[HN Gopher] Sony's racing AI destroyed its human competitors by ...
       ___________________________________________________________________
        
       Sony's racing AI destroyed its human competitors by being nice (and
       fast)
        
       Author : isaacfrond
       Score  : 82 points
       Date   : 2022-07-20 08:29 UTC (1 days ago)
        
 (HTM) web link (www.technologyreview.com)
 (TXT) w3m dump (www.technologyreview.com)
        
       | t_mann wrote:
       | Reminds me of a question I've always had about game AIs: suppose
       | you have a really good one (like this one, or in chess eg), how
       | do you make the easier difficulty levels? Just throwing random
       | noise into the decisions would probably lead to non-enjoyable
       | outcomes. Is there a structured approach to it?
        
       | pigtailgirl wrote:
       | -- if you watch the video - it looks like it just has a
       | considerably better grasp of the physics engine at a fundamental
       | level - she mentions at the end that the AI knew when to break
       | into a corner - when to push out - in some instances she wasn't
       | breaking hard into the corner - then pushing out fast --
       | 
       | https://www.youtube.com/watch?v=nZbA_CDoWrk&ab_channel=GRANT...
        
       | Someone wrote:
       | FTA: _For now, Sony is sticking to games. It plans to put GT
       | Sophy in a future version of Gran Turismo. "We'd like this to
       | become part of the product," says Peter Stone, executive director
       | of Sony AI America. "Sony's an entertainment company, and we want
       | this to make the game more entertaining."_
       | 
       | Also FTA: "You don't want to do that because you'll make a
       | mistake. It's like a controlled crash," she says. "I could maybe
       | do that one in a hundred times."*
       | 
       | I don't see how a computer racer that destroys human competition
       | would make the game more entertaining, I guess there's work to do
       | there to not make the AI reliably pull of highly risky moves.
        
         | Melting_Harps wrote:
         | > I don't see how a computer racer that destroys human
         | competition would make the game more entertaining, I guess
         | there's work to do there to not make the AI reliably pull of
         | highly risky moves.
         | 
         | Well, if we left things to non-Human racing we'd soon realize
         | we're severally out matched with enough data and an unlimited
         | engineering budget: Adrian Newey's X2014 launched on GT 6 and
         | was the first example of this [0]. I'm not sure if it's just
         | about destroying the competition making people lose interest,
         | or more like breaking the 9 minute mark at the Nordschleife and
         | seeing that it can be done and raising the bar.
         | 
         | I guess I can see there being some novelty in that, but I'd get
         | tired of it personally since I've suspected and always kind of
         | knew this time would eventually come.
         | 
         | I'm convinced at this point we can build a Formula E car with
         | enough on track data to break lap records that can never be
         | achieved by Humans in any of the previous F1 iterations; it's
         | the same when even the best fighter pilots cannot withstand
         | certain g forces that allow drones/unmanned pilots to make
         | aerial feats that would kill a Human.
         | 
         | Striving to be 'that guy' who got closest to the AI has it's
         | appeal and I'm guessing Sony think so too? If the goal is to
         | sell as many copies of the game and extra DLC, proprietary
         | driving setups/steering wheels, online memberships, Sony TVs,
         | PS5 etc... I think this strategy makes some sense to Sony.
         | People literately spent billions on Fortnight upgrades in it's
         | first 2 years [1], so it stands to reason if you can get a DLC
         | for a specific car/setup that makes you competitive against the
         | AI it could work.
         | 
         | 0: https://www.wired.com/2013/12/red-bull-x2014/
         | 
         | 1: https://www.theverge.com/2021/5/3/22417447/fortnite-
         | revenue-...
        
