gwern
Joined 17 years ago
Joined 17 years ago
As for crediting by name: the formatting is as in the original, and I am not responsible for that; I am responsible for the URL and PDF metadata, both of which credit Greg Egan (as I put a lot of work in setting correct PDF metadata in general to be a good citizen).
>This could be a precursor to steganography in images. Currently, the act of decoding the hidden messages is still obvious if you monitor the tool calls of the decoding model, so we don't claim it is currently dangerous.
The only important prediction Kelly made was a complete rejection of the Singularity. It is also probably the prediction that sentiment has changed on the most in the direction away from Kelly, since 2016. After a decade of evidence and updating, far more people believe in that view of our AI future now than they did then.
(His 2017 https://www.wired.com/2017/04/the-myth-of-a-superhuman-ai/ hasn't aged well either.)
If you have ideas, you could try vibecoding them and see if they work. The page should be fully self-contained and have everything an agentic LLM could need.
FWIW, I do not force anyone to, because the URL I shared on my Twitter/Substack/Reddit has the '#play' hash-anchor to skip to the prototype game, and leave Claude's writeup for those who care. Take it up with OP if you dislike where they pointed the submission to. I provided the necessary standardized metadata for readers to skip to the part they want (clearly hyperlinked at top), the rest is up to them.
> You do see how that's all garbage, right?
I don't, because that's not true. There's a lot of interesting stuff in just the parts you quote as 'garbage'. For example, I was surprised by the exact solver and constraint optimization that Claude chose to do, which led to some of the more interesting features of the puzzle like the hinting feature or the 'par' challenge (and the existence of multiple solutions but some of which are optimal, and challenging you to reach optimal rakes, is one of the things that distinguishes it most from similar puzzles like 'Cardinal Chains' or ZPG). And this is one reason the title is 'Designing a Zen Garden Raking Puzzle', as opposed to just 'A Zen Garden Raking Puzzle', because Claude/Astra took it in some interesting directions compared to my original proposal, due to their coding and algorithmic prowess. Had it just been me, I probably would've gone for a unique-solution approach like everyone else.
> The game widget itself takes up 3 pages on mobile, because of all the Claude web design.
Not sure what you mean. I just opened it up on my Pixel phone and it looks entirely playable on one screen to me. Are you referring to the level table of contents at the bottom or the poems...? Obviously there's no problem with those taking up more than 1 page because you don't need to consult them to play. (Anyway, I'll note for the record I've been tweaking it since the first uploaded version to streamline the UI/UX a bit based on Said Achmiz's feedback, so the latest version may be more to your taste.)
> This makes me kind of sad for the Gwern we've lost.
I'll fetch the smelling salts, but I'm surprised at this reaction to a prototype game implementing an idea I had.
ZPG winds up not being as interesting, I think, because it doesn't figure out how to take the core idea of raking and twist it into more interesting puzzles, which is the classic puzzle approach: find a clean core mechanic, and then escalate on it.
That aside, did you enjoy the game?
Mode-collapse is characteristic of pretty much all chatbots post-davinci-002 and a major challenge to anything creative or game-like.
About me: https://gwern.net/me
What I've written recently: https://gwern.net/changelog