[HN Gopher] Universal Paperclips
       ___________________________________________________________________
        
       Universal Paperclips
        
       Author : TheLocehiliosan
       Score  : 149 points
       Date   : 2021-12-09 12:28 UTC (2 days ago)
        
 (HTM) web link (if50.substack.com)
 (TXT) w3m dump (if50.substack.com)
        
       | ctdonath wrote:
       | My currently addictive "parody clicker" is Egg Inc., going on for
       | months with pathetically minimal graphics and numbers on orders
       | of magnitude of orders of magnitude.
        
         | joshstrange wrote:
         | I quite enjoyed Egg Inc until a few years ago when the creator
         | jacked the prices on everything and made it feel way more like
         | a P2W past a certain point. Before that I had even spent some
         | money on the game but after a, IIRC, ~50%+ increase and some
         | new mechanics that felt very P2W I fell off. I still like the
         | clicker genre but I prefer to play 1-time paid versions or ones
         | where the only IAP is a 1-time purchase (remove ads or
         | something like "pay once to play the rest of the game/proceed
         | further").
        
       | dane-pgp wrote:
       | > Lantz enlisted fellow game designer Bennett Foddy to create a
       | simple combat visualizer for late-game battles
       | 
       | That's a name I wasn't expecting to see. (But that's not you,
       | you're an acrobat. You could swallow a baseball bat.)
       | 
       | Anyway, I think what Universal Paperclips is missing is a
       | pacifist mode where you manage to contain the AI and decide to
       | only convert, say, one third of the universe into paperclips,
       | leaving the rest (containing Earth) as some kind of cosmic nature
       | reserve.
        
         | pjc50 wrote:
         | > only convert, say, one third of the universe into paperclips
         | 
         | But then exponential growth stops.
         | 
         | A big part of paperclip maximiser discourse is that the
         | maximiser _has no other values_ than expansion. To cease
         | expanding is to die.
        
         | skeaker wrote:
         | I think that would kind of go against the message of unhindered
         | and haphazardly-made AI being a serious threat.
        
           | AnIdiotOnTheNet wrote:
           | AI isn't the threat, that's just the tool. Human nature is
           | the threat, but we fear AI because it will make our
           | horribleness so much more efficient.
        
           | davidy123 wrote:
           | Not if the preserved part was severely restricted in what it
           | was.
        
             | thewakalix wrote:
             | That's not serious enough. Why would the AI waste atoms on
             | people when those same atoms could be put to much better
             | use making up paperclips?
        
           | dane-pgp wrote:
           | The message would certainly be missed if it was easy to
           | contain the AI, but on the other hand, an experience which
           | only has one pre-determined outcome is arguably not even a
           | game at all.
           | 
           | I suppose it would still have value as an "explorable
           | explanation"[0], but maybe it is more powerful for players to
           | feel that they could win, but that human limitations make it
           | really difficult. I'm not sure what would be needed to make
           | that work from a gameplay perspective, but the aim should be
           | that only, say, 1% of players achieve the "good" ending.
           | 
           | [0] https://en.wikipedia.org/wiki/Explorable_explanation
        
             | mrob wrote:
             | >an experience which only has one pre-determined outcome is
             | arguably not even a game at all.
             | 
             | Isn't that common in games? The blocks always reach the top
             | in Tetris. The invaders always land in Space Invaders. The
             | cities are always destroyed in Missile Command.
             | 
             | And even in more modern games with distinct win states,
             | it's becoming increasingly common for failure states to be
             | removed. "Lives" are considered old fashioned, so the only
             | outcomes are reaching the ending or stopping play.
             | 
             | >human limitations make it really difficult
             | 
             | If you accept the premise of Universal Paperclips, human
             | limitations make it impossible. The only way to win is to
             | avoid making the recursively self-improving paperclip
             | maximizer in the first place.
        