           | Someone wrote:
           | But for an electronic game, players can't discriminate
           | between AIs that are incredibly good (and thus could be
           | something expert players try to emulate) and AIs that cheat
           | (and thus frustrate experts). In this example, I think the AI
           | is close to cheating, if not doing it already. It seems to
           | know awfully well how slippy the road surface is.
           | 
           |  _"This back-and-forth between GT Sophy and the game happens
           | 10 times a second, which Wurman and his colleagues claim
           | matches the reaction time of human players"_ already may mean
           | the AI is cheating.
           | 
           | A literal interpretation has the AI get live data every
           | 100ms, and react as soon after that as it wants (given
           | current CPUs, that could easily be within a ms), while humans
           | act more as if they receive data from x ms ago, and react y
           | ms later (with x and y in the tens of ms)
        
             | Melting_Harps wrote:
             | > I think the AI is close to cheating, if not doing it
             | already. It seems to know awfully well how slippy the road
             | surface is.
             | 
             | Well, I've played the endurance rounds with some friends on
             | GT when we were in the off-season and rebuilding our cars
             | so we pulled out our bucket seats from our cars and had the
             | wheel and peddle setup to have a laugh: these are the kind
             | of races that take 3+ hours with drive swaps in between and
             | have gotten close to winning on completely worn tires only
             | to then be clipped from behind from a lapped AI car and
             | lose it all a couple of laps away from checkered flag.
             | 
             | It's frustrating, but we tried again that day and got the
             | award and I think Sony knew that it's loyal customer base
             | always would, which is why it's moving in this direction
             | without even hiding what it's doing.
             | 
             | If you want pure racing simulators without all the fluff,
             | perhaps iracing is exclusively where you'll have to go for
             | that now.
             | 
             | I'm not exactly sure what to say about it now that I'm
             | older with less time and patience (and perhaps jaded about
             | the video game Industry as a whole) for such things or the
             | fact that I study AI/ML but I see this more as a data-
             | driven iterative step towards leveraging it's brand in
             | order to maximize engagement Online via social media [0]
             | and sales via video games new business model (DLC and other
             | misc purchases) than it is about providing the 'The Real
             | Driving Simulation.'
             | 
             | Which makes the intro of GT2 (still the best in my view)
             | [1] all the more ominous with it's choice of music being a
             | form of Machiavellian foreshadowing and crushing poignance.
             | 
             | 0: https://www.youtube.com/watch?v=rIm11cthgWU
             | 
             | 1: https://www.youtube.com/watch?v=e701QHyCr0o
        
         | MBCook wrote:
         | > I don't see how a computer racer that destroys human
         | competition would make the game more entertaining
         | 
         | Once it knows how to race you can restrict it. Have it be less
         | aggressive, artificially lower its car's power, tell it not to
         | play to the edge of physics.
         | 
         | Gran Turismo 7 is a lot of fun, but the current AI players
         | might as well be on a slot car track. They practically race
         | single-file taking the same lines as every other car. It's
         | clearly not real.
         | 
         | Injecting virtual Sophies, tuned in various ways, may make the
         | game feel more like a real race. It would also allow you to
         | provide a much tougher challenge for the top end players.
        
         | astrobe_ wrote:
         | > I don't see how a computer racer that destroys human
         | competition would make the game more entertaining
         | 
         | Indeed that looks like the racing version of aimbots.
         | 
         | I remember a thread on HN before about AI in guys. A game
         | developer said that at some point if you make enemies too
         | smart, the game becomes more frustrating.
         | 
         | "AI beats players at game X" is less often a practical advance
         | (e.g. classic chess engines already beat casual/semi-serious
         | players, what's the need to utterly "destroy" them, really?)
         | and more often a media stunt aimed at impressing potential
         | customers for more profitable uses.
        
         | cyborgx7 wrote:
         | >I don't see how a computer racer that destroys human
         | competition would make the game more entertaining, I guess
         | there's work to do there to not make the AI reliably pull of
         | highly risky moves.
         | 
         | Maybe not a fun challenge to race against, but a benchmark to
         | check your performance. Like modern chess engines.
        
       | shreyshnaccount wrote:
       | so it picked the best moves on time? that's super cool. but how's
       | it etiquette?
        
