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Yes, you could buy a game like this and spend months on it. There were fewer games, and lots of time, less distractions and less assistance.

Or, more worryingly, Celery Man is almost here

Almost? With AI movie generation I'd say we've passed that barrier.

I preferred Knight Lore and Alien 8, the isometric ones from Ultimate, they were incredible for the time

Knight lore and Alien 8 were awesome, so hard though.

Lego already have a range of very big expensive sets that are presumably aimed at grown ups. For example this £500 Eiffel Tower set with 10,001 pieces: https://www.lego.com/en-gb/product/eiffel-tower-10307

What do they mean by "low frequency n-grams"

A combination of words that are infrequently observed in natural language. For example in the preceding sentence some of the 3-grams are "combination of words", "infrequently observed in", and "words that are". N-grams are just this for all values of n. They are saying that often times the exact sequence of a short fragment of text is not very common in human written text.

Unusual word combinations, basically. They’re word combinations that are rare in the training data, i.e. rare in normal language, but used more frequently by AI.

They’re difficult for humans because if a sequence of words hasn’t previously been seen, you have to expend more effort to make sense of it.

Something like “customer onboarding workflow automation" might qualify - it makes sense, but it’s not a commonly used phrase. AIs use a lot of these jargony sequences.


Rarely used N length chain of words.

I.e. a high frequency 3-gram is "by the way".

A low frequency 3-gram is "elephants speak french".


But if you go too far the other direction, too many common n-grams, then it becomes platitude-speak, and nobody wants to read that either.

I don't think the paper really deals with that side of things. Just readability in terms of cognitive load.

correct, and that's largely why writing is a creative endeavour.

Instead of being a SaaS it will need to just become a S

"Covered by GDPR" is a very big plus for me. Also very simple training opt-out.

It seems Apple's multitouch was absolutely based on the work of Fingerworks. E.g see this write up

https://arturojmoreno.medium.com/fingerworks-changing-the-wo...

I posted this OP because it's interesting to see how middling the reviews were. But combine it with a touchscreen and ...


Yes this is how multitouch got started. At the time, the potential was not so obvious, hence the middling review by PC Mag

Also, that particular product was disappointing compared to everything else they made - there was a full split keyboard, a half keyboard (about the size of the iGesture pad but had at least 5-finger multi touch as well as being combined keyboards and touchpads - the same "win" as the thinkpad or j-mouse, you can do gestural stuff without your hands leaving the keyboard.) Still had a lot of learning curve but they had broad sweeping gestures for open/close file and the like - though the one really odd one that I remember was "touch all four corners simultaneously" which would cause the keyboard to "type" about 80 characters of product and firmware version and "mode" information. (At the time all of the gestural mapping was in the keyboard itself, no drivers needed - and you could toggle some of the general "editing" gestures among windows/mac/emacs/vi presets.)

(PC Mag gave this device 3 stars out of 5 in 2005. Later that year, Apple quietly acquired FingerWorks and the technology driving the iGesture Pad became Multitouch on the iPhone)

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