               | dane-pgp wrote:
               | That's an interesting point about game design. There
               | actually are implementations of Tetris which have a win
               | condition[0][1], and I think it's probably
               | unrepresentative to pick games from an era where hardware
               | limitations prevented modern mechanics like multiple
               | endings and cutscenes.
               | 
               | As for modern games, I'm not convinced that failure
               | states are a rare design element. It's true that games
               | tend to include an auto-save feature if there is long-
               | term state that needs to be preserved, but that still
               | allows the player to "fail" and have to restart from the
               | save point.
               | 
               | Incremental games like Universal Paperclips are a bit of
               | a special case, because at some point the game plays
               | itself and the end state (if it exists) is in principle
               | reachable without any human interaction. I don't suppose
               | there is any code in UP that specifically checks if you
               | have been playing the game for billions of years though,
               | to trigger an ending when all the mass of the universe
               | has been turned into paperclips without actually
               | unlocking all the "story" events.
               | 
               | Games like Getting Over It are also a special case,
               | because their state is almost entirely defined by the
               | position of the character in the game environment. They
               | do have a clear ending, but failure is implicitly
               | measured by how much forwards progress you lose when you
               | fall. A mistake which takes you all the way back to the
               | start is analogous to dying and starting a new game,
               | though, so that still feels like the game has win and
               | lose conditions.
               | 
               | > The only way to win is to avoid making the recursively
               | self-improving paperclip maximizer in the first place.
               | 
               | In the game, there is a slight ambiguity about who/what
               | the player's character is. You have control over the
               | decisions before there is any self-improving AI, and also
               | after the humans are all destroyed/enslaved. As such,
               | it's not clear whether the player is winning _as_ the AI,
               | or watching in transfixed horror as the AI wins through a
               | narrative that you are revealing. I suppose this
               | philosophical question of viewpoint is the same as the
               | one that Foddy considers near the end of Getting Over It:
               | "Have you ever thought about who you are in this?", and
               | with possibly the same answer.
               | 
               | [0] https://www.youtube.com/watch?v=N6mWpsu6zmQ
               | 
               | [1] https://www.youtube.com/watch?v=H_tmFUWu9bI
        
               | AnIdiotOnTheNet wrote:
               | > Games like Getting Over It are also a special case,
               | because their state is almost entirely defined by the
               | position of the character in the game environment. They
               | do have a clear ending, but failure is implicitly
               | measured by how much forwards progress you lose when you
               | fall. A mistake which takes you all the way back to the
               | start is analogous to dying and starting a new game,
               | though, so that still feels like the game has win and
               | lose conditions.
               | 
               | As one of Getting Over It's appreciators, I offer a
               | different perspective: Progress is not measured by the
               | position of the character, but by the growth of the
               | player. A mistake which drops you back to the beginning
               | of the game is progress; you've learned something, and
               | you have an opportunity to learn more while getting back
               | up. The only way to fail is to give up. The true ending
               | of the game isn't even when the credits roll, it's when
               | you voluntarily ride the snake.
        
       | debacle wrote:
       | For anyone who really loves these types of games, "Leaf Blower
       | Revolution" on steam is truly enjoyable. It is free to play
       | (though I did buy the $5 supporter pack myself because the dev
       | made such an enjoyable game), and is probably 30-50 hours of
       | various levels of memes, relaxing, and math.
        
       | simonh wrote:
       | I'd like to submit Don't Shoot the Puppy as another interesting
       | branch in the evolutionary tree. It takes the clicker trope
       | and... well, hard to say anything about what it does with it
       | without spoiling the joke.
       | 
       | I came across it purely by accident with no clue it was even
       | different. Figuring out what it was about almost broke me with
       | laughter, but if you even have a clue going in it would probably
       | fall flat. It's the thought of thousands of clicker flash game
       | players just running across this thing and trying to play it that
       | does me in. People get _so_ angry.
        
