Role Playing (Games)

70 New Text Adventures Written For 28th Annual 'Interactive Fiction Competition' (ifcomp.org) 11

Long-time Slashdot reader destinyland writes: 70 new text adventures are now online and available for playing — as a long-standing tradition continues. The 70 new games are the entries in the 28th annual Interactive Fiction Competition (now administered by the Interactive Fiction Technology Foundation, a charitable non-profit corporation).

With wacky titles like "Lazy Wizard's Guide" and "Elvish for Goodbye," each game offers its own original take on the classic choice-based text adventures, sometimes augumented with ambient background noises and even music. Each of the 70 games has some kind of fanciful "cover art" — one even generated using OpenAI's image-generating tool DALL-E.

And you're invited to help judge the games! Just create an account, and then play and rate at least five of the games by November 15...

Slashdot first covered the competition back in 2004. (And in 2006, Slashdot editor Hemos called interactive fiction games "some of the best I've ever played.") But this year the competition raised over $10,000 (so far!) to be distributed among the top two-thirds of entries, with the first-place finisher receiving $489 and each subsequent finisher receiving a little less, with the lowest-finishing prize recipient awarded $10. (And in addition, top entrants are each allowed to choose one prize from a pool of donations.)

Game on!

Businesses

$80M Fund Backs OrangeDAO's Revolutionary Plan to Mentor and Invest in Web3 Enterpreneurs (cringely.com) 25

An anonymous reader shared this report from long-time tech pundit Robert X. Cringley. "A Distributed Autonomous Organization (DAO) called OrangeDAO is cooperating with a small seed venture fund called Press Start Capital to establish the OrangeDAO X Press Start Cap Fellowship Program for new Web3 entrepreneurs.

"Successful applicants get $25,000 each plus 10 weeks of structured mentorship plus continued access to the more than 1200-member OrangeDAO network. In exchange, OrangeDAO and Press Start get to invest in the resulting companies, if any, produced by the class." Cringley likens it to the American tech startup accelerator Y Combinator — but on steroids.

Cringley also explains why he thinks this "middle class VC" model "will replicate and grow unconstrained," ultimately exporting itself from Silicon Valley to cities around the world. There are many DAOs around and hardly anybody understands them or knows what they are good for. Mainly they have seemed to be involved in the NFT market. But OrangeDAO is different. It has 1200+ members and every one of those members is a graduate of the Y Combinator startup accelerator. They are verified Y Combinator company founders, so they've all had similar entrepreneurial experiences and see business much the same way as a result. OrangeDAO seems to have big plans and to make those plans happen in August the DAO, itself, raised $80 million in venture capital, with their first use of that capital being these Fellowships.

I think this will change forever venture capital and the world economy.

It represents a new stage in the evolution of venture capital. In many senses it is the democratization of VC....

The DAO members all have similar backgrounds, similar values, and similar risk tolerances. THERE ARE MORE OF THEM, so they can do bigger deals. And — here's the important bit — THEY ARE ALL Y COMBINATOR-EDUCATED and connected globally through the blockchain. They not only know many of the same things, they have a sense of where this knowledge comes from and why it is useful.... In the YC-based DAO we have people who want the next generation of entrepreneurs to be even better-educated. It's not some egalitarian goal, either: they see it as key to success for the whole thing.

Smart people with good ideas will self-identify, be funded at a subsistence level to allow them to develop those ideas and prove their worth, then they can participate on a truly level playing field for the first time.... Gone is the Tycoon, gone is the professional VC who doesn't understand his tech, gone soon will be the angels (subsumed into the DAO model), and gone for the most part are the asshole VCs whom entrepreneurs grow to hate (not all of them, but a lot).

Done correctly, this model is essentially Meritocratic VC. If the idea is good, the market is ready, and the people know what they are doing, the capital will be there.

Music

Swedish Engineer Creates Playable Accordion From 2 Commodore 64 Computers (arstechnica.com) 26

An anonymous reader quotes a report from Ars Technica: In late October, a Swedish software engineer named Linus Akesson unveiled a playable accordion -- called "The Commodordion" -- he crafted out of two vintage Commodore 64 computers connected with a bellows made of floppy disks taped together. A demo of the hack debuted in an 11-minute YouTube video where Akesson plays a Scott Joplin ragtime song and details the instrument's creation.

A fair amount of custom software engineering and hardware hackery went into making the Commodordion possible, as Akesson lays out in a post on his website. It builds off of earlier projects (that he says were intentionally leading up to this one), such as the Sixtyforgan (a C64 with spring reverb and a chromatic accordion key layout) and Qwertuoso, a program that allows live playing of the C64's famous SID sound chip.

So how does the Commodordion work? Akesson wired up a custom power supply, and when he flips the unit on, both Commodore 64 machines boot (no display necessary). Next, he loads custom music software he wrote from a Commodore Datasette emulator board into each machine. A custom mixer circuit board brings together the audio signals from the two units and measures input from the bellows to control the volume level of the sound output. The bellows, composed of many 5.25-inch floppy disks cut and taped into shape, emit air through a hole when squeezed. A microphone mounted just outside that hole translates the noise it hears into an audio envelope that manipulates the sound output to match. The Commodordion itself does not have speakers but instead outputs its electronic audio through a jack.

