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Comment Basic question (Score 2) 78

Why isn't there a second independent AI that examines the main AI's output, and decides if it should be censored or not. If it thinks so, the answer is not delivered.

Since the second one is only looking at the first AI's output it seems like it would be difficult or impossible to fool it, especially if it's window is very short (like only the current message).

I assume there is some reason this does not work. Any explanations?

Comment Human hearing is amazing (Score 4, Informative) 40

This is simply using our amazing ability to spatially locate sounds. We can spatially locate sounds in front of us side-to-side with an accuracy of around 1 degree. That's pretty incredible. For comparison, cats and dogs cannot spatially locate sounds with nearly that accuracy (about 5 degrees for cats, 8 degrees for dogs), even though they can physically pan their ears around to focus sound collection where they want.

To give an idea of just how incredible that is, 1 degree accuracy means that a sound (or echo) from 20 feet away can be determined with 4 inches accuracy side to side (or in metric, an object 6 meters away can be located to 11 centimeters accuracy).

Using this innate ability for echolocation just makes sense.

Comment Re:A watershed moment (Score 1) 65

Doom was amazing tech, way ahead of its time,

I think Wolfenstein 3D was really the groundbreaking tech. It introduced the entire 2.5D fast-paced shooter FPS. Doom was just a big refinement and flushing-out of those concepts that Wolf 3D introduced and proved.

Really, from a technological standpoint, I argue that Quake was the biggest leap, most ambitious and largest technological breakthroughs id software (IE John Carmack) achieved. It is a full 3D game engine, with advanced internal scripting and tons of other capabilities, that is a quantum leap above the 2.5D rendering of Doom. Truly it set the stage for all modern FPS games. The rendering pipelines and so on were entirely different from anything in Doom so it was a total creation of itself, and not an incremental improvement (like Doom was to Wolf 3D).

I ported both Wolf3D and Quake (and Quake 2) to Pocket PC back in the day, so I was intimately familiar with the code, especially the software rendering pipelines.

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