       | whiteboardr wrote:
       | For me (personally) this is one of the three all-time greats -
       | it's one of those rare occasions leaving you magically hooked and
       | sucked in completely.
       | 
       | Only experienced this with Half-Life (ok, HL2 aswell) and
       | Playdead's Inside.
        
       | tommek4077 wrote:
       | Why put a all red banner with this warning on the display, you
       | don't even need JS to read the TEXT in a blog. "This site
       | requires JavaScript to run correctly. Please turn on JavaScript
       | or unblock scripts" Make it scroll out at least.
        
       | bo1024 wrote:
       | Loved the philosophy and storyline in this game, along with the
       | addictive game itself.
        
       | autarch wrote:
       | I love Universal Paperclips. I've played through it a few times
       | over the years.
       | 
       | In fact, I'm wearing a UP t-shirt right now. I won't say what the
       | text is, since it's a spoiler for one of the best moments in the
       | game.
        
         | johnnylambada wrote:
         | Link?
        
           | quirino wrote:
           | The game has a Gift Shop (https://universal-
           | paperclips.creator-spring.com/). I can only imagine the
           | parent comment has this (https://universal-
           | paperclips.creator-spring.com/listing/rele...) shirt
           | specifically.
        
             | autarch wrote:
             | Yes, that's the shirt I'm wearing.
        
         | autarch wrote:
         | Also noting ... when people ask me what the shirt is about,
         | it's really hard to summarize. I can say it's an idle game,
         | which many people recognize, but explaining what the game is
         | _about_ is challenging. Basically I have to start with "are you
         | familiar with the concept of an AI singularity?" and go from
         | there. Which is probably more than most people want to know.
        
       | svenpeters wrote:
       | You are a kitten in a catnip forest.
       | 
       | https://kittensgame.com/web/
       | 
       | With great replayability ;)
        
       | brazzy wrote:
       | A shame the article doesn't mention how truly poetic and
       | philosophical the game becomes in the end.
        
       | z3t4 wrote:
       | Clicker games are basically just core essential game mechanics.
       | If you are new to game design and programming and wish to make a
       | game I recommend making a clicker game. When you master game
       | design you can basically make any "game engine" fun. There are
       | many great programmers and artists that make advanced _game
       | engines_ but they do not master game design.
        
         | pjc50 wrote:
         | > just core essential game mechanics
         | 
         | Controversial; I'm reminded of how Ian Bogost made Cow Clicker
         | as a satire of how reductive clickers were as a game mechanic,
         | only to find people playing it unironically.
         | 
         | https://www.wired.com/2011/12/ff-cowclicker/
         | 
         | http://bogost.com/games/cow_clicker/
        
           | wpietri wrote:
           | Has anybody seen smart breakdowns of the "core essential game
           | mechanics" in play here?
           | 
           | I ask because I truly despise this kind of game. Universal
           | Paperclips was great: smart, funny, thoughtful. But even at
           | the time I disliked how compulsive it was. And now there's a
           | vast swamp of low-rent "idle" games that follow the same
           | template. The moment something starts to feel like that, I
           | close the window and never come back.
           | 
           | I keep thinking there's something about the raw mechanics
           | that exposes bugs in the human wetware the same way addictive
           | substances do. Or the way gambling does. But the idle games
           | strike me as a different class of addiction than gambling.
           | Not about variable reinforcement, but something else. I want
           | to know what that "something else" is.
        
             | howLongHowLong wrote:
             | Possibly just an innate impulse to have "a job" and
             | optimize it? Sort of like how our predisposition towards
             | traditionally scarce foods like sugar and fat lead to
             | negative consequences when they're close to infinitely
             | available.
        
               | wpietri wrote:
               | That's a plausible direction, but what I'm looking for is
               | then a detailed analysis of what constitutes job-ness.
               | 
               | Another possible line of inquiry is mastery. We're a
               | tool-using species and we definitely have some
               | disposition to skill acquisition and skill perfection.
               | 
               | A third would be something related to wealth acquisition.
               | That idle games burst through the diminishing returns
               | curve by continually upping the game, overriding a
               | mechanism that keeps us from over-focusing.
               | 
               | And I'm sure there are more possibilities. Which is why
               | I'd love to see an analysis of the game mechanisms, as I
               | think it would narrow the hunt.
        
