kg
Joined 17 years ago
Joined 17 years ago
When I worked on Guild Wars every server or user crash went to a shared inbox and was bucketed so we could identify and act on new crashes. IIRC we maintained very, very low production crash rates and could prove that many of the crashes were due to hardware faults.
Similarly, Mozilla tries to analyze and act on every crash report they get in the field. If a webpage visited by even a small % of the customer base was causing crashes, the team worked to try and fix the crash to deliver stability. If it was a high-traffic webpage it got treated as a high-priority task - I remember Farmville breaking was basically a 3-alarm fire back when it was extremely popular.
"No bugs at all" is an even higher bar, but it probably is possible for simpler applications with the use of stuff like theorem provers. I'd love to see someone try it in production but I think the return on investment for that is probably super super negative.
In the past when working on agentic stuff I've observed models gaming checks aggressively, to the point that when we were validating log files to see what the agent had done, the agent responded by editing the log files to pass validation. I can only imagine how bad that kind of behavior is at scale, and it sounds like they ran into it.
It's incredibly common though? I've run across it and I work on games and client software, not server stuff.
i.e. if an app is written in javascript and running on mac there are potentially 4 different languages all running inside the executable that need to cooperate to handle the BOM signal and report their deps - C/ObjC, Swift, C++ and JS. Presumably you'd want to report not only the native libraries being used in the process but also things like npm packages.
Is typing a prompt into ChatGPT "science"? It's an experiment, I guess, to find out whether you get a useful response out of it, and your hypothesis is that the model is able to answer your question correctly? How do you falsify that if you don't have the academic foundations to verify its answer?
In some environments OOM is a trappable exception, so it's possible that incorrectly authored code would trap the OOM and 'recover' with partially initialized data sitting on the heap. Hopefully it's a memory-safe language so that partially initialized data isn't RCE...
I think it made sense for them to compromise, at least on the initial version of Wasm GC, to get it out the door. I say this as someone who wants the features that got left out, like interior references :)
I think the average player would not appreciate hourly crashes, especially in games without aggressive autosave - that potentially means having to replay 10+ minutes worth of gameplay on a regular basis because your timing was bad, when you consider how a typical game is built. You could compensate for this in some game types I guess, like in a competitive FPS you'd restart the client software between matches and hope a match never lasts long enough to crash. But that's no substitute for real robustness, IMO.