Normal view

There are new articles available, click to refresh the page.
Before yesterdayTechnology

The telltale words that could identify generative AI text

1 July 2024 at 07:30
If your right hand starts typing "delve," you may, in fact, be an LLM.

Enlarge / If your right hand starts typing "delve," you may, in fact, be an LLM. (credit: Getty Images)

Thus far, even AI companies have had trouble coming up with tools that can reliably detect when a piece of writing was generated using a large language model. Now, a group of researchers has established a novel method for estimating LLM usage across a large set of scientific writing by measuring which "excess words" started showing up much more frequently during the LLM era (i.e., 2023 and 2024). The results "suggest that at least 10% of 2024 abstracts were processed with LLMs," according to the researchers.

In a pre-print paper posted earlier this month, four researchers from Germany's University of Tubingen and Northwestern University said they were inspired by studies that measured the impact of the COVID-19 pandemic by looking at excess deaths compared to the recent past. By taking a similar look at "excess word usage" after LLM writing tools became widely available in late 2022, the researchers found that "the appearance of LLMs led to an abrupt increase in the frequency of certain style words" that was "unprecedented in both quality and quantity."

Delving in

To measure these vocabulary changes, the researchers analyzed 14 million paper abstracts published on PubMed between 2010 and 2024, tracking the relative frequency of each word as it appeared across each year. They then compared the expected frequency of those words (based on the pre-2023 trendline) to the actual frequency of those words in abstracts from 2023 and 2024, when LLMs were in widespread use.

Read 9 remaining paragraphs | Comments

Apple rejects PC emulators on the iOS App Store

26 June 2024 at 12:43
Don't get your hopes up—this iOS version of <em>Doom</em> was <a href="https://arstechnica.com/civis/threads/doom-quake-other-id-shooters-get-open-source-ios-ports.1451365/">ported from open source code</a>, not run via a classic PC emulator.

Enlarge / Don't get your hopes up—this iOS version of Doom was ported from open source code, not run via a classic PC emulator. (credit: Tom Kidd)

Earlier this year, Apple started officially allowing "retro game emulators" on the iOS App Store without the need for cumbersome jailbreaking or sideloading. But if you want to emulate retro PC games on your iOS device, you are apparently still out of luck.

In a recent blog update, iDOS developer Chaoji Li said that the latest version of the DOSBox-based MS-DOS emulator was finally rejected from the iOS App Store this month after a lengthy, two-month review process:

They have decided that iDOS is not a retro game console, so the new rule is not applicable. They suggested I make changes and resubmit for review, but when I asked what changes I should make to be compliant, they had no idea, nor when I asked what a retro game console is. It's still the same old unreasonable answer along the line of "we know it when we see it."

The developer of iOS Virtual Machine app UTM told a similar tale of App Store rejection on social media. The reported two-month review process for the UTM app ended with "the App Store review board determin[ing] that 'PC is not a console' regardless of the fact that there are retro Windows/DOS games fo[r] the PC that UTM SE can be useful in running," the developer said.

Read 5 remaining paragraphs | Comments

Taking a closer look at AI’s supposed energy apocalypse

25 June 2024 at 14:01
Someone just asked what it would look like if their girlfriend was a Smurf. Better add another rack of servers!

Enlarge / Someone just asked what it would look like if their girlfriend was a Smurf. Better add another rack of servers! (credit: Getty Images)

Late last week, both Bloomberg and The Washington Post published stories focused on the ostensibly disastrous impact artificial intelligence is having on the power grid and on efforts to collectively reduce our use of fossil fuels. The high-profile pieces lean heavily on recent projections from Goldman Sachs and the International Energy Agency (IEA) to cast AI's "insatiable" demand for energy as an almost apocalyptic threat to our power infrastructure. The Post piece even cites anonymous "some [people]" in reporting that "some worry whether there will be enough electricity to meet [the power demands] from any source."

Digging into the best available numbers and projections available, though, it's hard to see AI's current and near-future environmental impact in such a dire light. While generative AI models and tools can and will use a significant amount of energy, we shouldn't conflate AI energy usage with the larger and largely pre-existing energy usage of "data centers" as a whole. And just like any technology, whether that AI energy use is worthwhile depends largely on your wider opinion of the value of generative AI in the first place.

