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 can we learn from the Intersection of Politics and Gaming?
Gamergate is a term used to describe a controversy within the video game industry, journalism, and culture that began in 2014. It started with allegations of unethical behavior by several prominent individuals in the gaming industry but quickly became associated with a larger debate about gender representation, diversity, and ethics in gaming culture. The discussion has since expanded into broader issues surrounding sexism, harassment, and free speech online.
Background
The origins of Gamergate are rooted in an incident involving indie developer Zoe Quinn and her ex-boyfriend Eron Gjoni, who posted a lengthy blog accusing Quinn of cheating on him and having sexual relationships with other men as part of a "sex for coverage" scheme to promote her game Depression Quest. In response, supporters of Quinn accused various games media outlets, such as Kotaku and Polygon, of covering up these allegations due to personal connections or biases. This led to widespread discussion over conflicts of interest between independent developers and their critics in the gaming press, as well as questions regarding ethics in games journalism more broadly.
As the conversation continued, it became increasingly intertwined with debates about gender representation and diversity in video games, particularly with regard to female protagonists and portrayals of women in general. Some gamers felt that progressive views were being forced upon them through political correctness, while others argued that there was still much work to be done in making games accessible and inclusive for all players.
Impacts
Overall, Gamergate had significant impacts on both the video game industry and the broader cultural landscape. For instance, many major publications updated their editorial policies to address concerns about conflict of interest and bias, while some developers adopted stricter guidelines around communication with journalists. Additionally, the discussion helped raise awareness of issues like online harassment and doxing (publishing private information without permission), which have become prevalent problems in today's digital society.
However, despite efforts to improve transparency and accountability, Gamergate also exposed deep divisions within the gaming community and contributed to further polarization along ideological lines. This has led to increased hostility towards those perceived as belonging to either side of the debate, including feminist critics of the industry and self-identified "gamers," respectively.
Furthermore, the conversation around Gamergate has been linked to broader societal trends related to misogyny, online radicalization, and conspiracy theories, highlighting how online discourse can sometimes contribute to real-world harm. As a result, there remains considerable work to be done in terms of promoting constructive dialogue and finding solutions to the challenges facing both the video game industry and its diverse player base.