Tag Archives: Games

First Person Em Shooter

Jesse Galef:

It’s The Matrix meets Braid: a first-person shooter video game “where the time moves only when you move.” You can stare at the bullets streaking toward you as long as you like, but moving to dodge them causes the enemies and bullets to move forward in time as well. The game is called SUPERHOT … it struck me: this might be close to the experience of an emulated brain housed in a regular-sized body.

Jesse asked for my reaction. I said:

Even better would be to let the gamer change the rate at which game-time seems to move, to have a limited gamer-time budget to spend, and to give other non-human game characters a similar ability.

Jesse riffed:

It would be more consistent to add a “mental cycle” budget that ran down at a constant rate from the gamer’s external point of view. I don’t know about you, but I would buy that game! (Even if a multi-player mode would be impossible.)

Let’s consider this in more detail. There’d be two plausible scenarios:

Brain-In-Body Shooter – The em brain stays in a body. Here changing brain speeds would be accomplished by running the same processors faster or slower. In this case, assuming reversible computing hardware, the em brain computing cost for each subjective second would be linear in brain speed; the slower the world around you moved, the more you’d pay per gamer second. This would be an energy cost, to come out of the same energy budget you used to move your body, fire weapons, etc. There would also probably be a heat budget – you’d have some constant rate at which cooling fluids flow to remove heat, and the faster your mind ran the faster heat would accumulate to raise your temperature, and there’d be some limit to the temperature your hardware would tolerate. Being hot might make your body more visible to opponents. It would hard for a video game to model the fact that if your body is destroyed, you don’t remember what happened since your last backup.

Brain-At-Server Shooter – The em brain runs on a server and tele-operates a body. Here switching brain speeds would usually be accomplished by moving the brain to run on more or fewer processors at the server. In this case, em brain computing cost would be directly proportional to subjective seconds, though there may be a switching cost to pay each time you changed mental speeds. This cost would come out of a financial budget of money to pay the server. One might also perhaps allow server processors to temporarily speed up or slow down as with the brain-in-body shooter. There’d be a serious risk of opponents breaking one’s net connection between body and brain, but when your body is destroyed at least you’d remember everything up to that point.

To be able to switch back and forth between these modes, you’d need a very high bandwidth connection and time enough to use it lots, perhaps accomplished at a limited number of “hard line” connection points.

Not that I think shooter situations would be common in an em world. But If you want to make a realistic em shooter, these would be how.

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War Games Are Fake

Millennium Challenge 2002 (MC02) was a major war game exercise conducted by the United States armed forces in mid-2002, likely the largest such exercise in history. The exercise … cost $250 million, involved both live exercises and computer simulations. MC02 was meant to be a test of future military “transformation”—a transition toward new technologies that enable network-centric warfare and provide more powerful weaponry and tactics.

Red, commanded by retired Marine Corps Lt. General Paul K. Van Riper, used old methods to evade Blue’s sophisticated electronic surveillance network. Van Riper used motorcycle messengers to transmit orders to front-line troops and World War II light signals to launch airplanes without radio communications. … In a preemptive strike, Red launched a massive salvo of cruise missiles that overwhelmed the Blue forces’ electronic sensors and destroyed sixteen warships. This included one aircraft carrier, ten cruisers and five of six amphibious ships. An equivalent success in a real conflict would have resulted in the deaths of over 20,000 service personnel. … Another significant portion of Blue’s navy was “sunk” by an armada of small Red boats, which carried out both conventional and suicide attacks that capitalized on Blue’s inability to detect them as well as expected.

At this point, the exercise was suspended, Blue’s ships were “re-floated”, and the rules of engagement were changed. … The war game was forced to follow a script drafted to ensure a Blue Force victory. … Red Force was ordered to turn on all his anti-aircraft radar in order for them to be destroyed, and Red Force was not allowed to shoot down any of the aircraft bringing Blue Force troops ashore. … They also ordered Red Force not to use certain weapons systems against Blue Force and even ordered that the location of Red Force units to be revealed. This led to accusations that the war game had turned from an honest, open free play test of America’s war-fighting capabilities into a rigidly controlled and scripted exercise intended to end in an overwhelming American victory. …

Due to his criticism regarding the scripted nature of the new exercise, Van Riper resigned his position in the midst of the war game. … Navy Capt. John Carman, Joint Forces Command spokesman, said the war game had properly validated all the major concepts which were tested by Blue Force, ignoring the artificially imposed restrictions placed on Van Riper’s Red Force which led them to succeed. (more)

War colleges, where people learn to be soldiers, often have war simulations where different people play different parts of a war between “us” and “them.” Students and others are told that these are realistic, or at least as realistic as is feasible given the simplifications that simulations and games require.

But I’ve now heard personally from enough independent expert insider sources that I’m willing to post it: the above example was not a rare exception; war games are mostly fake.

They are designed so that our side wins, and so that the official strategy that we teach students actually prevails. Every once in a while some joker plays “them” cleverly and wins, and then their career is over. The games also make sure terrifying outcomes never happen, even in a game where “we” win. For example, it is forbidden to sink an aircraft carrier.

I’m told that that fake war games and simulations are common in the rest of the military too. Simulations that show realistic levels of outcome uncertainty and variance tend to be rejected in favor of low variance ones that suggest outcomes just can’t get very bad.

You might have thought that because in the military most everyone’s freedom and lives are on the line, the military at least would try hard to create realistic estimates of the outcomes of their policies. But you’d be wrong. Organizational disfunction plagues them as well. Apparently military leaders think it is more important to instill confidence in the troops and citizens than to actually find out how wars would go.

Now ask yourself: since your freedom and lives aren’t on the line in your organization, just how much more dysfunctional might be your outcome estimating processes?

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Who Loves Truth Most?

Who loves cars most?  Most people like cars, but the folks most vocal in their enthusiasm for cars are car sellers; they pay millions for ads gushing about how much their engineers love designing cars, their factory workers love building them, etc.  The next most vocal are probably car collectors, tinkerers, and racers; they'll bend your ear off about their car hobby.  Also vocal are folks visibly concerned that the poor don't have enough cars. 

But if you want to find the folks who most love cars for their main purpose, getting folks around in their daily lives, you'll have to filter out the sellers, hobbyists, and do-gooders to find ordinary people who just love their cars.  For the most part, car companies love to sell cars to make cash, car hobbyists love to use cars to show off their personal abilities, and do-gooders use cars to show off their compassion.  By comparison, those who just love to drive from point A to B don't shout much.

Truth loving is similar.  Most folks say they prefer truth, but the folks most vocal about loving "truth" are usually selling something.  For preachers, demagogues, and salesmen of all sorts, the wilder their story, the more they go on about how they love truth.  The next most vocal in their enthusiasm for truth are those who, like car hobbyists, use public demonstrations of truth-finding to show off personal abilities.  Academics, gamers, poker players, and amateur intellectuals of all sorts are proud of the fact that their efforts reveal truth, and they make sure you notice their proficiencies. And do-gooders earnestly talk about the importance of everyone understanding the truth of the uninsured, the illiterate, etc.

Continue reading "Who Loves Truth Most?" »

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