Science

Kids Who Play Video Games Score Higher on Brain Function Tests (theverge.com) 47

Kids who play video games have better memory and better control over their motor skills than kids who don't, according to a new study looking at adolescent brain function. From a report: Video games might not be responsible for those differences -- the study can't say what the causes are -- but the findings add to a bigger body of work showing gamers have better performance on some tests of brain function. That lends support to efforts to develop games that can treat cognitive problems. "This study adds to our growing understanding of the associations between playing video games and brain development," said Nora Volkow, director of the National Institute on Drug Abuse, in a statement.

The study used data from the Adolescent Brain Cognitive Development (ABCD) study, which launched in 2018 and is tracking brain development in thousands of children in the United States as they grow into adulthood. Participants periodically go through a battery of assessments, including brain imaging, cognitive tasks, mental health screenings, physical health exams, and other tests. To study video games and cognition, the research team on this new study pulled from the first set of assessments in the ABCD study. It included data on 2,217 children who were nine and 10 years old. The ABCD study asked participants how many hours of video games they played on a typical weekday or weekend day. The research team divided the group into video gamers (kids who played at least 21 hours per week) and non-video gamers (kids who played no video games per week). Kids who only played occasionally weren't included in the study. Then, the research team looked at the kids' performance on tests that measure attention, impulse control, and memory.

Games

30 Million Gamers Were Logged Into Steam Today (kotaku.com) 51

Steam launched in 2003 — and as recently as 2015, its record for concurrent users logged into the service was 10 million people, reports Kotaku (growing to 14 million in 2017, and by March of 2020, rising up to 20 million).

But now it's jumped another 50% — just two and a half years: We got to 28 million users earlier this year — more than the entire populations of countries like Australia and Taiwan — and now, in late October, we've hit the nice round number of 30 million, with the peak number of users logged on earlier today standing at 30,032,005.

Note that this isn't the number of people playing at any one time, just the number of people logged into the platform, a feat that's often achieved simply by turning your PC on. If you want to know the number of users actually in a game at that time, SteamDB figures put the peak at around 8.5 million, which is still an enormous figure, and a big jump (proportionally) even from earlier in 2022, when the highest number of active players stood at "between seven and eight million".

Privacy

Nym's Plan to Boost Internet Privacy Through 'Mixnets' (quantamagazine.org) 22

Harry Halpin helped create uniform cryptography standards for the World Wide Web Consortium, reports Quanta magazine — but "he also wanted to protect the lower, foundational level: the network through which the information is transmitted.

"In 2018, he started Nym Technologies to take on this problem.... Halpin spoke with Quanta from Nym's headquarters in Neuchâtel, Switzerland." Halpin: The trickier problem is this: How do I communicate with you so that no one else knows I'm communicating with you, even if our messages are encrypted? You can get a sense of what people are saying from the pattern of communication: Who are you talking with, when are your conversations, how long do they last...?

There are two key elements: One is the "mixnet," a technology invented by David Chaum in 1979 that my team has improved. It relies on the premise that you can't be anonymous by yourself; you can only be anonymous in a crowd. You start with a message and break it into smaller units, communications packets, that you can think of as playing cards. Next, you encrypt each card and randomly send it to a "mixnode" — a computer where it will be mixed with cards from other senders. This happens three separate times and at three separate mixnodes. Then each card is delivered to the intended recipient, where all the cards from the original message are decrypted and put back into the proper order. No person who oversees mixing at a single mixnode can know both the card's origin and its destination. In other words, no one can know who you are talking to.

Q: That was the original mixnet, so what improvements have you made?

Halpin: For one thing, we make use of the notion of entropy, a measure of randomness that was invented for this application by Claudia Diaz, a computer privacy professor at KU Leuven and Nym's chief scientist. Each packet you receive on the Nym network has a probability attached to it that tells you, for instance, the odds that it came from any given individual.... Our system uses a statistical process that allows you both to measure entropy and to maximize it — the greater the entropy, the greater the anonymity. There are no other systems out there today that can let users know how private their communications are.

Q: What's the second key element you referred to?

Halpin: Mixnets, as I said, have been around a long time. The reason they've never taken off has a lot to do with economics. Where do the people who are going to do the mixing come from, and how do you pay them? We think we have an answer. And the kernel of that idea came from a conversation I had in 2017 with Adam Back, a cryptographer who developed bitcoin's central "proof of work" algorithm. I asked him what he would do if he were to redesign bitcoin. He said it would be great if all the computer processing done to verify cryptocurrency transactions — by solving so-called Merkle puzzles that have no practical value outside of bitcoin — could instead be used to ensure privacy.

The computationally expensive part of privacy is the mixing, so it occurred to me that we could use a bitcoin-inspired system to incentivize people to do the mixing. We built our company around that idea....

A new paper that came out in June shows that this approach can lead to an economically sustainable mixnet....

