actually required to win every battle, and the Story Point option to leave a fight is sometimes the best answer. In general, when entering Systems or Hyperspace whilst on one of the important Story missions, save frequently- you'll sometimes need to take more than one approach to a problem.
[close]
None of this means you suck or need to "git gud". It's a complicated game, and there are a fair number of newbie traps, and Vanilla's approach to balance, where either ships still have Flux, or they're very suddenly dead, can be tricky. The AI makes mistakes, but that's on both sides; what you have going for you is better loadout designs and smarter tactical placement.

I also would recommend that, if you're struggling with piloting skills, that you play the Missions until you feel fairly confident in your abilities with Frigates, Destroyers and Cruisers; the Missions don't cover every ship in the game, but they cover a bunch, including some of the weird ones like the Hyperion that have interesting powers.


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