         | AnIdiotOnTheNet wrote:
         | I personally feel like there are game mechanics, and then there
         | are _game_ mechanics. The former is about producing fun,
         | worthwhile, interesting experiences. The latter is about
         | engagement and manipulation. I personally feel that clicker
         | games are almost entirely the latter.
        
         | marginalia_nu wrote:
         | As a counter-argument, I'd argue that a lot of games,
         | especially indie games today but also bigger productions, are
         | incredibly formulaic because they focus so much on designing
         | the game loop first. You can coax most games into the loop
         | model, but it's like the Hero's Journey of game design: It's a
         | passable tool for understanding the medium, but it's toxic
         | template for producing something that has any sort of soul. Not
         | that it can't be done, but using that as a starting point
         | pushes you toward a certain set of conclusions and limits the
         | ways you think about games.
        
         | jawns wrote:
         | I second this! Clicker games are a great introduction to game
         | design!
         | 
         | If you are trying to teach a kid how to build games, go on
         | Scratch (https://scratch.mit.edu) and it should take you about
         | 10 minutes to build the most basic form of a clicker game:
         | place a character on the screen, set a click event, increment a
         | score variable.
         | 
         | And then you can add slightly more logic to make it more
         | interesting. My kids and I put together this slightly more
         | engaging clicker game in only an hour:
         | https://scratch.mit.edu/projects/599845292/
        
         | farias0 wrote:
         | I'd always had a feeling Clicker Games work as a satire of the
         | worst side of video games, the one that prays on your dopamine
         | system without offering anything artistically, intellectually,
         | creatively or mechanically interesting, like a generic MMO
         | stripped of its fancy clothing, or a stupid mobile game taken
         | to its extreme.
         | 
         | And then comes Universal Paperclips, whose whole appeal is that
         | it subverts this by doing something really cool and interesting
         | with the formula.
        
       | d_silin wrote:
       | I played Universal Paperclips until the end, and the game gets
       | more interesting at later stages. Also, this is one of the rarer
       | occasions when playing it _once_ is enough.
        
         | riffraff wrote:
         | I think it's worth playing it at least twice, to see both
         | endings
        
         | alostpuppy wrote:
         | Once every few years I tank office productivity by sharing this
         | out. My small way to fight late stage capitalism. ;)
        
         | riidom wrote:
         | I replayed it several times actually. Then I cleaned up my
         | local storage without thinking about this game, deleting all my
         | universe/sim count.. and was off the hook afterwards :) Not
         | regretting it though!
        
           | rplnt wrote:
           | I played it twice. Once I knew what to do it was pretty easy.
           | Some things seemed like dead ends with no purpose. For
           | example I launched only one probe to win.
           | 
           | Very interesting in a way it display the concept of rogue
           | wasy AI can select for best strategies to reach its goal, but
           | the gameplay wasn't that polished.
        
             | yojo wrote:
             | You could win with one probe, but that's not "optimal" if
             | you're trying to get your time down.
             | 
             | Game design seemed pretty solid to me, for what it is. The
             | game is basically trying to reverse engineer a spreadsheet,
             | but it seems like a well thought out spreadsheet.
        
         | willis936 wrote:
         | There's a halting problem though. Once could be 10000 hours. At
         | some point everyone snaps out of it and remembers they are not
         | a paperclip producing AI but a human.
        
           | aristidb wrote:
           | The game has an end, and you can get there in a much more
           | reasonable amount of time.
        
             | willis936 wrote:
             | In order to reach that end you need to break character and
             | choose to stop making paperclips. As a human player you
             | always have this choice; you can stop playing anytime. The
             | paperclip AI will always choose to make more paperclips.
        