We are not building a currency system or trying to replace the dollar. We just want to provide privacy to ordinary people.

Facebook

'I Tried the $1,500 Quest Pro and Saw the Best of the Metaverse' (nytimes.com) 54

"Good news, readers: After using nearly every virtual reality headset made in the last seven years, including the latest $1,500 goggles from Mark Zuckerberg's Meta, I've seen the best of what the metaverse could offer," writes the New York Times' Brian Chen. "Yes, the best is already here, and has been for quite some time. It's video games." An anonymous reader shares an excerpt from his report: At Meta's Burlingame office, I strapped on the Quest Pro to see what was new. Meta highlighted three features: the headset's higher-definition picture, which is receiving quadruple the number of pixels of its predecessor, the $400 Quest 2; the array of cameras embedded into the headset, which can now create a real-time rendering of your facial expressions and eye movements; and new motion controllers with improved pressure sensitivity so you can squeeze a virtual object gently or grab it aggressively.

Meta employees and app developers gave me an hourlong tour through software tailored for the headset. I created a digital avatar of my face that mimicked my grins and frowns as I raised a curious brow. I made 3-D drawings and tossed virtual darts. I found the improved graphics and controllers impressive (and my animated avatar a bit creepy), but after I removed the headset and returned to reality-reality, I could only imagine wanting to use these new features to play games. My favorite virtual-reality game, Blaston, which was released in 2020 and involves players shooting one another in a virtual arena, would probably benefit from the improved motion controllers to make trigger squeezes for the different guns more realistic.PokerStars VR, where gamers gather around a virtual card table to play Texas hold 'em, would be more fun if we could pick up tells through each player's facial expressions.

By the end of the demo, I was also doubtful that I would get any work done with this headset. In a promotional video for the product, Meta suggested that the Quest Pro could be a multitasking tool for workers juggling meetings while scrolling through emails and other tasks. But the device's battery lasts only one to two hours, according to Meta. (The headset can still be used while plugged in, but using a computer is less complicated.) This is the reality on which we should base our buying decisions. Not even Meta seems to believe many people will buy the Quest Pro. It said the device's target audience would be early adopters, designers and businesses. If you fall into any of those camps, I recommend a wait-and-see approach to gauge whether useful virtual-reality applications become available for your profession.

The company left a more obvious niche off its target list: hard-core gamers willing to spend lots of money on every piece of new gaming hardware. They are in for a treat. In addition to providing access to high-resolution virtual reality games made for the Quest Pro, the headset will work with hundreds of games already made for the Quest 2. Many of those older Quest 2 titles are quite good. Games that get your heart pumping and make you break a sweat, likeBeat Saber and FitXR, which both involve swinging your arms around to hit objects, are a boon in an era when people need to wear smartwatches to remind them to stand up. None of this -- a first impression that the Quest Pro will be great for playing games and primarily be used for entertainment -- is a bad thing. The fact that we can get visually stunning, immersive gaming in a lightweight, wireless headset means virtual reality has come a long way in less than a decade. For now, that's the only reason to buy one of these.

Television

The Great Netflix Debate: Do Its Movies Belong in Theaters? (wsj.com) 104

Inside Netflix's movie studio, top executives lobbied Ted Sarandos, the company's co-chief executive, for much of this year to experiment with releasing more Netflix original movies broadly in theaters WSJ is reporting. From the report: They outlined their case in a memo shared in June on the company network. Some argued that Netflix is leaving hundreds of millions in box-office receipts on the table with its current strategy of showing only select movies in a few hundred theaters for at most a few weeks before streaming them, according to people familiar with the matter. Other executives thought showing movies in more theaters would create valuable buzz for the streaming service. Soon after, in an internal meeting, Mr. Sarandos told Netflix studio leaders that he had doubts, and still felt that streaming is the future of entertainment, movies included. Instead, he suggested that studio chief Scott Stuber and other executives meet with their counterparts at Sony Pictures Entertainment to see if they would agree to let Netflix stream Sony's movies just four to six weeks after they came out in theaters, instead of after six to eight months, as spelled out in a partnership the two studios reached last year.

If a new deal could be struck, some executives said, it would help Netflix understand how the company might benefit from streaming a movie shortly after it had been shown on thousands of big screens across the country. The debate inside Netflix over how best to distribute its films -- details of which haven't been previously reported -- is one that is playing out across an entertainment industry that has been rapidly upended by the rise of streaming video. Every major company in Hollywood is facing some version of the same question: What is the best way to release a movie? Is it in a cinema, with stadium seating, popcorn and digital surround sound? Or is it at home, streamed on a flat-screen TV or a laptop? Should movies go to theaters first, then to streaming, or should they be released at the same time? How long should a studio wait between theatrical and streaming release? How many theaters should show a film? Should all movies go to the big screen, or just splashy action thrillers?

