8,463 karma · joined June 21, 2015
https://matry.design https://github.com/danielvaughn
I think she attributed too much of the symptoms merely to socialism; obviously the world is more complex than that. But we've got this train crash, the ongoing issues with Boeing airplanes, several multi-billion dollar public infrastructure projects across America that have stalled and will likely never be completed (like the California high speed rail system), the list goes on.
What people seem to be wanting is for an agent to infer vast complex data from terse simple data, which I think is probably impossible on a philosophical level. There's real information loss in language, and compute can only make guesses at the end of the day. I really don't see how we bridge that gap.
I bought it on day one in 2016, and like everyone else, I was wowed by the planet hopping experience for about an hour or so. Then I put it down and didn't think about it again.
Then I picked it up a few years later, and discovered base building. Had more fun than the first playthrough, but it didn't click. Eventually I hear about something called the Galactic Hub, which is a star system marked by players as a central spot to build their bases. Kind of like a human home in the vast empty universe of NMS.
I get curious about it, and look up instructions on how to get there. I did some quick napkin math and realized it would take literally dozens of hours of grinding - nonstop travel - to get there. However, as it turns out, there's a loophole with black holes. When you enter a black hole, it spits you out into a totally different place in the galaxy. From the players perspective its random, but players got together and figured out that each unique black hole always sends you to the same spot in the galaxy. So they constructed a black hole "highway", along with an app that let you input your desired coordinates, and it would give you the list of black holes that would most optimally get you near your destination.
So I spend an evening playing the game, switching back and forth from the game to my laptop, inputting coordinates and slowly making my way closer and closer to the hub. Eventually I find it, and what was amazing was that it was the first time I'd seen any evidence of another player in the game.
That moment felt utterly magical, because while I was playing a game, I had an actual, real objective that I formed entirely on my own.
So yes, the game is an odd duck, but it can really open up with the right mindset.
We find aesthetic beauty in nature; we do not find artistry.
It's not about the relative "creativity" of it. Art is fundamentally about communication. It's a social activity, whether you're reading a book or listening to music or looking at a painting. Even a mid-average author is going to make something more compelling, on a human level, than extraordinary prose generated by a machine.
AI-generated creative artifacts are as interesting as the fractals in a snowflake. Interesting, sometimes beautiful, but void of human meaning.
Side note, I also had to expand my definition of "creativity" early in my career. I grew up and was educated as an artist. Even received a Bachelor of Fine Art Painting. Never took a single class on anything to do with computer science. As I was transitioning my career towards programming, I was worried that I would lose my creativity. It took me a while to realize that programming was intensely creative, just as much as being an artist. They simply have different aesthetics.
My experience is that while it's awesome to have really deep keyboard-driven experience, it can't _only_ be that. You need some graphical controls to help guide users.
A good example of a finite task is like something we're working on at my company. We're building a multi-agent orchestration engine for large scale offensive network ops. Think like an Active Directory attack. This kind of thing is extremely complex, and involves lots of ambiguity and cross-referencing. You couldn't deterministically program a machine to do this attack, but you could definitely coordinate a bunch of agents to work together to do it. And you don't need a human in the loop outside of some lightweight scoping and gating procedures.
For a while people were talking about the necessity of UBI in response to the potential elimination of jobs. I tend to take your view (I think it's your view) that it's more worthwhile to automate our basic necessities. Food, water, shelter - use technology to drive those costs down to zero or near zero so that an economically risky solution like UBI doesn't even need to be proposed.
Fully manual coding is the most reliable but extremely slow and costly.
Fully LLM driven coding is extremely fast, but for serious work is too unreliable.
Spec-driven development might be viable, but too often the specs end up being LLM maintained, which defeats the purpose.
You need some hard boundary in the codebase where only human hands touch the files. And you want to enable the velocity that AI allows. So yes, semi-formal programming does seem like a promising solution.
I came to the conclusion that something in the codebase needs a hard boundary, where the team agrees that only human hands touch it. Otherwise the entire repo becomes untrustworthy as far as discovering intent goes.