Computability is a property of a problem; not a program. Was that the last HTTP request I'll ever receive? That's not computable. But that's not the problem a server is solving. Any program that exists solves some kind of computable problem by definition.
I mean the guy had an affair. Or two. Or more. Not cool and that one turned out to be a Chinese spy makes it quite impactful. But from a pure "moral corruption" standpoint this is not worse than your average college frat house.
The affair(s) were tied to skirting export bans. The moral corruption is bigger than Nvidia because it seems Trump administration was involved. Laws shouldn't be applied selectively like this.
omg, this is the perfect name for this. Much better than "colored left-border."
It's very curious that the models are so drawn to a fingernail (left border callout) when they must be sparse in the training data (human designers don't do this a ton).
Maybe it will be better if you focused more at the research rather than doing such things. Our website it not optimised for mobile users as it has more explanation to do rather than just make visitors feel good. Good luck with the things you are going.
In the AI era, you just spin up 1024 bots making substack posts prophetizing the future. That's ten binary predictions. Delete the 1023 that fail. Keep the one account that perfectly "predicted" the future.
HTTPS makes sure you’re communicating on a secure channel with the API endpoint. ZKPs guarantees that the computation happened correctly behind the endpoint.
The work from Anthropic isn't a new idea, but they made the process more efficient, as inference verification is one of the biggest bottlenecks in the AI lifecycle. Beyond that, there's a lot more that can be proven, like showing a model was trained on a specific dataset with certain properties.
From an auditing perspective, this used to be handled either by showing the data (which is pretty rare), checking samples (which has been shown to be easily hackable), or similar workarounds. For inference, an auditor might want to interact with a model on demand and have absolute certainty that the model they're talking to is actually the one declared, and not a substitute.
I’m not sure what you mean by correctly here - do you mean with the model expected? That’s not related to correctness.
Pleased to hear somebody cares about this. What is it a bottleneck for though? Are people actually doing this right now in non-academic settings? I had the impression this is not in fact usable with larger models.
ZKPs verify "things" by encoding the verification in a computation, and verifying that the computation happened in the right way, means to assess it was computed correctly, i.e., with the right inputs, the right operations, etc.
So this is what I meant with "correctness".
The bottleneck has two sides: first, there's a technical bottleneck. ZKPs are quite expensive, and finding the right, production-ready protocol is challenging. The other side is a socio-technical bottleneck. There is always quite a large friction with adopting these kind of technologies, also due to the first bottleneck.
As you said, it is difficult to adopt because of how fast the complexity grows with big models. It's great indeed to see that Anthropic is tackling the challenge.
Gerrymandering doesn't directly impact Senate races because they are state-wide (everyone in the whole state votes for their senators, it isn't district by district), but the Republican gerrymandering in general either backfired or had no real impact more than it helped them this cycle.
A lot of the Republican gerrymandered House districts assumed Latinos who voted for Trump quite a bit in 2024 would continue to do so, but seemingly they did not.
Won't there also be a point were you're shipping so fast that that in itself deteriorates UX? What if a page literally changes every time I reload? What if it changes mid-checkout process and the deal I agreed to 5 seconds ago does not exist anymore?!
That actually sounds really cool. Assuming it has access to a well-tuned predictive analytics mechanism that allows it to derive that changing the game in this way would increase satisfaction and revenue from you and other players like you, sufficiently to offset development costs and dissatisfaction to others, then it really should.
We are already - as in today - doing this with friends while playing Valheim, the process is semi-automatic with me in the middle as the admin, though.
We make 10+ gameplay changes a day in our custom kitchensink mod that steers everything. 70%+ are bugfixes (we have plenty of mods that conflict/are buggy), the the rest are QoL improvements, small new features and rebalancing. If we see some playstyle is too strong or boring, we spice it up the same or the next day. Mobs too weak/strong? Update the same day. A ton of performance fixes with actual in-game benchmarking. All this while I keep playing.
I built sort of an automatic modding pipeline (including public release and all) with parallel test game clients + servers used by LLMs to develop and test the changes and then merge before releasing a new mod version. We have had very few issues, I'm still shocked how reliable this is. They follow guidance well and test everything in real game clients on wipeable clones of our live world and our actual characters. Josh has a bugged chest at his place? The LLM will reproduce it, develop a patch, yes, but then also log in as him to his actual in-game base and test the fix using game inputs + OCR. At the end I get a .html page report on each change with screenshots and technical details if I ask for them. I don't care if it takes 4h to do a simple fix because it's not my time and game stability is critical. And up to 8 of them can work in parallel, so there isn't a bottleneck caused by excessive testing/re-testing.
I think this will be the future of gaming for many sandbox/easily moddable games. It's a bit too technical at the moment for regular players to handle the updates and models' quirks, but we're only going up from here. Just crazy.
I could definitely see potential in an async co-op game based on this idea. A sim harness, some pbt to avoid broken states, and something like a modified nomic ruleset might get pretty far.
whoa like an ai calvinball. Or, you compete to get the right to one prompt that changes the rules/physics/map etc. Whoever gets to the genie's lamp first …
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