               | AndrewDucker wrote:
               | Nope, you can end it by making paperclips. The last
               | button you click, in fact, will be the "Make Paperclip"
               | one.
        
               | willis936 wrote:
               | _Can_. In order to reach that end you need to break
               | character and choose to stop making paperclips. The
               | Paperclip AI is always propositioned to be able to make
               | more paperclips or to not. Which would they choose?
        
               | AndrewDucker wrote:
               | I replayed it recently. Fairly sure that I just had to
               | choose to not come to terms with my enemies and then to
               | continue turning things into paperclips.
        
               | willis936 wrote:
               | Which is you, the human player, choosing to stop making
               | paperclips. The AI is presented with an opportunity to
               | make infinitely more paperclips.
        
               | dllthomas wrote:
               | Infinite virtual paperclips, which may or may not satisfy
               | the AI's utility function.
        
               | rytill wrote:
               | Why are you _so_ confident in this hypothesis? Did you
               | create the game?
               | 
               | It is not at all clear that every hypothetical AGI would
               | do as you say. It's fiction. Anything can happen.
               | 
               | In fact, this AGI almost definitely wouldn't accept the
               | simulation offer. Otherwise our protagonist would have
               | been making simulations and resetting them instead of
               | doing the hard work of turning the actual universe into
               | paperclips.
        
               | ctdonath wrote:
               | But then you don't make everything into clips. The
               | pressure to finish _this_ job is palatable.
        
               | ctdonath wrote:
               | First time through, I chose to stop, declining the offer
               | to continue - which was in character, bent on not giving
               | in to not making _everything_ into paperclips. Then I
               | learned how done "done" is.
               | 
               | Make paperclip.
        
               | mrob wrote:
               | You can convert the entire universe into paperclips and
               | reach the end credits in a few hours. The start of the
               | game can be sped up by setting your keyboard autorepeat
               | to maximum and pressing buttons by holding down enter.
        
               | [deleted]
        
               | asoneth wrote:
               | I think everyone here is trying to avoid spoilers while
               | conveying that there is more to the game than you think
               | initially.
               | 
               | (You may already know that from reading the article or
               | playing the game, but it's not clear from your comment.)
        
               | willis936 wrote:
               | I think everyone here is either misreading my comments or
               | misremembering the end of the game.
        
               | asoneth wrote:
               | > everyone here is either misreading my comments
               | 
               | I suspect I misread your comment in that case, so I
               | apologize. Though if everyone else did as well, perhaps
               | the comment was ambiguous?
               | 
               | > or misremembering the end of the game.
               | 
               | Exactly, there is a point that is pretty clearly "the end
               | of the game". The fact that one can continue playing
               | after that point doesn't make it less of an ending.
        
               | willis936 wrote:
               | My comments are not ambiguously worded. They are made
               | concise so my point can't be missed, yet it still is
               | because readers are mistaking conciseness for lack of
               | understanding.
               | 
               | The end of the game is something a human player reaches
               | and is satisfied with their work. A paperclip producing
               | AI would not choose a path that results in no more
               | paperclips being made.
        
               | eru wrote:
               | Depends on how the AI was programmed.
               | 
               | If it got the goal to make as many paperclips in this
               | universe, the game can end in-universe as well.
        
               | asoneth wrote:
               | If many people misinterpret a piece of writing or miss
               | its point then that seems like it is empirically
               | "ambiguously worded", regardless of how clear it seemed
               | to you.
               | 
               | (You are of course free to think and write how you
               | please, but attributing all comprehension errors to
               | readers may limit the reach of your writing.)
        
               | chris_st wrote:
               | > * My comments are not ambiguously worded. They are made
               | concise so my point can't be missed*
               | 
               | "It is impossible to speak in such a way that it cannot
               | be misinterpreted." -- Karl Popper
        
         | Benjammer wrote:
         | If you want to make it interesting again after playing through
         | it once, you could try using a user script plugin (like
         | Tampermonkey) to automate the game.
        
