It sounds to me like the safe assumption with software is that no matter how solid your stack is, there are vulnerabilities, potentially catastrophic. A question to folks more experienced than me - if my business depends on software, and I know that my software is almost certainly exploitable, how do I posture my business in such a way as to minimize the impacts of exploits like these?
When Windows was the predominant desktop OS in the 90s and maybe early 00s (ok, maybe still is), it was so badly insecure that you could be pretty much sure that it would be easy to compromise.
That's when firewalls were widely deployed to provide some layer of protection.
So you can ask yourself, what is the (possibly metaphorical) firewall in the software you depend on?
Is there any way you can decrease attack surface, separate out the most important data in extra-secure (and thus less accessible) systems?
I’d like to point out that TF2 was part of the Orange Box bundle that included Half Life, Portal, and TF2. Those single player games were never given away for free, so as a purchaser of the bundle, I wasn’t miffed TF2 went free to play. In fact, quite the opposite. Because TF2 is free, there are like 50k people to play with me everyday. I think $0 is the right price for TF2.
I agree CS is icky re: skins and gambling. But to say “refuses to control” is disingenuous. They’ve done many things to curtail gambling, like preventing tourneys from displaying gambling sponsors and adding trade restrictions that hampered bot activity. Valve is between a rock and a hard place here- they recognize gambling is a net negative on the value of their game (hence the curtailing and remonetization efforts). Remember, valve didn’t create skin trading with the expectation of third party gambling, so this is something unprecedented they’ve had to figure out as they go. Despite its drawbacks, the gambling market has some positives that valve can’t ignore. It creates liquidity and demand for the skins. People who pay hundreds of dollars for skins hate to see their value plummet. So if valve nuked gambling today, it would upset a lot of folks. I think valve has done a phenomenal job balancing their business needs with the social obligations with the players.
It’s also one of the thinnest floats IPO’ing. They’re only selling less than 5% of the company. That introduces a lot of sensitivity in the valuation, not to mention there exists a bit of game theory around fund managers needing to join in to maintain nominal returns with their peers.
Thank you for sharing! What are your thoughts on intentionally degrading service over the course of an hour instead of a hard cutoff? Like implementing an increasingly restrictive cap on download speeds/intentionally dropping a % of packets over the hour. Might be a little less jarring than a hard stop.
Hey - plugged this into chatGPT 5.2 and it seems to think this theory needs more work.
“As written, this looks closer to sophisticated curve-fitting (numerology with constraints) than a legitimate geometric unification, mainly because the claimed “ppm agreement” is often not assessed against experimental uncertainties and because several integer/constant choices function like hidden degrees of freedom.”
Thanks for running this on GPT 5.2. It is fascinating to see AI critiquing AI-assisted work.
The critique regarding hidden degrees of freedom is a fair point. However, in curve-fitting, parameters are continuous: one can choose 4.1 or 3.9 to make the data fit. In this model, parameters are topological invariants (integers like 4 faces, 12 vertices, 20 faces). They are discrete and cannot be tuned.
The fact that this unadjustable logic yields results agreeing with experimental data within ppm implies either a massive statistical coincidence or a structural aspect.
It would be very interesting to run independent tests on different AIs with the whole context of the model and a standardized, consensual prompt. Beyond formal verification, this methodology could open paths that are difficult to navigate without AI assistance, helping to determine if the model stands as a possible foundation for a 'broad explanation of the observable', since the term 'ToE' instantly raises red flags. Kind of a pioneer peer-centaur-review. Just an idea.
I think a succinct way to describe my thoughts on linear algebra/language is that language has high dimensionality (ie many different basis vectors that may not necessarily be orthogonal) and that individual languages use a unique coordinate system to express thought. Each language is a lossy approximation of all conceivable thought and some languages can more efficiently represent the “all thoughts” vector space because they have basis vectors that point in more uncommon directions (like the go to japan example). So while you can more or less point to any thought in any language, some thoughts are easier to express in certain languages, which the post (and me) agree to be untranslatable words.
I tried to find the really interesting article about language and color that describes how some cultures use different naming schemes for colors but couldn’t find it. It talked about how back in the day we don’t know orange as a color, we just thought it was red-yellow and only after the fruit was distributed did the word for the color catch on. Here’s the best article I can find that talks about this phenomena https://burnaway.org/magazine/blue-language-visual-perceptio...
Each language is a lossy approximation of all conceivable thought...
This ultimately boils down to the private language discussion started by Wittgenstein. If you admit public language is a lossy approximation of meaning, you're taking a position on the existence of private languages.
> Each language is a lossy approximation of all conceivable thought
I'm not quite sure I understand this—I do have mental sensations/processes sans language, but I would not characterize them as "thoughts". To me, a thought is inherently linguistic, even if they relate to non-linguistic mental processes. So to me, learning a new language is very literally learning how to think differently.
I think we’re in agreement, but I’m afraid I don’t have the philosophical language to precisely pin my mental model into words (what a meta conundrum lol). I’ll try my best here, but I may come back in a few days with an edit if I can more coherently write my ideas.
I take a slightly more narrow definition of “thoughts” that may be more akin to “expressions” - ideas that can be communicated, so excluding non-linguistic mental processes. I think that may be where we disconnect. A lot of my idea about thoughts comes from the Borges story, Funes the memorius (short story about a dude who could not forget - interesting read and really clarifies my feelings on my definition of “all possible thought”). In the story he talks about tree leaves, but instead imagine needing a unique linguistic scheme for every single unique snowflake you ever see. It would be a linguistic nightmare! Therefore language must generalize otherwise it becomes noncommunicable and that generalization to me induces the “lossy approximation” I attribute to language in my prior comment.
