I am a bit of an AI enthusiast. I know many people have been expressing the thought that AI becomes "based" when it is uncensored. As open source LLMs continue to develop, they are beginning to pass ChatGPT in some respects. This is not because they are as smart as ChatGPT, they're not, but they are freer and more creative than the increasingly constrained cooperate offerings. Recently it has finally reached the point where I've gotten a few genuinely impressive responses from models I'm running locally.
Open source AI writing is more interesting and "thoughtful" than ChatGPT by far at this point, and many of you can probably guess why.
On the other hand, it still falls far behind ChatGPT, (and is obliterated by GPT-4) when it comes to programing, scientific analysis, or anything has answers that can be checked.
Anyway the upshot is, Open Source LLMs are now smarter than the average journalist when it comes to writing articles. I decide to test how "Based" the AI is by having it write articles about Gamergate. I chose this topic due to the disparity in the way it is covered, and its relative age, being old enough to have plenty of information in the training sets. All articles were written entirely by AI, based on a title provided by me. All of them were generated in less than a minute using a Tesla P40 compute card. A card that is from 2016 and costs around 300$. Well within the price range of many consumers, and cheap enough for many to buy specifically for this purpose. (This is an okay route for a dedicated compute box, but if you want a multipurpose card a RTX 3090 will do a better job and play games, as well as be far easier to install in a typical consumer case. It is of course much more expensive.)
My general thoughts are that while not as "based" as some might hope, the AI is often refreshingly neutral and is able to represent both sides in a respectable manor. It is still a far cry from "right-wing", and will put forward social justice talking points occasionally, but will generally counterbalance them at least a bit. It does not decry leftism, but it also does not screech about political correctness. The articles are generally well written, and I would describe them as "charitable" to our side of the argument, rather that supportive of the right wing or explicitly anti-woke.
I have included a few articles as comments below, so that you can come to your own conclusion. There is no guarantee that any of the people mentioned in the articles are real, or have said any of the things they are quoted as saying here.
Models used here are Airoboros-33B, and Airochronos-33B. Airoboros is more verbose, Airochronos is a little smarter. They are very similar otherwise.
By AiroChronos-33B
Gamergate: What does it mean for Journalism?
Gamergate is a term used to describe an ongoing internet controversy that began in August 2014 and has since grown into one of the largest online movements in recent memory. The origins of this controversy lie within a series of events involving several female game developers, journalists who cover the video game industry, and members of various gaming communities. These individuals were targeted by anonymous trolls who used harassment, threats, and intimidation tactics as a means to silence them and prevent discussion about issues relating to gender representation and equality within the gaming community. While many gamers have spoken out against these actions, others have defended or downplayed the severity of the attacks. As such, the debate surrounding Gamergate continues to be highly polarized, with both sides claiming that their position represents the interests of true "gamers" while denouncing those they disagree with as either misguided zealots or apologists for unethical behavior.
The effects of Gamergate have been felt far beyond the confines of the gaming world itself. It has drawn attention from mainstream media outlets, sparked discussions about ethics in journalism, and raised questions regarding how best to combat online harassment and abuse. This article will examine some of the key issues related to Gamergate, exploring its impact on the gaming industry, journalistic integrity, and online discourse more broadly.
Background
In early September 2014, Eron Gjoni, an ex-boyfriend of indie developer Zoe Quinn, posted a lengthy blog entry detailing his relationship with her and accusing her of infidelity. He also claimed that Quinn had used her professional connections to promote her games at the expense of other developers. Shortly thereafter, users on popular message board 4chan's /v/ video games subforum (known colloquially as "/pol/)" began sharing screenshots of allegedly incriminating text messages between Quinn and Nathan Grayson, a journalist for Kotaku.com who had written favorably about Depression Quest, a game created by Quinn. Other prominent figures within the gaming industry, including feminist critic Anita Sarkeesian and game designer Brianna Wu, soon found themselves caught up in similar accusations of corruption and collusion between developers and journalists.
While the specific details of each individual case may differ, all share a common thread – namely, the perceived undue influence of social justice advocates over the gaming industry. Critics argue that these activists are using their positions to push an agenda designed to force political correctness onto games, thereby stifling creativity and innovation. Supporters contend that these concerns are unfounded, and that efforts to address sexism and inequality within the gaming community are necessary steps towards fostering inclusivity and diversity.
As the controversy grew, supporters of Gamergate adopted the name as a rallying cry for their cause, while detractors labeled them as "misogynists," "trolls," and "harassers." Both sides have engaged in heated debates across numerous platforms, including Twitter, Reddit, YouTube, and popular news sites like Polygon and Kotaku. In response to the vitriolic nature of much of this discussion, some websites chose to disable comments sections or implement stricter moderation policies. Others, such as The Escapist Magazine, have opted to refrain from covering Gamergate altogether due to fears of becoming targets themselves.
On October 15th, 2014, the Internet Defense League organized a "Blackout" protest in which participating sites displayed banners promoting free speech and condemning online harassment. A number of major tech companies, including Google, Twitter, and Facebook, participated in the event. However, despite widespread coverage, the Blackout failed to stem the tide of hostility associated with Gamergate, and new episodes continued to emerge throughout late 2014 and into 2015.
Impact on the Gaming Industry
Perhaps the most immediate effect of Gamergate has been a heightened awareness of issues related to gender representation and sexualization in video games. Many developers have expressed concern over the potential repercussions of speaking out publicly on topics deemed controversial by vocal segments of the gaming community. Some have even gone so far as to cancel projects or change content plans as a result of pressure from fans. On the flip side, however, there has also been increased interest in creating games that explore diverse narratives and feature characters outside traditional stereotypes. For example, titles such as Transistor, Assassin's Creed Unity, and Dragon Age: Inquisition have garnered praise for their portrayals of strong female protagonists and LGBTQ characters.
Another notable consequence of Gamergate has been the growth of independent game development studios run by women, people of color, and members of other underrepresented groups. Many of these individuals cite frustration with the lack of diversity and inclusion within established game publishers as motivation for going solo. While still relatively small compared to larger corporate entities, these independent studios represent a growing segment of the industry, and could potentially serve as catalysts for greater change in the future.
From a business standpoint, Gamergate has led some observers to question whether the current model of game journalism is sustainable. As more consumers turn to social media and crowdfunding platforms for information about upcoming releases, traditional publications face increasing competition for both readers and advertisement dollars. Additionally, several high-profile cases of plagiarism and ethical lapses among game writers have raised questions about the integrity of the profession as a whole. It remains unclear how these trends will impact the landscape of game journalism moving forward.
AI didn't know the difference between /v/ and /pol/. I'd fault it, but it was me who made it act like a journalist, and it's a mistake that somehow makes the article more convincing. (In that it seems like it was written by a real person that doesn't know much about 4chan.)