Not all data centers

While the headline focus of both Bloomberg and The Washington Post's recent pieces is on artificial intelligence, the actual numbers and projections cited in both pieces overwhelmingly focus on the energy used by Internet "data centers" as a whole. Long before generative AI became the current Silicon Valley buzzword, those data centers were already growing immensely in size and energy usage, powering everything from Amazon Web Services servers to online gaming services, Zoom video calls, and cloud storage and retrieval for billions of documents and photos, to name just a few of the more common uses.

Read 22 remaining paragraphs | Comments

Decades later, John Romero looks back at the birth of the first-person shooter

24 June 2024 at 07:00
Decades later, John Romero looks back at the birth of the first-person shooter

Enlarge (credit: Aurich Lawson | Id | GDC)

John Romero remembers the moment he realized what the future of gaming would look like.

In late 1991, Romero and his colleagues at id Software had just released Catacomb 3-D, a crude-looking, EGA-colored first-person shooter that was nonetheless revolutionary compared to other first-person games of the time. "When we started making our 3D games, the only 3D games out there were nothing like ours," Romero told Ars in a recent interview. "They were lockstep, going through a maze, do a 90-degree turn, that kind of thing."

Despite Catacomb 3-D's technological advances in first-person perspective, though, Romero remembers the team at id followed its release by going to work on the next entry in the long-running Commander Keen series of 2D platform games. But as that process moved forward, Romero told Ars that something didn't feel right.

Read 20 remaining paragraphs | Comments

Why Interplay’s original Fallout 3 was canceled 20+ years ago

20 June 2024 at 12:31
What could have been.

Enlarge / What could have been. (credit: No Mutants Allowed)

PC gamers of a certain vintage will remember tales of Project Van Buren, a title that early '00s Interplay intended as the sequel to 1998's hit Fallout 2. Now, original Fallout producer Timothy Cain is sharing some behind-the-scenes details about how he contributed to the project's cancellation during a particularly difficult time for publisher Interplay.

Cain famously left Interplay during Fallout 2's development in the late '90s to help form short-lived RPG house Troika Games. After his departure, though, he was still in touch with some people from his former employer, including an unnamed Interplay vice president looking for some outside opinions on the troubled Van Buren project.

"Would you mind coming over and playing one of my game prototypes?" Cain recalls this vice president asking him sometime in mid-2003. "We're making a Fallout game and I'm going to have to cancel it. I don't think they can get it done... but if you could come over and look at it and give me an estimate, there's a chance I wouldn't cancel it."

Read 6 remaining paragraphs | Comments

Seven years later, Nintendo proves Metroid Prime 4 still exists

18 June 2024 at 12:00

It has now been almost exactly seven years since Nintendo first announced Metroid Prime 4 and over five years since the company said it was restarting work on the game with series mainstay Retro Studios. Now, Nintendo has finally shared the first glimpse of gameplay for the renamed Metroid Prime 4: Beyond, which is now planned for a 2025 release.

"After a very long time, we are finally able to share more information about this title," Nintendo executive Shinya Takahashi said during today's livestreamed Nintendo Direct presentation, showing a remarkable talent for understatement. Takahashi went on to also ask that fans "please wait a little bit longer" for additional information before the game's planned release next year.

That "additional information" should include whether the highly anticipated game will launch for the Switch—as was promised in 2017—or for Nintendo's next console, which the company recently teased via a pre-announcement announcement. Nintendo kept its promise that "there will be no mention of the Nintendo Switch successor" during today's Nintendo Direct presentation, but a major first-party franchise game launching in 2025 definitely seems well-positioned to serve as a showcase for new hardware that Nintendo seems to be planning for around the same time frame.

Read 5 remaining paragraphs | Comments

Star Citizen still hasn’t launched, but it’s already banning cheaters

17 June 2024 at 12:51
For an unreleased game, <em>Star Citizen</em> still has some really pretty ships...

Enlarge / For an unreleased game, Star Citizen still has some really pretty ships... (credit: RSI)

At this point in Star Citizen's drawn-out, 11-plus-year development cycle, we're usually reminded of the game when it hits some crowdfunding microtransaction milestone or updates its increasingly convoluted alpha development roadmap. So last week's announcement that developer Cloud Imperium Games (CIG) has banned over 600 cheaters from its servers is a notable reminder that some people are actually enjoying—and exploiting—the unpolished alpha version of the game.