Science

Memory Study Induces Sleeping People To Forget Word Associations (theguardian.com) 12

Playing sounds while you slumber might help to strengthen some memories while weakening others, research suggests, with experts noting the approach might one day help people living with traumatic recollections. From a report: Previous work has shown that when a sound is played as a person learns an association between two words, the memory of that word association is boosted if the same sound is played while the individual sleeps. Now researchers have found fresh evidence the approach could also be used to weaken such memories. "We can an actually induce forgetting of specific material whilst people are asleep," said Dr Aidan Horner, co-author of the study from the University of York. Writing in the journal Learning & Memory, Horner and colleagues report how 29 participants were shown pairs of words on a computer screen, one of which was an object word, such as bicycle, while the other was either a place word, such as office, or a person, such as David Beckham. The process was repeated for 60 different object words, and in the course of the process both possible pairings were shown, resulting in 120 associations. As the pairs flashed up, participants heard the object word being spoken out loud.

The team tested the participants on a subset of the associations, presenting them with one of the words and asking them to select a paired word from a list of six options. Participants then spent a night in the team's sleep laboratory. Once they had entered a particular sleep state -- as judged by electrodes placed on their heads -- they were played audio of 30 of the object words. The team tested participants on the word associations the next day. The results reveal participants' ability to recall the first word they had learned to pair with an object word was boosted if audio of the latter was played as they slept, compared with if it was not played. However, their ability to recall the second word they learned to associate with the same object decreased relative to the audio-free scenario. "Just looking at the actual raw scores, the performance goes down from about 50% to just over 40%," said Horner. However, the team found the effects were only present when the pairings had not been tested pre-sleep -- suggesting other instances of recall are also important.

Classic Games (Games)

Man Alleging Poker Cheating Demands Better Security in Livestreamed Games (msn.com) 102

Last week the Los Angeles Times published a sympathetic portrait of Robbi Jade Lew, the woman facing unproven allegations of cheating in a high-stakes poker match.

This week the newspaper profiled the man making those accusations — Garrett Adelstein, known "as an affable guy who is known for taking even big losses in stride." "Garrett would have reacted normally if his opponent made a good, even heroic, call that cost him $100,000," said Jennifer Shahade, a pro poker player and chess champion. "I think the initial hand, the call and the situation would be suspicious under any circumstances, any gender."
In the profile we learn that Adelstein has 14 years of experience as a professional poker, and is "one of the game's best and most profitable high-stakes cash players, known to viewers of popular casino broadcasts for his loose-aggressive style of no-limit hold 'em and his willingness to buy in for enormous sums of money, bringing as much as $1 million to the table....

"On Sept. 29, Adelstein made the biggest bet of his life: risking his well-respected reputation, and possibly his poker career, when he accused rookie player Robbi Jade Lew of cheating in a $269,000 hand against him on Hustler Casino Live..." Adelstein, 36, hasn't played poker since. Whereas he once spent much of his time studying optimal strategy, reviewing past hands and appearing on streams from Hustler Casino in Gardena and Bicycle Casino in Bell Gardens, he is now hyper-focused on conducting his own investigation to prove his case. In a more than four-hour interview from his Manhattan Beach home on Tuesday, Adelstein said he was "extremely confident" that he was the target of a cheating ring involving not just Lew but other players and at least one member of the show's production crew. Lew, 37, denied the allegation, which she called "defamatory."

The drama has left Adelstein uncertain when he'll return to the poker table.... Adelstein says he has been cheated before. When he was 26, he was invited to a home game where he bought in for $100,000.... Adelstein said, he laid out his suspicions about the intricacies of the operation to the host and a business partner, and said he would go public with what happened. "They offered me a deal where they would refund me my money in exchange for my silence," he said. "And then they paid me in six installments, once a month, for a six-month period."

The incident, which he relayed on a poker podcast last year, showed Adelstein the darker side of poker and left him cautious.

He never played in a high-stakes home game with strangers again, choosing to exclusively play in casinos, where he reasoned cheating would be less likely. Still, "I'm always looking out for it," he said. "I'm not the world's most trusting guy when it comes to poker."

The article notes how major poker sites were busted 15 years ago for "superuser" accounts with cheating privileges — and a 2019 lawsuit in which dozens of pros sued a player and gambling hall accused of leaking info from the RFID-tagged cards uesd in their livestreams. "When it comes to stream security and these types of games, as professionals we're obviously always on the lookout so it doesn't happen again," poker player Matt Berkey said of the aftermath. "Garrett's one of the biggest players who plays on stream, so he himself is more of a potential target."

"Hustler Casino Live," the streaming show that hosted the now-infamous Sept. 29 game, also uses RFID playing cards. Since its first show aired in August 2021, it has become the world's most-watched poker stream, combining the drama of the game with huge amounts of cash, poker's top players, celebrities and other colorful personalities. "Hustler Casino Live" now has more than 1 million monthly unique viewers and 185,000 subscribers.

The show's games are streamed five days a week on a delay of one to four hours to prevent information from being passed to players live. But now its stream security has been called into question, with players saying tighter protocols need to be implemented. They've raised concerns over the number of employees who had access to the control room where hole cards were being monitored, and a few have said the stream should temporarily shut down while the investigation is ongoing....

"I thought that streamed poker was, at least by comparison to the other options, one of the last safe havens," Adelstein said. "And at this point, I have so little faith in that...."

