like by selling it at a loss to build dependencies and then jacking the price up year after year by whatever amount is just below the cost of removing the dependency
i predominantly use it for real time chatting, its a big group text chat and a place to hop in a voice channel and shoot the shit while doing whatever we want on the computer a la ventrilo/mumble/teamspeak
but yes i also game and it gets a lot of use for that as well
i agree though that for collecting and organizing information longer term like forums do, it is not ideal
Set text size as preferred, underline links (or not), turn off display name styles (or not), ui density compact or default, chat message display to compact, space between message groups 0px, turn off all the animated emojis and gif animation stuff if you want.
In client use, there's a button to hide member list (or not).
You can definitely make discord look like a slightly less dense IRC client (mainly because of the channel picker) if you want. And if you want to go really crazy use it in a browser and userscript customize it or use betterdiscord.
I think a lot of the features like embeds and emoji reactions add a lot of value compared to IRC (which I think is also why the IRC world is trying to add those features).
Sort of, except if no one can ever discover a community it is always dying by default
Personally I'd love to find a decent online community these days, my social circle has shrunk considerably, but idk. It seems difficult to start fresh with new people nowadays
we were made to socialize in person. you can mimic it online and nourish existing connections over it but nothing helps build friendship more than being in the same place at the same time a few different times and talking to each other
Thats true but online content has always had its place. 25 years ago finding forums and irc was a god send, my lonely hobbies and interests became things i could regularly talk about. Its just modern social media abused the system, the algorithm, and us.
Which is all to say i agree about needing mostly irl, but there is also something of online community that irl could never replicate (for most people).
i know what you mean, and i think online communities can still be successful. but i think in the early internet you already had some common ground with anyone you met online because spending time on the internet was kind of a irl choice to make. It was like a magic room anyone could enter and find others. Now its so ubiquitous that simply being online or on a forum is not the same kind of specialness to it
I got banned the other day from the Stellaris Discord server because someone accused me of hacking Roblox accounts. I’ve never played Roblox in my life. So that’s nice.
on the public servers yeah. but the ones im in with real people who know each other will be fine.
I think the problem is not keeping agents out of private real people spaces, but for people who dont have any pre-existing or 'real world' connections to these communities to find a way to prove they are a real person over the internet alone and get an invite
On a related note, I think this is going to be the biggest challenge to most folks when it comes in resisting using government ID online. it will be the apple offered for easy proof youre not a bot to normal circles.
Discord is far better for discussion than IRC. You can be much more expressive on discord, instantly jump into a call and screenshare, easily link people to other rooms, tag, import bots etc. IRC kinda sucks compared to modern chat and they refuse to implement features that are considered basic.
> You can be much more expressive on discord, instantly jump into a call and screenshare, easily link people to other rooms, tag, import bots etc.
Some would see those as negatives.
> IRC kinda sucks compared to modern chat and they refuse to implement features that are considered basic.
Just because a protocol doesn't change purposes as time goes on that doesn't mean it "sucks". Who is this "they" you're talking about? Do you think IRC is a centralized service like Discord?
Discord is terrible. Full of bots, creeps and ai slopped to the gills.
Some communities are better than others but the sheer volume of stinky trash is immense despite discord and the poor volunteer moderators efforts to prevent it. Most mods are neutral on it too.
There are chat communities that are still somewhat safe with zero user verification. But I will not mention them.
discord is a tool for hosting private chat servers. it's pretty neutral. the UI is not great for building a shared knowledge base, although people do that anyway
but yes the publicly accessible servers are going to face similar problems. the socially competent people tend not to run those servers, and have smaller private servers with people they know as they have no drive to try to create a space for strangers to gather.
