- Hyperinflation in Diablo 3 — interesting discussion about how video games regulate currency availability, and how Diablo 3 appears to have messed up. several weeks after the game’s debut a source claimed that there were at least 1,000 bots active 24/7 in the Diablo 3 game world, allegedly “harvesting” (producing) 4 million virtual gold per hour. Most of the gold generated by the ruthlessly productive, rapidly adapting bots found its way to third party vendors in a black market which undercut the prices in the sanctioned, in-game auction houses.
- Dell Project Ophelia (PC World) — $100 USB-stick-sized Android computer.
- Call Me Maybe (Kyle Kingsbury) — a series on network partitions. We’re going to learn about distributed consensus, discuss the CAP theorem’s implications, and demonstrate how different databases behave under partition.
- OpenWorm (The Atlantic) — simulating the c. elegans nematode worm in software. OpenWorm isn’t like these other initiatives; it’s a scrappy, open-source project that began with a tweet and that’s coordinated on Google Hangouts by scientists spread from San Diego to Russia. If it succeeds, it will have created a first in executable biology: a simulated animal using the principles of life to exist on a computer.
ENTRIES TAGGED "games"
Videogame Hyperinflation, Thumbdrive Computing, Distributed Consensus, and Organism Simulation
Google Ingress, Micrometer 3D Printing, Design Thinking, and Tote Bags In The Cloud
- On Google’s Ingress Game (ReadWrite Web) — By rolling out Ingress to developers at I/O, Google hopes to show how mobile, location, multi-player and augmented reality functions can be integrated into developer application offerings. In that way, Ingress becomes a kind of “how-to” template to developers looking to create vibrant new offerings for Android games and apps. (via Mike Loukides)
- Nanoscribe Micro-3D Printer — in contrast to stereolithography (SLA), the resolution is between 1 and 2 orders of magnitude higher: Feature sizes in the order of 1 µm and less are standard. (via BoingBoing)
- Thingpunk — The problem of the persistence of these traditional values is that they prevent us from addressing the most pressing design questions of the digital era: How can we create these forms of beauty and fulfill this promise of authenticity within the large and growing portions of our lives that are lived digitally? Or, conversely, can we learn to move past these older ideas of value, to embrace the transience and changeability offered by the digital as virtues in themselves? Thus far, instead of approaching these (extremely difficult) questions directly, traditional design thinking has lead us to avoid them by trying to make our digital things more like physical things (building in artificial scarcity, designing them skeumorphically, etc.) and by treating the digital as a supplemental add-on to primarily physical devices and experiences (the Internet of Things, digital fabrication).
- Kickstarter and NPR — The internet turns everything into public radio. There’s a truth here about audience-supported media and the kinds of money-extraction systems necessary to beat freeloading in a medium that makes money-collection hard and freeloading easy.
Fit2Cure taps the public's visual skills to match compounds to targets
In the inspiring tradition of Foldit, the game for determining protein shapes, Fit2Cure crowdsources the problem of finding drugs that can cure the many under-researched diseases of developing countries. Fit2Cure appeals to the player’s visual–even physical–sense of the world, and requires much less background knowledge than Foldit.
There about 7,000 rare diseases, fewer than 5% of which have cures. The number of people currently engaged in making drug discoveries is by no means adequate to study all these diseases. A recent gift to Harvard shows the importance that medical researchers attach to filling the gap. As an alternative approach, abstracting the drug discovery process into a game could empower thousands, if not millions, of people to contribute to this process and make discoveries in diseases that get little attention to scientists or pharmaceutical companies.
The biological concept behind Fit2Cure is that medicines have specific shapes that fit into the proteins of the victim’s biological structures like jig-saw puzzle pieces (but more rounded). Many cures require finding a drug that has the same jig-saw shape and can fit into the target protein molecule, thus preventing it from functioning normally.
Automating NES Games, Code Review Tool, SaaS KPIs, and No Free Lunch
- A General Technique for Automating NES Games — software that learns how to play NES games and plays them automatically, using an aesthetically pleasing technique. With video, research paper, and code.