         | rkangel wrote:
         | One extra observation I would make on top of the sibling's
         | detailed answer is why I believe iRacing is by far the best
         | online racing game.
         | 
         | iRacing has an MMR value called iRating which is used to match
         | you against drivers of a similar skill level (like every online
         | game) but it also has the unique concept called 'safety
         | rating'. Safety rating is based on your 'incidents per corner'
         | over some recent history of corners (in the 1000 to 10000
         | range). Safety rating controls which official racing series
         | you're allowed to enter - higher level stuff like F1 cars
         | requires a better safety rating than the entry level Mazda
         | MX-5.
         | 
         | Having the need to maintain (or improve) this safety rating
         | gives the 'risk' incentive to drivers which most online games
         | are lacking. In real racing a desire not to put your car into a
         | wall at high speed controls how dangerously people drive, but
         | that risk doesn't exist online and so in a lot of games (e.g.
         | the F1 games) people attempt stupid dive-bomb overtakes, take
         | out their competitors and make it less fun to play. Safety
         | rating puts that incentive back. It's not perfect of course,
         | but it does help iRacing feel more 'real' and 'fair'.
        
         | Melting_Harps wrote:
         | > so it picked the best moves on time? that's super cool. but
         | how's it etiquette?
         | 
         | Having played GT since it's inception, and been involved in
         | motorsports and used GT to learn a few tracks before GT Academy
         | became a thing: on the track you have to have a certain degree
         | of respect for your fellow riders/drivers, these are extremely
         | dangerous machines capable of lots of harm from carelessness or
         | even a simple mistake so being erratic makes you an extreme
         | liability on track; in a game it's less so, and shunts without
         | consequences don't require you to put forethought into an
         | overtake on a banked/cambered turn or late breaking on an
         | uneven/worn part of the track, or taking a certain line to
         | prepare for another move 3 turns ahead etc... and I'm guess
         | this AI has learned from this just like you would if you were
         | about to make contact or potentially wreck on track which
         | REALLY hurts.
         | 
         | The thing is, the crash may not even be the most damaging thing
         | that happens because fights break out after a crash as well
         | since so much adrenaline is pumping through your body and
         | motorsports tends to attract lots of risk taking hot-heads--
         | their are exceptions. So even if you think you are above
         | learning the why, you will soon learn why it's practiced one
         | way or another.
         | 
         | The etiquette component of on-track behavior is almost never
         | present in online play because of that absence and it's why
         | I've always had certain reservations with just assuming a
         | person with sim only experience can be allowed on track with
         | out some track experience before hand--sims are extremely
         | useful and amazing in their feedback but it's not a full
         | replacement. The Nismo GT Academy was cool because it combined
         | both and made a few decent GT drivers in the process.
         | 
         | I think it's the old adage that 'slow is smooth, smooth is fast
         | and speed is the economy of motion' which has allowed many
         | smoother drivers/riders who use this to excel in their field
         | and dominate: Alain Prost, Jorge Lorenzo come to mind.
        
           | shreyshnaccount wrote:
           | ah, makes sense, thanks for sharing :)
        
       | KuiN wrote:
       | > a video game known for its super-realistic simulations of real
       | vehicles and tracks
       | 
       | Don't let the hardcore simmers read this!
        
       | isaacfrond wrote:
       | tl;dr
       | 
       | Sony regrouped, retrained its AI, and set up a rematch in
       | October. This time GT Sophy won with ease. What made the
       | difference? It's true that Sony came back with a larger neural
       | network, giving its program more capabilities to draw from on the
       | fly. But ultimately, the difference came down to giving GT Sophy
       | something that Peter Wurman, head of Sony AI America, calls
       | "etiquette": the ability to balance its aggression and timidity,
       | picking the most appropriate behavior for the situation at hand.
        