"Live at the Bike," on which Adelstein has played several times, has been hitting him up since Sept. 29 in the hopes that he will join its stream. But he says he's not in the right headspace for it.

"There's I guess a world in the next several weeks or months where maybe I'm able to process this and want to play a poker game. But at the moment, that's not how I feel," he said.

"I'm not playing poker on a stream again unless I see tangible, noticeable, measurable differences in livestream security," he continued. "That's for my own benefit and it's for the benefit of the poker community at large."

Math

DeepMind Breaks 50-Year Math Record Using AI; New Record Falls a Week Later (arstechnica.com) 30

Last week, DeepMind announced it discovered a more efficient way to perform matrix multiplication, conquering a 50-year-old record. This week, two Austrian researchers at Johannes Kepler University Linz claim they have bested that new record by one step. Ars Technica reports: In 1969, a German mathematician named Volker Strassen discovered the previous-best algorithm for multiplying 4x4 matrices, which reduces the number of steps necessary to perform a matrix calculation. For example, multiplying two 4x4 matrices together using a traditional schoolroom method would take 64 multiplications, while Strassen's algorithm can perform the same feat in 49 multiplications. Using a neural network called AlphaTensor, DeepMind discovered a way to reduce that count to 47 multiplications, and its researchers published a paper about the achievement in Nature last week.

To discover more efficient matrix math algorithms, DeepMind set up the problem like a single-player game. The company wrote about the process in more detail in a blog post last week. DeepMind then trained AlphaTensor using reinforcement learning to play this fictional math game -- similar to how AlphaGo learned to play Go -- and it gradually improved over time. Eventually, it rediscovered Strassen's work and those of other human mathematicians, then it surpassed them, according to DeepMind. In a more complicated example, AlphaTensor discovered a new way to perform 5x5 matrix multiplication in 96 steps (versus 98 for the older method).

This week, Manuel Kauers and Jakob Moosbauer of Johannes Kepler University in Linz, Austria, published a paper claiming they have reduced that count by one, down to 95 multiplications. It's no coincidence that this apparently record-breaking new algorithm came so quickly because it built off of DeepMind's work. In their paper, Kauers and Moosbauer write, "This solution was obtained from the scheme of [DeepMind's researchers] by applying a sequence of transformations leading to a scheme from which one multiplication could be eliminated."

Medicine

Lab-Grown Brain Cells Play Video Game Pong (bbc.com) 44

An anonymous reader quotes a report from the BBC: Researchers have grown brain cells in a lab that have learned to play the 1970s tennis-like video game, Pong. They say their "mini-brain" can sense and respond to its environment. Writing in the journal Neuron, Dr Brett Kagan, of the company Cortical Labs, claims to have created the first ''sentient'' lab-grown brain in a dish. Other experts describe the work as ''exciting'' but say calling the brain cells sentient is going too far. "We could find no better term to describe the device,'' Dr Kagan says. ''It is able to take in information from an external source, process it and then respond to it in real time."

The research team: grew human brain cells grown from stem cells and some from mouse embryos to a collection of 800,000; connected this mini-brain to the video game via electrodes revealing which side the ball was on and how far from the paddle. In response, the cells produced electrical activity of their own. They expended less energy as the game continued. But when the ball passed a paddle and the game restarted with the ball at a random point, they expended more recalibrating to a new unpredictable situation. The mini-brain learned to play in five minutes. It often missed the ball -- but its success rate was well above random chance. Although, with no consciousness, it does not know it is playing Pong in the way a human player would, the researchers stress.

Dr Kagan hopes the technology might eventually be used to test treatments for neurodegenerative diseases such as Alzheimer's. "When people look at tissues in a dish, at the moment they are seeing if there is activity or no activity. But the purpose of brain cells is to process information in real time," he says. "Tapping into their true function unlocks so many more research areas that can be explored in a comprehensive way." Next, Dr Kagan plans to test the impact alcohol has on the mini-brain's ability to play Pong. If it reacts in a similar way to a human brain, this would underscore just how effective the system might be as an experimental stand-in.
As the "mini-brains" become more complex, Dr Kagan's team says they'll be working with bioethicists to ensure they do not accidentally create a conscious brain.

"We have to see this new technology very much like the nascent computer industry, when the first transistors were janky prototypes, not very reliable -- but after years of dedicated research, they led to huge technological marvels across the world," he says.
Cloud

Google Reveals 'First Laptops Built For Cloud Gaming' Just After Killing Stadia (forbes.com) 46

Google has announced what it's calling "the world's first laptops built for cloud gaming," less than two weeks after announcing plans to shut down Stadia. Forbes reports: Google says the Acer Chromebook 516 GE, ASUS Chromebook Vibe CX55 Flip and Lenovo Ideapad Gaming Chromebook all have refresh rates of at least 120Hz, displays with up to 1600p resolution, immersive audio and, critically for cloud gaming, WiFi 6 or 6E connectivity. Some models have RGB keyboards too. Subject to availability, you may get a SteelSeries Rival 3 gaming mouse at no extra cost if you pick up one of these Chromebooks. All three laptops were benchmarked by GameBench to ensure that they're capable of running games at 120 frames per second at 1080p resolution. You should get input latency of under 85 ms as well. Google notes that's "console-class" input latency.