- rietveld — open source tool like Mondrian, Google’s code review tool. Developed by Guido van Rossum, who developed Mondrian. Still being actively developed. (via Nelson Minar)
- KPI Dashboard for Early-Stage SaaS Startups — as Google Docs sheet. Nice.
- Life Without Sleep — interesting critique of Provigil as performance-enhancing drug for information workers. It is very difficult to design a stimulant that offers focus without tunnelling – that is, without losing the ability to relate well to one’s wider environment and therefore make socially nuanced decisions. Irritability and impatience grate on team dynamics and social skills, but such nuances are usually missed in drug studies, where they are usually treated as unreliable self-reported data. These problems were largely ignored in the early enthusiasm for drug-based ways to reduce sleep. [...] Volunteers on the stimulant modafinil omitted these feedback requests, instead providing brusque, non-question instructions, such as: ‘Exit West at the roundabout, then turn left at the park.’ Their dialogues were shorter and they produced less accurate maps than control volunteers. What is more, modafinil causes an overestimation of one’s own performance: those individuals on modafinil not only performed worse, but were less likely to notice that they did. (via Dave Pell)
Pandemic, a collaborative board game, casts a different light on competition and gaming.
At a recent board games night hosted by Greg Brown (@practicingruby), we played a game called “Pandemic” that made me rethink the meaning of games. I won’t bother you with a detailed description; it’s enough to say that there are four or five players who take turns, and the goal is to defeat outbreaks of disease.
What makes this game unique is that you’re not playing against the other players, you’re playing against the game itself. It’s almost impossible to win, particularly at higher levels of difficulty (which Greg encourages, even for newbies). But you quickly realize that you don’t have a chance of winning if you don’t cooperate with the other players. The game is all about cooperation and collaboration. The players don’t all have equal abilities; one can move other players’ pieces around on the board, another can create research centers, another can cure larger swaths of disease. On your turn, you could just move and do whatever you think is best; but once you get the hang of it, you spend a good bit of time before each move discussing with the other players what the best strategy is, whether there are other effective ways to accomplish the same goal, and so on. You’re always discussing whether it would be better to solve a problem yourself, or move someone else so they can solve the problem more effectively on their turn.
In some ways, it’s not all that different from a role-playing game, but there is never any advantage to stabbing another player in the back or striking out on your own. But at the same time, even though it’s radically collaborative, it’s challenging. As I said, it’s almost impossible to win, and the game is structured to become more difficult the longer it goes on.
It’s a great example of rethinking gaming and rethinking competition, all in a little game that comes in a box and is played with pawns on a board.
Malware Industrial Complex, Indies Needed, TV Analytics, and HTTP Benchmarking
- Welcome to the Malware-Industrial Complex (MIT) — brilliant phrase, sound analysis.
- Stupid Stupid xBox — The hardcore/soft-tv transition and any lead they feel they have is simply not defensible by licensing other industries’ generic video or music content because those industries will gladly sell and license the same content to all other players. A single custom studio of 150 employees also can not generate enough content to defensibly satisfy 76M+ customers. Only with quality primary software content from thousands of independent developers can you defend the brand and the product. Only by making the user experience simple, quick, and seamless can you defend the brand and the product. Never seen a better put statement of why an ecosystem of indies is essential.
- Data Feedback Loops for TV (Salon) — Netflix’s data indicated that the same subscribers who loved the original BBC production also gobbled down movies starring Kevin Spacey or directed by David Fincher. Therefore, concluded Netflix executives, a remake of the BBC drama with Spacey and Fincher attached was a no-brainer, to the point that the company committed $100 million for two 13-episode seasons.
- wrk — a modern HTTP benchmarking tool capable of generating significant load when run on a single multi-core CPU. It combines a multithreaded design with scalable event notification systems such as epoll and kqueue.