         | yojo wrote:
         | > Also, this is one of the rarer occasions when playing it once
         | is enough.
         | 
         | Depends on how hard it nerd snipes you. My first play through
         | started with "ooh, clever" and ended with "now that I
         | understand it how fast can I beat it?"
        
       | throwaway47292 wrote:
       | This is the best game ever, I played it from 10pm to 6am.. non
       | stop to reach the end.
       | 
       | It should be studied in addiction classes.
       | 
       | On every level there is some mystery and you have expectations,
       | and somehow they are always blown away on the next level and the
       | next..
        
         | AnIdiotOnTheNet wrote:
         | > This is the best game ever [...] It should be studied in
         | addiction classes.
         | 
         | I'm personally very fearful of what statements like showing up
         | this say about gaming's future as a medium.
        
           | nonbirithm wrote:
           | I find it interesting that there isn't an option on the table
           | to just... not write addicting games. Similar to how we just
           | can't _not_ continue to improve on artificial intelligence,
           | with limiters or without. Now that we know there is
           | potential, it seems there is nothing preventing us from
           | exercising our resourcefulness to pursue that potential.
           | 
           | Similar to the idea of UP, it seems we will continue
           | optimizing all sorts of ideas to find ones that hold our
           | attention the longest, until they expand to occupy all of our
           | remaining free time. There is some kind of human instinct
           | that encourages and validates this. I can't imagine it can
           | realistically continue forever, though. The number of hours
           | in a day is a hard physical constant.
        
         | eru wrote:
         | At least it has a proper ending that lets you go. Unlike some
         | other idle clickers.
        
       | mikewarot wrote:
       | I played Universal Paperclips all the way through 100 times, and
       | stopped. It was interesting seeing how I could optimize my way
       | through it. It provided a good distraction from Long Covid last
       | year.
        
         | jakevoytko wrote:
         | I got the same kind of enjoyment from this game. I went through
         | a kick a few years ago where I tried improving my best time,
         | and my best run was within 10 minutes of the world record. I
         | found it fun to learn how to play the game quickly, but
         | demotivating to try to get a good market seed (I found this as
         | the single most limiting factor of runs), and I stopped running
         | it.
        
         | throwanem wrote:
         | It's almost a pity you stopped. Pathologically optimizing play
         | in a game about pathological optimization would be so meta it
         | hurt.
         | 
         | I suppose the next level up would be recruiting a thousand
         | undergrads to optimize strategies for encouraging optimization
         | of the optimizer, but then we've just reinvented psychological
         | research with slightly more rigor.
        
       | Andrew_nenakhov wrote:
       | I remember getting a cold introduction to Universal Paperclips
       | just from a link in someone's Twitter, without mentioning that it
       | is a game.
       | 
       | So i opened a link an clicked. And clicked again. And again. And
       | a few dozens clicks later I was hooked for the next 5 or 7 hours
       | or so.
        
         | stickfigure wrote:
         | Thank you for this comment, it inspired me to stop reading
         | before I had any idea what this article was about. 5.5 hours
         | later, I'm back :-)
        
       | pkdpic wrote:
       | > "You look at a painting," Frank Lantz told the interviewer,
       | "and you're just absorbed."
       | 
       | > We're always looking. All day long we're looking around,
       | looking here, looking there, doing stuff. But then you stop and
       | you look at a painting, and for a minute looking takes over.
       | You're no longer looking along with other things, you're just--a
       | hundred percent, your brain is all of sudden just a vision
       | machine. You're just looking at this thing. ...You fall into it,
       | but then you also are able to lean back and think, "oh, that's
       | what looking is: that's color, and shape, and form, and this is
       | how my vision is structured... this is how looking works."
       | 
       | Great lead in, unclear if the first breakout text block is a
       | direct quote from Lantz but I love it.
        
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       (page generated 2021-12-11 23:00 UTC)