likely what they are implying is that chargebacks have indirect costs that you can ballpark around $50 per chargeback. So steam would likely take back the $5 revenue from the developer for the $5 chargeback, but the costs of processing the chargeback are absorbed by steam. i do not know if they have a separate chargeback fee they charge developers for it but it wouldnt make sense to as steam is the one validating and processing payments
to be fair, every gaming company nowadays is also doing this and still choosing go nickel and dime the adults and not do anything positive for the community
Steam lets you trade your items with others. with all the copycats that came out, im not sure any of them allow for you to trade things you bought with other players within the same game, let alone letting them buy it off you for virtual currency you could use to buy other games with
To be fair, the trading feature is part of what enables the gambling system to work (i.e. selling weapon skins). Most game companies will explicitly try to not have a trading system on any items that are obtained by random chance because, well, gambling.
except a lack of trading features encourages more gambling because youre not allowed to directly purchase or trade for items you want that are only dropped through random chance and are thus forced to gamble for them.
without trading they effectively remove everything about exchanging money for goods except the gambling part. and for regular microtransaction stores without gambling, it just kills the second hand market for sake of profits
steams dollar system is very clearly 1 directional as well. you put money into steam and it never comes out without violating their terms of service
the point isnt to eliminate gambling. the point is to make sure the people gambling are doing it responsibly. and if you do that and enable trading then you have other benefits to the ecosystem and make it easier to engage with it however you want, even if it's just to only buy old unpopular items for cheap. because if thats all you want to do, you are forced to pay for fewer "fresh" items from the shop in other games or gamble a little bit and live with whatever you get (which will also likely be less total items for same price in addition to likely not being the unpopular items you would have selected)
so i have a hard time believing the companies that dont have a trading system are doing so for any reason other than try to squeeze more money out of normal users who would have otherwise spent less in a more robust market system.
the details are key here. there is plenty of automatable financial work, sure, but also when it comes to reporting finances/costs (formally or informally) and having a real human being be accountable for them, you REALLY need to trust that nothing is hallucinated.
Any idea how they ensure this doesnt happen? As in, how can a user verify that the model did not touch any of the numbers and that it only built pipelines for them.
what I've been telling my CFO who wants to get AI involved in things is that for a lot of accounting and finance work "Trust but verify" doesnt work because verify is often the same process as doing the work.
To be honest I am having a hard time remembering the last time a LLM hallucinated in our pipelines. Make mistakes, sure but not make things up. For a daily recon process this is a solved problem imo.
I see it hallucinate quite often in development but mostly in getting small details wrong that are automatically corrected by lint processes. Large scale hallucination seems better guarded but I also suspect it’s because latitude is constrained by context and harnesses like lint, type systems, as well as fine tuned tool flows in coding models to control for divergence. But I would classify making mistakes like variable names wrong or package naming or signatures wrong as hallucations.
Curious!
Could you elaborate a little bit on your pipeline as we are currently looking to solve this for our internal processes in which we have to deal with lots of financial information from outside, containing mass of numbers, like annual reports, bank statements, balance sheets etc.
Not who you’re replying for but I can give some thoughts.
For anything math, it’s much more reliable to give agents tools. So if you want to verify that your real estate offer is in the 90–95th percentile of offerings in the past three months, don’t give Claude that data and ask it to calculate. Offload to a tool that can query Postgres.
Similar with things needing data from an external source of truth. For example, what payers (insurance companies) reimburse for a specific CPT code (medical procedure) can change at any time and may be different between today and when the service was provided two months ago. Have a tool that farms out the calculation, which itself uses a database or whatever to pull the rate data.
The LLM can orchestrate and figure out what needs to be done, like a human would, but anything else is either scary (math) or expensive (it using context to constantly pull documentation.)
The "real humans" doing the tasks being replaced are overworked kids less than 2yrs out of college on an average of 4hrs of sleep at working at 3am. If the AI makes their jobs take half as much time I bet they're a lot more likely to catch errors (and live longer).
at risk of sounding facetious, how exactly do you catch an error in a sum without performing the sum yourself?
How do you verify that all the tariffs are properly allocated to the correct GL code without going through the invoices and checking for each tariff on the list? How do you make sure none were accidentally assigned to other GL codes? All you have is pdfs, you dont know what the AI did or didnt do with the info on the pdf, there are not many use-cases to catch its errors without doing the work yourself.
If anything, it's going to add a step to these "kids" work where they have to use the AI to do the work and then redo 90% of the work anyway just to verify the output and then AI is going to get the credit anyway.
