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I'm pretty sure this was achieved with prompting rather than with weights, but there is a chatbot available that tries to maximize the motivated refusals:

https://www.goody2.ai/chat


Except for the prize money for the RSA challenge contest! Although they'll also need to have Claude invent a time machine.

Is someone providing prize money again? RSA ended the contest in 2007.

Hence the time machine!

I would very strongly recommend the Gökyay Chess Museum in Ankara, Turkey, if anyone is ever there.

https://www.gokyaysatrancvakfi.org.tr/en/chess-museum/

Somewhat unexpectedly, I thought it was one of the best museums I've ever visited in my life. It's the world's largest collection of chess sets, and is basically a museum of the chess set as an artistic genre, not of chess as a game. As you can see a bit from this site too, the artistic genre is quite broad and deep.

In the Gökyay Museum there were lots of questions raised by this genre:

* What historical events do people feel comfortable treating as distant history, versus something that you have to show respect or deference about?

* How would you make a chess set for blind players?

* Do chessboards have to be physically flat, not just topologically two-dimensional? Do they have to be horizontal rather than vertical?

* What events or activities can be metaphorically represented as a "battle"?

* How would different sculpture and painting traditions from around the world translate into a highly stylized chess set? How about different availability of materials?

* How do commercial marketing and pop culture leak into the comparatively culturally elite or refined realm of chess?

Anyway, it's just awesome and you should definitely go if you can.


I was pretty shocked at the rate of change in Crawl. I played it for a couple of years and during that time entire major game mechanics changed, like moving from many kinds of food, to only one kind of food, to completely eliminating food and hunger (while adding a completely new form of clock to kill players who didn't keep moving).

Why was the rate of change so huge? And the changes so deep? These roguelikes particularly tend to be stable, almost frozen - at least in terms of mechanics.-

There were a couple of people who were very active in development and were very opinionated about good game design. Then they slowed down a bit, and some other people came in with more ideas, they may not have been quite as radical but by then it was established that upending designs was something DCSS did. (A bit of like the problem the Esperanto offshoots had).

It was at all time driven by very heavy players, and IMO the theme especially suffered from it (by the time you're a heavy player, you have completely abstracted it into a bunch of systems, and it's very hard to see it like a new player would see it).


I started playing (from a thread on HN) ~7 years ago. The changes are both broad and deep - devs are not afraid to rework something three times until happy with the outcome. I missed food/hunger entirely but very few players speak highly of it.

There is no difficulty playing previous versions, changing and compiling your own etc etc. Devs are changing the game to be better (in their own view), more fun, more engaging. They should do that! It is a living piece of art imo


Well, players who speak highly of it probably wouldn't play the modern crawl :)

Old Crawl had a lot of systems around food. You had races that were mostly or entirely vegetarian, which made them significantly harder to play in that respect. Then there were the kobolds, which could eat almost anything, the ghouls which didn't even mind rotten chunks - but they had other problems to balance it a bit. You could opt out of the entire hunger system by playing mummies - those went all the way back to Linley Henzell, and he had the philosophy that if you wanted a bit tedious play style, you could have it (mummies were really hard to play, though!). The Hive was a dungeon side branch with a lot of bees and honeycombs, a big breakpoint on the food clock if you weren't one of the carnivorous/saprovorous races, but nasty if you didn't have poison resistance. I think they removed it entirely in modern crawl? They might as well, without food its whole purpose is gone.

Of course the game works fine without food. ToME has no food, and it's fine. But it says something about how much of the original game they ditched.


Most people I've spoken to, even players who long since ditched the game, describe food and hunger as tedium. All sorts of tedious gameplay has been targeted for a variety of reasons - but i freely concede it cost something in terms of story/worldbuilding/etc.

Mummies are still miserable to play, only now they have no upsides at all... xD


I've recently been working on this exact problem due to my desire to create puzzle challenges for Simplicity, the smart contract programming environment that I work on for my job.