Next Big Thing, Reproducibility Recognized, Watching the Watchers, and a Netsec Board Game
- Creating The Next Big Thing (Wired) — excellent piece showing Tim’s thinking. Apple. They’re clearly on the wrong path. They file patent suits that claim that nobody else can make a device with multitouch. But they didn’t invent multitouch. They just pushed the ball forward and applied it to the phone. Now they want to say, “OK, we got value from someone else, but it stops now.” That attitude creates lockup in the industry. And I think Apple is going to lose its mojo precisely because they try to own too much.
- Nature’s 10 People Who Mattered This Year (Nature) — I’m glad to see The Reproducibility Initiative recognized.
- Open Observatory of Network Interference — to collect high quality data using open methodologies, using Free and Open Source Software (FL/OSS) to share observations and data about the kind, methods and amount of surveillance and censorship in the world.
- d0x3d — a network security board game made of win. (via Reddit)
Kids Design With Minecraft, MOOC Analysis, Hobbit Revisited, and Santa's Little Drones
- Kids Use Minecraft to Design School — “Students have been massively enthusiastic, with many turning up early to school to work on their Minecraft designs and they continue to do so at home too.” Also see the school’s blog.
- Napster, Udacity, and the Academy (Clay Shirky) — the fight over MOOCs is really about the story we tell ourselves about higher education: what it is, who it’s for, how it’s delivered, who delivers it. [...] The possibility MOOCs hold out isn’t replacement; anything that could replace the traditional college experience would have to work like one, and the institutions best at working like a college are already colleges. The possibility MOOCs hold out is that the educational parts of education can be unbundled. MOOCs expand the audience for education to people ill-served or completely shut out from the current system, in the same way phonographs expanded the audience for symphonies to people who couldn’t get to a concert hall, and PCs expanded the users of computing power to people who didn’t work in big companies.
- The Hobbit, Redux — the main programmer for The Hobbit game was a woman. Under-credited, as usual.
- Aerial Drones — from the Make magazine holiday gift guide. I want five of everything, please Santa.
Collapsing Transaction Costs, Scientific Research Reputation, Retro Adventure Ambition, and Where Startups Come From
- When Transaction Costs Collapse — As OECD researchers reported recently, 99.5 per cent of reciprocal access agreements occur informally without written contracts. Paradoxically, as competition becomes more intense or ”perfect”, it becomes indistinguishable from perfect co-operation – a neat trick demonstrated in economists’ models a century ago. Commentary prompted by an OECD report on Internet Traffic Exchange. (via Laurence Millar)
- Faked Research is Endemic in China (New Scientist) — open access promises the unbundling of publishing, quality control, reputation, and recommendation. Reputation systems for science are going to be important: you can’t blacklist an entire country’s researchers. Can you demand reproducibility?
- The Hobbit — ambitious very early game, timely to remember as the movie launches. Literally, no two games of The Hobbit are the same. I can see what Milgrom and the others were striving toward: a truly living, dynamic story where anything can happen and where you have to deal with circumstances as they come, on the fly. It’s a staggeringly ambitious, visionary thing to be attempting.
- How to Get Startup Ideas (Paul Graham) — The essay is full of highly-quotable apothegms like Live in the future, then build what’s missing and The verb you want to be using with respect to startup ideas is not “think up” but “notice.”
Video Effects, Old School, Data Set, and Games Numbers
- Atkinson Dithering in Real Time — a Processing app that renders what the video camera sees, as though it were an original Mac black and white image.
- Patching Binaries — a patch for a crashing bug during import of account transactions or when changing a payee of a downloaded transaction in Microsoft Money Sunset Deluxe. Written with no source, simply by debugging the executable as it shipped for XP.
- Book Crossing Dataset — Contains 278,858 users (anonymized but with demographic information) providing 1,149,780 ratings (explicit / implicit) about 271,379 books.
- Network Games Market Update (Cartagena Capital) — The myth that players use mobile only ‘on the go’ has been shattered. Smartphones and tablets are now mainstream gaming platforms in their own right and a significant proportion of players play in stationary use case scenarios. Stats abound, including 38% of tablet gamers play more than five hours per week compared to 20% of mobile phone gamer.