[...] Google is bringing some neat cloud gaming features to these Chromebooks. For one thing, the devices will support Xbox Cloud Gaming, Amazon Luna and NVIDIA GeForce Now. In the latter case, Google worked with NVIDIA to ensure these Chromebooks support GeForce Now's highest RTX 3080 tier. That enables cloud gaming at 120 fps at a resolution of 1600p on these systems, which come with the GeForce Now app preinstalled. You'll also be able to install Xbox Cloud Gaming as a web app on your Chromebook. Additionally, these Chromebooks will come with three-month trials for both the GeForce Now RTX 3080 tier and Amazon Luna. Meanwhile, it could be pretty easy for you to find and start playing games on these services through ChromeOS. If you search for a game in the launcher (i.e. through the Everything Button), you'll see where it is available. You'll then be able to load up the game with a single click. To begin with, this feature will be compatible with GeForce Now and the Play Store.
"It's good to see that Google hasn't entirely given up on cloud gaming," adds Forbes. "Still, the timing of this announcement comes at a very odd time."
Games

Upcoming Call of Duty Has Annoying Phone Number Verification Requirement (theverge.com) 167

Call of Duty: Modern Warfare II will require players to register with a phone number on Battle.net to play the game, in order to make players responsible for their actions. The game is set for release later this month on October 28th. The Verge reports: It's a repeat of the practice that caused issues for Overwatch 2 players last week, PCGamer reports. A Battle.net support page lists the upcoming CoD shooter as one of its three games that "require that you add a phone number to your Battle.net account" to play, alongside Overwatch 2 and 2019's Modern Warfare. The phone verification system, which Activision Blizzard calls SMS Protect, is meant to cut down on toxic behavior from players, preventing them from creating endless new accounts to evade bans or to cheat. "Limiting the number of free accounts that a single person can create helps keep players accountable for their actions and, in turn, reduces toxicity and cheating and ensures a positive community experience for all players," Activision Blizzard's support page reads.

The problem is that SMS Protect is designed for text-enabled mobile phones, and doesn't treat all phone numbers equally. A separate Battle.net support page notes that "mobile phones with prepaid plans may not work with the phone notification service." It also doesn't work with VoIP numbers. That restricts the service to players with postpaid cellular plans, which may not be affordable or easily accessible to many players around the world.

Requiring players to provide a phone number isn't new (Dota 2 and Rainbow Six Siege both require them for ranked play) but there haven't been widespread reports of problems with prepaid phone plans with these previous implementations. One player we spoke to was blocked from playing Overwatch 2 when they entered the same number they'd used to successfully play Dota 2 for years. It's unclear whether Activision Blizzard's phone number requirements will apply equally for Modern Warfare II players across both Battle.net and Steam, given the game is available across both PC digital stores.

Education

A Minecraft Player Set Out To Build the Known Universe, Block by Block (nytimes.com) 29

Christopher Slayton spent two months exploring black holes, identifying the colors of Saturn's rings and looking at his home planet from outer space. Mr. Slayton, 18, didn't have to leave his desk to do so. He set out to build the entire observable universe, block by block, in Minecraft, a video game where users build and explore worlds. From a report: By the end, he felt as if he had traveled to every corner of the universe. "Everyone freaks out about the power and expansiveness of the universe, which I never really got that much," he said. But after working for a month and 15 days to build it and additional two weeks to create a YouTube video unveiling it, "I realized even more how beautiful it is." Mr. Slayton, known as ChrisDaCow on his Minecraft-focused YouTube, Reddit, Twitter, Instagram and TikTok accounts, has been playing the game for almost a decade, and he's not a user of any other games, he said. He started posting videos of his "builds," which are landscapes he creates inside the game, on YouTube in 2019. This channel has become his main priority since he graduated high school this spring.

[...] Exploring and learning concepts via Minecraft can be seen as a generational shift, said Ken Thompson, an assistant professor of digital game design at the University of Connecticut. About two-thirds of Americans play video games, according to a 2022 industry report. Professor Thompson said young people, such as Mr. Slayton, could apply problem solving and critical thinking when tackling projects such as the universe creation. "There are very serious applications," he said, adding, "then there's also this wonderful science side of it where we're experimenting with systems that are otherwise really hard to conceptualize." In 2022, some students at his university held a commencement ceremony in Minecraft, organized by the gaming club, after the in-person event was canceled because of the coronavirus pandemic. They created the campus and avatars representing students and even faculty to stage the virtual gathering.

Music

'AI Music Generators Could Be a Boon For Artists - But Also Problematic' (techcrunch.com) 48

"Our new robot overlords are making a whole lot of progress in the space of AI music generation," quips TechCrunch, discussing a new project called "Harmonai" backed by Stability AI (creators of the open source AI image generator Stable Diffusion): In late September, Harmonai released Dance Diffusion, an algorithm and set of tools that can generate clips of music by training on hundreds of hours of existing songs.... Dance Diffusion remains in the testing stages — at present, the system can only generate clips a few seconds long. But the early results provide a tantalizing glimpse at what could be the future of music creation, while at the same time raising questions about the potential impact on artists....