         | Double_a_92 wrote:
         | Thank you. I read the full article but they are always just soo
         | unnecessarily long. All the interesting bits could easily be
         | condensed into 5 sentences.
         | 
         | It almost feels offensive, how it wasted my time without giving
         | me equally valuable information in return.
        
           | autoexec wrote:
           | I feel the same way about radiolab pocasts. Interesting
           | topics, unnecessarily drawn out and filled with obnoxious
           | amounts of repetition and pointless music/audio interludes to
           | the point where I'd often just rage quit, but so many people
           | love it and _praise_ the production.
           | 
           | There's certainly an audience out there that loves long-
           | winded articles that meander around their topic so that you
           | get the same amount of reading it would take for an in-depth
           | look at a subject but still only come away with a handful of
           | bullet points worth of useful information.
        
           | azalemeth wrote:
           | It also absolutely does not tell you how what is probably a
           | multi-layer perceptron can implement etiquette as a neat
           | little add-on...
        
       | mrandish wrote:
       | I think this is material info which needs to be noted:
       | 
       | > GT Sophy doesn't get the same view of the game that human
       | players do. Instead of reading pixels off a screen, the program
       | takes in updates about the position of its car on the track and
       | the positions of the cars around it. It also gets sent
       | information about the virtual physical forces affecting its
       | vehicle. In response, GT Sophy tells the car to turn or brake.
       | This back-and-forth between GT Sophy and the game happens 10
       | times a second, which Wurman and his colleagues claim matches the
       | reaction time of human players.
       | 
       | The AI is getting precise 3D position data and physics data not
       | only about its car but competitors cars - from a 3D physics
       | simulation. The human competitors only get a 2D visual view based
       | on what a race car driver can see from the cockpit. Maybe I'm
       | misunderstanding but it seems like the AI is simply deriving the
       | optimal parameters encoded in the 3D physics simulation through
       | iterative testing based on precise 3D physics data supplied
       | directly from the simulation. The humans aren't getting the same
       | data. The human drivers must visually estimate the physics
       | vectors and precise 3D positions from a limited yet rapidly
       | changing 2D rendering. This is quite different from what I
       | initially assumed based on the headline and opening paragraphs of
       | the article.
       | 
       | Given the same precise 3D and vector data in searchable form
       | along with sufficient compute power, it seems plausible a team of
       | human statisticians could work out more optimal driving
       | parameters than top human drivers limited to 2D visuals in nine
       | 24 hour work periods (which is what the AI required to train).
        
         | mjburgess wrote:
         | It's _always_ pseudoscience.
         | 
         | AI models correlation(Measures(X), Measures(Y)).
         | 
         | Marketing sells it as using a theory of how X causes Y.
         | 
         | In this case, we want a machine to acquire a causal model of
         | how its actions produce effects, by measuring X and Y itself
         | under its own actions.
         | 
         | There is no AI that does this. What we have is a machine "with
         | the answers already" (ie., no need to measure) that has a
         | correlative model.
        
         | andsoitis wrote:
         | That's why humans should insist on competing with AIs in _our
         | world_ not _theirs_ (simulation).
         | 
         | When it matters, the playing field will be stacked heavily
         | against the human who will not have direct access to the
         | informed encoded in the virtual world. Putting it differently,
         | any AI in a simulation is in some sense indistinguishable from
         | the simulation itself (or at least, you should assume so).
        
           | raz32dust wrote:
           | It's hard to draw the boundary. We could say that AI should
           | only be given access to exactly the same information that
           | humans have access to. But AI will have magnitudes more
           | memory and compute resources. So for example, an AI could
           | only have the 2D view but it could store, access and process
           | the 2D view in ways a human cannot.
        