Since Simplicity runs on Bitcoin-like blockchains, someone can swipe the witness data from the legitimate winner's proposed transaction, and create a new transaction (perhaps with a higher fee) using the same claim data and sending the prize to a different address.

Anyway, I ended up implementing a two-phase commit mechanism in which you pay a deposit to temporarily lock the prize so that it can only be paid out to your address. If you then make a valid claim, the prize can be paid to you; if you don't, you forfeit your deposit.

https://community.simplicity-lang.org/t/running-prize-contes...

(I think this was suggested by Russell O'Connor, the inventor of Simplicity, but it may have been a widespread idea in the smart contracts world. I don't know whether there's a straightforward way to implement it with Bitcoin Script, which is what this older prize would have needed.)


I don't claim to know the nuance of what you're trying to address with this.

Wouldn't it be simpler to simply protect a bitcoin private key with the encryption that you are challenging people to break?

Off the top of my head, the only downside I can see is that someone could drain the wallet without publishing the key, but people like to brag, so it seems unlikely to be a problem in practice.


That would work if you were only demonstrating encryption or creating challenges related to encryption, but some challenges don't map very easily to a cipher (though you might be able to get them to map to a cipher key).

In Simplicity (and in a sense in Bitcoin Script) there's a broader concept of "if you show you know information X, you're entitled to this money", but it has this specific issue that if the information or the entitlement to receive money for knowing it isn't unique to a specific recipient, there will automatically be a witness swiping or front-running risk for architectural reasons.



When's the coming age of crypto-anarchy?

Not sure! It sounded more imminent back in 2000 when I heard Eric Hughes perform the song.

Thanks for sharing, that brightened my day

It could be a gimmick to grab attention.

https://en.wikipedia.org/wiki/In_medias_res

Lots of novels start off with "the gardener put down the gun" or "the elephant was never recovered" or "the money was meant to be in the shoebox" or something as a way of arousing the reader's curiosity, or making the reader feel like an active participant in some larger story that's already underway, even though this is technically bad pragmatics in the sense that it isn't cooperating with the reader's assumed desire to understand the context of the utterance.

In turn, perhaps some AI systems have learned this trick as a way of increasing engagement, even though it can feel manipulative.


I'm not sure this is the best achievable example, but maybe:

"The street vendors have decided to oppose the ordinance."

"But I thought Mike and Jacob said they support the ordinance. And Julia! Aren't they vendors?"

"They are some vendors, but most vendors take the opposite position."


That one is more natural without the word "some" imo

Depends where the stress is.

"They are some vendors, not all vendors" is natural.

"They are vendors, not all vendors"is equally natural.

Written without stress indicators, most dialog can sound unnatural.


> "They are vendors, not all vendors" is equally natural.

No it isn't. For example, I am a native speaker, and I have no idea what you wanted that sentence to say. There is no available contrast between the emphasized words, leaving me mystified as to why they're both emphasized.

Looking up through the context, I think what you want is "They are vendors, but they aren't all vendors." That's still not a felicitous way to express it; you'd be better off with "They are vendors, but they aren't every vendor." (Because "They aren't all vendors" is most naturally interpreted to mean "not all of them are vendors", with all as an adverb, as opposed to "not all vendors are one of them", with all as a determiner.)


I agree, so it's still not an ideal example.

More simply: "Some vendors support the ordinance, but most oppose it."

I remember that reading there is a common misinterpretation of one of the visualizations in this paper, but I don't remember exactly what the misinterpretation is. Something about the visualization leads people to somehow exaggerate the magnitude of differences between different groups' moral beliefs, I think.

I remember seeing a wildcat in a sanctuary in Costa Rica with a similar story (the kittens looked like housecat kittens, so someone adopted them, but the adult cat's behavior was different enough to be really challenging). I've been trying to remember the exact species I saw there (maybe an oncilla?), but apparently there are several kinds of wildcat fairly easily mistaken for housecats as kittens.

I think not all of them categorically refuse to be pets, but they're noticeably more aggressive and less affectionate compared to housecats.


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