Or the overworked people are going to use AI and not verify it, which means not catching any errors or hallucinations, which apparently is fine because someone claims it's a solved problem for the black box of infinite possibility and inconsistent output.
It's like self-driving cars. You might want to accept human fault error rates until we prove overwhelmingly that the software is near-perfect, but others might want to switch to a system once it proves that it reliably beats most humans by a large factor, then work to mitigate the common errors it does have and improve.
When management signs off on work (SOX requires CEOs and CFOs to personally certify the accuracy of financial reports), they do not personally 'verify that all the tariffs are properly allocated to the correct GL code' or nearly any other hard numbers. The world works with human-level best effort, and management of that risk. I'm sure additional checks will be developed to categorize that risk, but the entire field of finance is about analyzing and pricing in risk so I think it'll work just fine.
sports and competitive gaming can really highlight team attitude with this sort of thing.
if you are playing as a team, and someone on the team makes a committed decision then it no longer matters if it was the best decision or not given the info at hand - the team is committed. Everyone making an effort to make the best of ANY plan usually has way better results than a confused/sloppy execution of the best plan.
and with longer term plans, once everyone is moving together and following each others lead, you can quickly pivot into the right plan if something is very obviously wrong.
the "it's easier" people operate on a fundamentally different way than you or I. they thrive in the world of plausible deniability and social trust. They almost dont care what happens to them as long as it isnt their fault. And they do not consider putting themselves at risk to be the same as being at fault
in a certain light, it's kind of admirable. they live like the world is the way it should be
>Far too many board games want to be computer games
very concise way to nail the root cause of this problem. I dont think it is intentional. I am developing my own board game right now with my brother, currently playtesting with close friends with solid results, and due to growing up with video games I cannot tell you how often we have had to confront the urge to add a state tracker here or a system there or maybe if we use cards with stats on them then .. etc. because a lot of our love for games has been influenced by video games. We managed to overcome that and keep things fun and simple, but we also have the luxury of working on this over the past couple years in our spare time and not pressed to meet a deadline or other corporate constraints. By that I mean when we hit a wall that could be solved quickly by increasing the games complexity, we are able to step away for a while until a good idea hits us.
there is certainly some room to bridge the gap between video games and board games, to have systems the players dont need to learn but operate in the background while still enabling tabletop interaction - but i dont see how to do it on a budget, so maybe a future project. we need projector enabled coffee tables to get popular in general or something maybe
compeltely agree, i feel like more and more games are forgetting to find an actual game. they combine some mix of achievement/gameplay loop and story or account progression and keep you busy feeling like youre still figuring the game out. But i think it is riding on the coattails of great games of the apst that ultimately rewarded players with "end game" experiences after they invest all the time in figuring the game out. Now they only need to be jsut convincing enough that the end game might exist and then never deliver on it, and they get paid and get users but ultimately no one remembers their experience with the game that well, and attitude towards gaming overall takes a hit.
the solution is to get back to identifying what the mechanic (or set of mechanics) actually is that is fun. It should be fun without the loop and then the loop gives you something to optimize and showcase skill. I think of Golf, where the fundamental game is hitting a ball into a cup in the ground. thats a fun way to kill time at the fundamental level for a lot of people. then the gameplay loop comes in for scoring, different courses with obstacles, specific things to hit the ball with, all sorts of things that let you capture the feeling of just hitting the ball with a stick into a cup and add more and more nuance to it which motivates replayability.
natural selection. cooperation is a dominant strategy in indefinitely repeating games of the prisoners dilemma, for example. We also have to mate and care for our young for a very long time, and while it may be true that individuals can get away with not being nice about this, we have had to be largely nice about it as a whole to get to where we are.
while under the umbrella of evolution, if you really want to boil it down to an optimization procedure then at the very least you need to accurately model human emotion, which is wildly inconsistent, and our selection bias for mating. If you can do that, then you might as well go take-over the online dating market
like by selling it at a loss to build dependencies and then jacking the price up year after year by whatever amount is just below the cost of removing the dependency
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