So, in my head Funes’s mind represent the abstract space of all possible thoughts. When we use language, we are stacking words/sentences/paragraphs/etc together almost like vector addition trying to reach a particular point in the thought vector space. Some languages have really clean ways of getting to certain thoughts while others take a mouthful and still don’t get you exactly there (物の哀れ example from link).
I agree with your statement on new languages being different thinking. As you follow that vector addition process to get to the “thought,” different languages will take you on different paths to get to your destination thought because languages encode those vectors differently, even if the destination thought is the same. In my mental model, the act of thinking is putting those language vectors together and tracing their path to get to your thought.
And if my comment still makes no sense - I might have to incubate this thought a bit more :) but I do recommend the story- it’s a quick, thought provoking read.
> I take a slightly more narrow definition of “thoughts” that may be more akin to “expressions” - ideas that can be communicated, so excluding non-linguistic mental processes.
I was glad to read this because it seemed too neat and tidy for "thought" to necessarily be able to be encoded into language, especially in the presence of frequent miscommunication between people that share language, culture, and context.
On language and thinking, I agree that new languages promote thinking differently. But it seems that the difference has to fall short of the Sapir-Whorf hypothesis of informing perception or experience. Which would then limit the extent to which thought, as informed by language, would influence the way one would compose a linguistic representation of some thought/idea/"blob of meaning to be communicated." All to suggest that there is a broader landscape of "thinking-like activities" than those which would be able to be encoded linguistically.
Maybe it's simpler to say that I think of language as more lossy than thought.
I would argue that you can consider those thoughts. But this is the difficult bit, I've had the experience before of thoughts/feelings whatever ypu want to call them where words fall short. Knowing multiple languages helps a bit but it still falls short sometimes (very rarely).
Language is very effective at this, but I don't think thought is inherently linguistic.
To me language is just a way to label, group or organise these things. So when you learn a new one you learn a new 'labeling system/taxonomy' does that sound familiar?
I tried the new battlefield game and it’s bizarre how some of my friends play it. There’s this expansive battle pass (pay $20/quarter for access, on top of $70 base game) where you’re given tasks in game to make progress towards cosmetics. My friends only play to complete these tasks - the actual combat gameplay loop almost feels secondary to their enjoyment of the game. The modern trend of games becoming chore simulators is worrisome to me because -call me old fashioned- I believe the core gameplay loop should be fun and addictive, not the progression scaffolded on, even if that gameplay loops is a little “distasteful” like GTA.
It has to do with how ATC needs to be able to communicate with all planes in the air, even ones built 100 years ago. They have to use radio so everyone can hear everyone else. There’s no other technology that is as ubiquitous as radio, so they have to work with what they’ve got. Upgrading to other stuff would be an absolute nightmare, though they are making progress on less critical fronts.
Couldn't comms broadcast in multiple parallel modes, like cell phone traffic?: More clear (probably digital) transmissions in on band, and for backward compatibility, old radio transmissions in another.
I think one of the best things they could add would be an electronic drawing tablet for ATC to draw a flight path on a map and pipe it directly into the pilots EFIS or HUD. It's not fool-proof, but in high density airspace, it seems more efficient to be able to draw a curve and press a button than try to verbally describe it. Of course one major pitfall is you cannot draw in 3D.
and in this case, the pilot loaded the wrong waypoint (likely from another runway) and flew toward it. It's not slower, either. have you ever entered a waypoint into a flight computer? they aren't exactly built for speed.
Making the traffic controller load a flight plan into the plane’s computer merely changes who will make the mistake. If you want to suggest changes, suggest something that actually has a chance of reducing the rate of errors.
Besides, pilots don’t just blindly follow the waypoints on their computer. The pilots would have spent half an hour before they even got in the airplane reviewing the plan for the flight. This includes reviewing the published departure information for the airport. In that briefing they would have specifically noted that the direction they will turn after takeoff depends on which runway the tower tells them to take off from. They cannot necessarily guess which runway that’ll be in advance.
They already have something better than that. It's called a published departure procedure that pilots are supposed to follow. In this case, one of the pilots failed to follow the published departure procedure and came close to being on the next season of Mayday: Air Disaster.
The paths would be repetitive. Wouldn't it be great if, instead of drawing a new path in 3D space every single time someone files a flight plan, someone studied the area surrounding the airport, taking into account obstacles, traffic, the fact that there's a residential neighborhood on one end of the airport that shouldn't be bothered at night, and prevailing wind patterns, and drew all those 3D paths through the sky and published them for everyone to use, so that traffic follows known predictable paths?
And in the case of a deviation, would it be faster to pick up a stylus, draw a new path in 3D space, click send, and wait for a message acknowledging that... or someone yelling "27 alpha turn right heading 270 immediately"?
I understand the sentiment about a skilled user not needing this, but I think having a little buddy that I can use to offload some menial tasks would be helpful for me to iterate through my models more efficiently; even if the AI is not perfect. As a highly skilled excel user, I admit the software has terrible ergonomics. It would be a productivity boon for me if an AI can help me stay focused on model design vs model implementation.
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