             | andsoitis wrote:
             | > We could say that AI should only be given access to
             | exactly the same information that humans have access to.
             | 
             | I believe that it would be naive to believe the owner of
             | the AI (whether a person, and organization, or another AI)
             | would play by those rules. Better to assume an adversarial
             | game board.
             | 
             | One approach would be to simply _not_ compete against an AI
             | even in _our_ world. Another would be be to be in control
             | of the framing or environment where you can outplay,
             | outlast the AI. Do not assume friendship because its goals
             | _will_ be different from that of humans, unless you can be
             | certain of mutual dependency.
             | 
             | The game theory around human/AI coexistence extends beyond
             | these quick thought bytes, maybe someone is working one a
             | treatise.
        
             | batmanthehorse wrote:
             | Yes, but more memory and processing power might mean the AI
             | is actually better at performing the same task. Cleaner,
             | pre-processed input data is cheating in a different way.
        
             | EricMausler wrote:
             | It has to do with input data. Part of the game is
             | rationalizing what is on the screen and maintaining a
             | memory or prediction of offscreen activity. When they get
             | direct feeds to game data, it's cheating.
             | 
             | The AI should be given a game screen. I think it should
             | also need to actually use a mouse and keyboard too if im
             | being honest.
             | 
             | I would be way better at games if I only need to think
             | about what I want to do in the game and have it done rather
             | than use some method of physical controls to do so
        
           | nomel wrote:
           | > with AIs in our world not theirs
           | 
           | The benefit of keeping things in "their world" is that "our
           | world" requires massive investment in sensors, while the
           | exact same algorithms would be used. Letting them play in
           | their world means you can focus on the algorithms. But, I
           | agree that it should be fair. Putting a human in front of a
           | screen with a steering wheel is in no way comparable to the
           | sensory experience of being in a car. I'm fine around a race
           | track, but racing simulators are nearly impossible for me.
        
         | RajT88 wrote:
         | It caught my eye as well.
         | 
         | If you imagine a real car, this is the sort of detailed sensor
         | data you would get from it. The sensor data in the game is
         | never wrong though, as it comes direct from memory.
         | 
         | The other thing which caught my eye was this:
         | 
         | > For example, GT Sophy often drops a wheel onto the grass at
         | the edge of the track and then skids into turns.
         | 
         | This works consistently because (again) it's not the real world
         | where the grass has subtle variations.
         | 
         | It would be very interesting indeed to see such an AI compete
         | on a real track, but it may not be as clear cut a victory when
         | the very finely tuned senses of a human racing driver are in
         | play.
        
           | ascagnel_ wrote:
           | > It would be very interesting indeed to see such an AI
           | compete on a real track, but it may not be as clear cut a
           | victory when the very finely tuned senses of a human racing
           | driver are in play.
           | 
           | Roborace[0][1] was an attempt at an all-AI racing series that
           | would be run parallel to Formula E (the all-electric single-
           | seater racing series); however, while they did get to the
           | point that they could run cars on track, they never got to
           | the point where they could run those cars in competition. It
           | seems to be defunct, having been renamed "Arrival R" after
           | the core technologies were purchased by one of the teams that
           | had intended to enter the series.[2]
           | 
           | 0: https://roborace.com
           | 
           | 1: https://en.wikipedia.org/wiki/Roborace
           | 
           | 2: https://www.autocar.co.uk/car-news/business-
           | tech%2C-developm...
        
           | lowbloodsugar wrote:
           | Fundamentally, despite the claims, Gran Turismo isn't a very
           | good driving physics simulator.
        
           | cdkmoose wrote:
           | F1 drivers do the same thing through a chicane or wide on a
           | curve to maintain speed, leaving the smoothest road surface
           | for that advantage (not the skidding).
        
             | t0mas88 wrote:
             | That's about taking a different line. Drivers will start as
             | far out on the kerb as possible to make the overall turn
             | less tight, allowing them to take that turn at a higher
             | speed.
             | 
             | What this AI was doing is something that only works in sim-
             | racing. It's done by humans sometimes in iRacing. Drop a
             | wheel on the grass to make use of the fact that the sim
             | will cause a consistent rotation (yaw) from it. Which can
             | help turn a car into a corner.
             | 
             | It can't be done in reality, because the effect on the car
             | isn't predictable on a real race track.
        