Shortly after the May release of Star Citizen's Alpha 2.23.1 update, players started noticing that they could easily make extra money by storing a freight ship, selling their cargo, and then returning to the ship to find the cargo ready to be sold a second time. As knowledge of this "money doubling" exploit spread, players reported that the price of basic in-game resources saw significant inflation in a matter of days.

Now, Cloud Imperium Games Senior Director of Player Relations Will Leverett has written that the developer has investigated "multiple exploits within Star Citizen that compromised stability and negatively impacted the in-game economy." In doing so, CIG says it "identified and suspended over 600 accounts involved in exploitative behaviors while also removing the illicitly gained aUEC [in-game currency] from the Star Citizen ecosystem."

Read 8 remaining paragraphs | Comments

Are Diablo fans getting too old for the old-school item grind?

14 June 2024 at 11:54
Do you have a few hundred hours to hear the good news about our lord and savior, <em>Diablo</em>?

Enlarge / Do you have a few hundred hours to hear the good news about our lord and savior, Diablo? (credit: Blizzard)

Longtime fans of Diablo II are deeply familiar with the extreme timesink that is the late-game grind for the very best loot. But when the creators of Diablo IV tried to re-create that style of grinding for the latest game in the series, they found that their players' tastes had changed quite a bit in the intervening years.

In a wide-ranging interview with Windows Central, Blizzard's general manager of Diablo, Rod Fergusson, said that they launched Diablo IV under "the assumption that D4 was meant to be more D2-like." That meant, in part, increasing the length of time required to discover the game's most valuable items after post-Auction-House Diablo 3 made rare item drops much more common.

"One of the assumptions was that people were going to be okay with the long grind for the Unique or an Uber Unique in particular, because in Diablo II, it can go years," Fergusson said. "You can go three years before you find the Uber you're looking for... and so we were like, okay, this is what people love about the progression of D2, that idea of that very long chase."

Read 8 remaining paragraphs | Comments

This photo got 3rd in an AI art contest—then its human photographer came forward

13 June 2024 at 18:34
To be fair, I wouldn't put it past an AI model to forget the flamingo's head.

Enlarge / To be fair, I wouldn't put it past an AI model to forget the flamingo's head. (credit: Miles Astray)

A juried photography contest has disqualified one of the images that was originally picked as a top three finisher in its new AI art category. The reason for the disqualification? The photo was actually taken by a human and not generated by an AI model.

The 1839 Awards launched last year as a way to "honor photography as an art form," with a panel of experienced judges who work with photos at The New York Times, Christie's, and Getty Images, among others. The contest rules sought to segregate AI images into their own category as a way to separate out the work of increasingly impressive image generators from "those who use the camera as their artistic medium," as the 1839 Awards site puts it.

For the non-AI categories, the 1839 Awards rules note that they "reserve the right to request proof of the image not being generated by AI as well as for proof of ownership of the original files." Apparently, though, the awards did not request any corresponding proof that submissions in the AI category were generated by AI.

Read 9 remaining paragraphs | Comments

Gaming historians preserve what’s likely Nintendo’s first US commercial

13 June 2024 at 12:51
"So slim you can play it anywhere."

Enlarge / "So slim you can play it anywhere." (credit: VGHF)

Gamers of a certain age may remember Nintendo's Game & Watch line, which predated the cartridge-based Game Boy by offering simple, single-serving LCD games that can fetch a pretty penny at auction today. But even most ancient gamers probably don't remember Mego's "Time Out" line, which took the internal of Nintendo's early Game & Watch titles and rebranded them for an American audience that hadn't yet heard of the Japanese game maker.

Now, the Video Game History Foundation (VGHF) has helped preserve the original film of an early Mego Time Out commercial, marking the recovered, digitized video as "what we believe is the first commercial for a Nintendo product in the United States." The 30-second TV spot—which is now available in a high-quality digital transfer for the first time—provides a fascinating glimpse into how marketers positioned some of Nintendo's earliest games to a public that still needed to be sold on the very idea of portable gaming.

Imagine an “electronic sport”

Founded in the 1950s, Mego made a name for itself in the 1970s with licensed movie action figures and early robotic toys like the 2-XL (a childhood favorite of your humble author). In 1980, though, Mego branched out to partner with a brand-new, pre-Donkey Kong Nintendo of America to release rebranded versions of four early Game & Watch titles: Ball (which became Mego's "Toss-Up"), Vermin ("Exterminator"), Fire ("Fireman Fireman"), and Flagman ("Flag Man").

Read 5 remaining paragraphs | Comments

❌
❌