Google's AudioLM, detailed for the first time earlier this week, shows... an uncanny ability to generate piano music given a short snippet of playing. But it hasn't been open sourced. Dance Diffusion aims to overcome the limitations of previous open source tools by borrowing technology from image generators such as Stable Diffusion. The system is what's known as a diffusion model, which generates new data (e.g., songs) by learning how to destroy and recover many existing samples of data. As it's fed the existing samples — say, the entire Smashing Pumpkins discography — the model gets better at recovering all the data it had previously destroyed to create new works....

It's not the most intuitive idea. But as DALL-E 2, Stable Diffusion and other such systems have shown, the results can be remarkably realistic.

Its lyrics are gibberish, TechCrunch concedes — though their article also features several audio clips (including a style transfer of Smash Mouth's vocals onto the Tetris theme).

And the article also notes a new tool letting artists opt of of being used in AI training sets, before raising the obvious concern...

The project's lead stresses that "All of the models that are officially being released as part of Dance Diffusion are trained on public domain data, Creative Commons-licensed data and data contributed by artists in the community." But even with that, TechCrunch notes that "Assuming Dance Diffusion one day reaches the point where it can generate coherent whole songs, it seems inevitable that major ethical and legal issues will come to the fore."

For example, beyond the question of whether "training" is itself a copyright violation, there's the possibility that the algorithm might accidentally duplicate a copyrighted melody...
Movies

Court Blocks 13,445 'Pirate' Sites Proactively To Protect One Movie (torrentfreak.com) 30

An anonymous reader quotes a report from TorrentFreak: A court in India has granted what appears to be the most aggressive site-blocking injunction in the history of copyright law. In advance of the movie 'Vikram Vedha' premiering in cinemas last Friday, a judge handed down an injunction that ordered 40 internet service providers to proactively and immediately block an unprecedented 13,445 sites. [...] India began blocking pirate sites in 2011 but the public had no idea it was coming. In an early case, movie company Reliance Entertainment went to court to protect the movie 'Singham' and came away with an order that compelled ISPs to temporarily block sites including Megaupload, Megavideo, Rapidshare, Putlocker, Hotfile and Fileserve. Having obtained one injunction, to the surprise of no one Reliance Entertainment immediately sought and obtained another. From there, the site-blocking train gathered steam and hasn't looked back. [...]

After obtaining certification for its new movie 'Vikram Vedha' last Monday, Reliance Entertainment filed an injunction application the next day. The goal was to protect the movie from online piracy following its premiere last Friday. Given that courts in other countries can take months over a decision, the Madras High Court needed to act quickly. On September 30, the day of the movie's release, the Court published its orders, noting that substantial sums had been invested in 'Vikram Vedha' and the movie was expected to screen in 3,000 cinemas worldwide. With words such as "imminent" and "threat" featured early on, it was already clear which way the judge was leaning. How far he was prepared to go still came as a surprise. After reading through the Reliance application, the judge declared that Reliance had made its case and that an injunction was appropriate. The judge said that if an interim injunction wasn't immediately granted, it would "result in alleged piracy being completed in all and every aspect of the matter." That would in turn lead to an "irreversible situation" and "irreparable legal injury incapable of compensation."

Due to the urgency, the respondents in the case – including 40 internet service providers -- weren't notified of the legal action. Nevertheless, the injunction was handed down via two separate orders, which together prohibit anyone from copying, recording, camcording, making available, uploading, downloading, exhibiting or playing the movie without a license. After specifically prohibiting copying to CD, DVD, pen drives, hard drives or tapes, the orders move on to the issue of ISP blocking. It appears that Reliance asked for a lot and the judge gave them everything. According to one of the orders, the websites put forward for blocking are all "non-compliant" operations, in that they have no reporting and take down mechanisms in place, at least according to Reliance. Interestingly, Reliance also informed the court that all of the websites were infringing its copyrights in respect of the movie 'Vikram Vedha', even though it was yet to be released and when the application was filed, no copies were available online. This means that Reliance couldn't have provided any infringing URLs even if it wanted to. Nevertheless, the judge did consider more limited blocking.

Ultimately, the judge granted an interim injunction and ordered all of the ISPs (list below) to immediately and proactively block a grand total of 13,445 websites. While the names of the websites were made available to the court, the court did not make the schedule available on the docket. As a result we have no way of confirming which domains are on the list. The ISPs weren't informed about the injunction application either, so presumably they're also in the dark. The idea that the judge tested all 13,445 domains seems wishful thinking at best. That leaves Reliance Entertainment as the sole entity with any knowledge of the submitted domains, all of which have been labeled in court as infringing the movie's copyright, even though no copy was available when the application was made.