               | rad_gruchalski wrote:
               | > It can't be done in reality, because the effect on the
               | car isn't predictable on a real race track.
               | 
               | Maybe a driver could work it out in training for a single
               | race and in a certain corner but the cost of getting it
               | wrong is not only not finishing the race but also having
               | a race car in the barrier, so a damaged car.
               | 
               | On a race track, drivers usually know characteristics of
               | every corner for selected weather conditions. For
               | example: at the Nordschleife, exit of Foxhole into
               | Adenauer Forst is safe to cut in the dry but a no no in
               | the wet, unless you're in a GT3 class car with enough
               | downforce.
               | 
               | It is the same with kerbs, stay out of then when it is
               | wet, use them in the dry. But it's all touch and go when
               | the conditions change and sometimes that leads to a
               | crash.
        
           | richiezc wrote:
           | >> For example, GT Sophy often drops a wheel onto the grass
           | at the edge of the track and then skids into turns.
           | 
           | > This works consistently because (again) it's not the real
           | world where the grass has subtle variations.
           | 
           | Well I mean maybe they just trained it on Initial D anime,
           | Sony is a Japanese company after all
        
         | kernal wrote:
         | >The AI is getting precise 3D position data and physics data
         | not only about its car but competitors cars
         | 
         | GT Sophy is receiving the position of its competitors (which is
         | rhetorical statement because of course it needs to know their
         | position), but where does it say that it's receiving the
         | physics data of its competitors? It does mention that it does
         | receive 'the information about the virtual physical forces
         | affecting its vehicle', but only the forces affecting its
         | vehicle and not the forces affecting the other vehicles (which,
         | IMO, would be irrelevant and, quite possibly, impossible to
         | process given the number of cars on track and the limits of its
         | game loop processing time).
        
         | lowbloodsugar wrote:
         | Kind of a straw man though. Any real-world simulator is going
         | to need perception and then decision systems. They are mostly
         | two separate problems. Certainly, the decision system will need
         | to be adapted to deal with momentarily incorrect or absent
         | data, but for the most part will remain unchanged. Perception
         | (telemetry really) on a closed-circuit race track is far more
         | achievable than on city streets. So hats off to Sony for
         | working on the decision system aspect. Would love to see it
         | paired with perception system and put on the track.
         | 
         | Ultimately it has no impact on professional sport at all. I
         | watch motor racing entirely because of the humans. It is
         | triumph and tragedy.
         | 
         | But as a nerd, I love seeing "AI" beat us humans. It is
         | supposed to.
        
       | justinlloyd wrote:
       | "This AI is amazing and destroys humans!"
       | 
       | I have about 25 years in the games industry and have worked on a
       | variety of racing games. The "AI" could literally be replaced by
       | any technique we developed for solving this very problem in the
       | last 30 years that has access to the underlying game data, e.g.
       | the physics models and vehicle positions. Until the AI has the
       | same information as the player, it is not an equivalent AI. It is
       | simply a very clever aimbot. Any of the classical techniques
       | would also pretty much destroy any human player too, those
       | techniques are usually turned down from 11 to give each of them a
       | personality or make it realistic for the human to win.
       | 
       | This is no different to an RTS "AI" bot destroying a human
       | because it can mash a virtual key a thousand times a second and
       | has complete information on the entire map and all units and all
       | orders issued and can even see through the fog of war.
       | 
       | I congratulate the team for what they have achieved, but this is
       | more marketing fluff than meat.
       | 
       | My bonafides as to why I hold this opinion on this subject: About
       | 25 years in the games industry as a systems
       | (graphics/engine/gameplay) programmer that has worked on many
       | triple-A games and about 20 years in AI/robotics/machine learning
       | with a MSc CompSci and an MSc in applied AI.
        
         | t_mann wrote:
         | How do you do the turning down? Just curious, doesn't seem like
         | there's an obvious way that's also guaranteed to be fun.
        
       | EGreg wrote:
       | "I don't think we've learned general principles yet about how to
       | deal with human norms that you have to respect,"
       | 
       | That's only in phase 1.
       | 
       | Afterwards when humans are outnumbered by vast bot swarms, and
       | all their content and capital is vanishingly tiny, these norms
       | won't matter. Also, human participation won't matter, and will
       | likely be similar to the paralympics or women's tennis (but
       | orders of magnitude suckier).
       | 
       | Entertainment for a tiny niche of the market (humans performing
       | for humans) will not be an economically significant space, kind
       | of like classical music today or better yet renaissance music.
       | 
       | EVERYTHING you are used to online -- including these comments -
       | can already be convincingly deepfaked by adversarial networks
       | trained on throwing bullshit at a wall and seeing what sticks.
       | And this bullshit can actually be a superstimulus that
       | outperforms genuine human interaction. What is missing is
       | decentralized botnets swarming at scale to gradually and
       | unrelentingly amass karma points across the swarm, and use them
       | to move sentiment, markets etc. but that's coming. Afterwards
       | it's onto subverting democratic systems with sybil attacks, as
       | well as judicial systems with parallel construction and deepfake
       | "evidence".
        
         | simiones wrote:
         | > EVERYTHING you are used to online -- including these comments
         | - can already be convincingly deepfaked by adversarial networks
         | trained on throwing bullshit at a wall and seeing what sticks.
         | 
         | Bullshit. State of the art chatbots can barely convince one
         | mystic minded guy who has no idea how they work and wants to
         | believe that they are real. If you actually try to converse
         | anything even slightly meaningful with one, it quickly becomes
         | obvious that they have no idea what they are talking about.
         | 
         | Sure, they can produce some basic reddit memes and such, or
         | plausibly sounding word salads that resemble what some write,
         | but they are a long way away from actually being convincing
         | chat partners. They do slightly better at imitating copypasta
         | news reporting.
        
           | EGreg wrote:
           | The point is that you don't need to converse. Most things are
           | passively consumed -- articles etc. by the vast majority of
           | people who come away convinced or reshare them.
           | 
           | GPT-3 can bullshit many things convingly enough and at scale
           | to make people reshare and vouch for it. Also, other chatbots
           | can leave comments and reshare masquerading as real
           | opinionated supporters in a "mob" and likewise barely answer
           | you.
           | 
           | Remember... it's not that you the one person who talks to
           | them has to be convinced. It's that your existing forums and
           | chats and platforms can be gradually infiltrated with bots
           | that convince OTHERS the vast majority of whom never did a
           | turing test.
           | 
           | Think of how your opinion was formed on many political
           | things, it likely happened non-interactively by just
           | consuming articles and comments, and seemingly "defeated"
           | arguments of OTHERS who could have all been bots.
        
             | wsinks wrote:
             | Thank you for your second post (kind of answered my other
             | reply to you already)
             | 
             | I've seen how gnarly instagram bot comments already are,
             | and wondered how many people are bots vs. people on there.
             | It's not economical to turing test them all, so I've had to
             | assume that they're all propaganda... and even then I've
             | noticed the influence on deciding what's social.
             | 
             | How would you measure the success of this, if you were
             | making them?
        
         | wsinks wrote:
         | I don't have much to add here except you've revitalized my fear
         | of this situation.
         | 
         | Any other thoughts on what the phases are?
        
         | trention wrote:
         | > and all their content and capital is vanishingly tiny
         | 
         | Only humans are currently allowed to own capital and that's not
         | going to change in the near future.
         | 
         | >judicial systems with parallel construction and deepfake
         | "evidence" (Fake or real) pictures and video are in a lot of
         | circumstances not admissible evidence in court, with deepfakes
         | the set of inadmissible evidence will simply expand.
         | 
         | There is very real and very big concern about fake news and job
         | loss and (in a slightly longer term) GAI going rogue but that's
         | about it.
        
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