Businesses

Amazon's Glow Goes the Way of the Fire Phone and Dodo (arstechnica.com) 5

Amazon's Glow is no more. The tech giant has discontinued the children's device, which included an 8-inch display and a projector that could display games on a mat, Bloomberg reported Tuesday. ArsTechnica: You can't buy the Glow on Amazon's website anymore. According to Bloomberg, the device was on sale for $150 (down from $300) on Tuesday before it became listed as unavailable later that day. The publication cited slow sales as a reason for the product's demise. It also noted the device's focus on remote connectivity as pandemic-related restrictions eased. Amazon announced Glow on September 28, 2021, before launching invite-only availability, followed by general availability in March. "We... continually evaluate the progress and potential of our products to deliver customer value, and we regularly make adjustments based on those assessments," Kristy Schmidt, an Amazon spokesperson, told Bloomberg. "We will be sharing updates and guidance with Glow customers soon." The Glow allowed children to video chat, draw, and play games with family members remotely via the 8-inch display. It also projected onto a 19-inch mat that children could interact with. One obvious downside was the requirement of an Amazon Kids+ subscription for playing games and accessing other content, like books and art. The service is $5 per month. Glow came from Amazon's Grand Challenge lab, which makes experimental products.
AI

DeepMind's Game-Playing AI Has Beaten a 50-Year-Old Record In Computer Science (technologyreview.com) 91

An anonymous reader quotes a report from MIT Technology Review: DeepMind has used its board-game playing AI AlphaZero to discover a faster way to solve a fundamental math problem in computer science, beating a record that has stood for more than 50 years. A year after it took biologists by surprise, AlphaFold has changed how researchers work and set DeepMind on a new course. The problem, matrix multiplication, is a crucial type of calculation at the heart of many different applications, from displaying images on a screen to simulating complex physics. It is also fundamental to machine learning itself. Speeding up this calculation could have a big impact on thousands of everyday computer tasks, cutting costs and saving energy.

Despite the calculation's ubiquity, it is still not well understood. A matrix is simply a grid of numbers, representing anything you want. Multiplying two matrices together typically involves multiplying the rows of one with the columns of the other. The basic technique for solving the problem is taught in high school. But things get complicated when you try to find a faster method. This is because there are more ways to multiply two matrices together than there are atoms in the universe (10 to the power of 33, for some of the cases the researchers looked at).

The trick was to turn the problem into a kind of three-dimensional board game, called TensorGame. The board represents the multiplication problem to be solved, and each move represents the next step in solving that problem. The series of moves made in a game therefore represents an algorithm. The researchers trained a new version of AlphaZero, called AlphaTensor, to play this game. Instead of learning the best series of moves to make in Go or chess, AlphaTensor learned the best series of steps to make when multiplying matrices. It was rewarded for winning the game in as few moves as possible. [...] The researchers describe their work in a paper published in Nature today. The headline result is that AlphaTensor discovered a way to multiply together two four-by-four matrices that is faster than a method devised in 1969 by the German mathematician Volker Strassen, which nobody had been able to improve on since. The basic high school method takes 64 steps; Strassen's takes 49 steps. AlphaTensor found a way to do it in 47 steps.
"Overall, AlphaTensor beat the best existing algorithms for more than 70 different sizes of matrix," concludes the report. "It reduced the number of steps needed to multiply two nine-by-nine matrices from 511 to 498, and the number required for multiplying two 11-by-11 matrices from 919 to 896. In many other cases, AlphaTensor rediscovered the best existing algorithm."
Advertising

Meta To Increase Ad Load On Instagram (techcrunch.com) 56

Following another quarter that saw marketers pull back on their ad spending, Meta today announced it's increasing its ad load on Instagram with the launch of two new ad slots. TechCrunch reports: Amid a slew of product updates for advertisers, including a music catalog for advertisers and a new ad format for Facebook Reels, the company said it will now allow advertisers to run ads on the Explore home page and in profile feeds. Meanwhile, though Instagram Reels began rolling out 30-second ads globally last year, followed by Reels ads on Facebook earlier in 2022, the new format now being tested will involve shorter ads on Facebook Reels, specifically.

Called "post-loop" ads, these 4- to 10-second skippable ads and standalone video ads will play after a Reel has ended. When the ad finishes playing, the Reel will then resume and loop again. Like TikTok, many Reels are designed to be watched more than once -- but stuffing an ad at the end could see users instead choosing to scroll to a new video instead of watching the same one again. This is a risky move, as people will also likely consider this a poor user experience.

Meta also said it will test "image carousel" ads in Facebook Reels starting today. These are horizontally scrollable ads that can include anywhere from two to 10 image ads and are shown at the bottom of Facebook Reels content. In addition, the company is introducing new Instagram ad placements as a way to increase the surface for ads as it struggles to monetize its TikTok competitor, Reels. This is being done through the addition of ads on the Explore home page and in the profile feed. [...] Historically, Instagram had only placed ads on Explore within the Explore feed -- that is, when a person taps on a post and scrolls. But now, it's expanding to the Explore home page itself, as it says it sees users spending meaningful time there, Instagram told TechCrunch. This is already rolling out globally.

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