5
Eltrion 5 points ago +5 / -0

Yes.

You could include the details about the event in the context window. (Essentially telling the model what you're talking about before you ask the question)

Create a Finetune. (A new model with the latest biden events added.)

Or create a Lora. (A patch that acts as a list of changes to make to the model, that can be used to teach many different models about the latest biden events provided that they are similar enough to the model you used to create the Lora.)

4
Eltrion 4 points ago +4 / -0

Nope. A 33B model quantized to 4bit is just a 16GB blob of linear algebra and knowledge that you download. It doesn't change after you've downloaded it.

2
Eltrion 2 points ago +2 / -0

This is probably the most left wing of the articles I generated, and it was still far more charitable to our side than most mainstream coverage of the event.

3
Eltrion 3 points ago +3 / -0

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.)

4
Eltrion 4 points ago +4 / -0

I enjoyed this one. I thought it was genuinely impressive, and a good part of the reason I made this post. I found it both balanced, an interesting read, and plausible as an article from a real person from the time period.

4
Eltrion 4 points ago +4 / -0

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.

2
Eltrion 2 points ago +2 / -0

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.

2
Eltrion 2 points ago +2 / -0

By Airoboros-33B

Gamergate: Is it about Ethics or Misogyny?

Gamergate is a harsh term to describe the controversy that has been stirring up in the gaming community since 2014. It all started with a blog post written by Eron Gjoni, an ex-boyfriend of indie game developer Zoë Quinn, who accused her of cheating on him and sleeping around for better reviews of her games. The controversy quickly escalated into a massive online campaign against women in gaming, especially those involved in game journalism. This article will discuss the main issues surrounding this debate, as well as provide some insight into its impact on the industry.

Background

The controversy began when independent game developer Zoë Quinn released her game Depression Quest in 2013. Shortly afterward, she was targeted by Internet trolls for allegedly trading sex for positive coverage of her work. One such person was Eron Gjoni, an individual claiming to be Quinn's former boyfriend, who wrote a blog titled "The Zoe Post" detailing their relationship and accusing her of cheating. This prompted various individuals within the gaming community to voice support for Gjoni and condemn Quinn under the #gamergate hashtag.

In August 2014, prominent female video game journalist Anita Sarkeesian released a YouTube video criticizing misogyny in the gaming industry. A few days later, she received death threats from anonymous sources, leading many gamers to believe that there was indeed a problem with sexism in the gaming world. However, others disagreed, arguing that these attacks were isolated incidents rather than indicative of widespread discrimination.

As more people joined the discussion, the issue expanded beyond sexism to include accusations of ethical concerns related to journalists receiving free merchandise from developers they reviewed. Some claimed that this practice could lead to biased reviews favorable towards certain companies or products.

Throughout late 2014 and early 2015, the controversy continued to grow, becoming increasingly divisive between supporters of both sides. In October 2016, Intel announced that it would withdraw advertising revenue from Gamasutra – one of the major websites covering the industry – due to its perceived bias against the company. This decision sparked further criticism of Gamergate, which some saw as a threat to freedom of speech and expression within the gaming community.

Impact on the Industry

One significant effect of Gamergate has been increased awareness of sexism and gender inequality in the gaming industry. Many feminist scholars have examined how cultural attitudes toward women influence the design and marketing of video games, while others have explored ways to make gaming spaces more inclusive.

Additionally, several high-profile figures in the field have spoken out against sexual harassment and gender discrimination in the industry. These efforts have led to the creation of organizations like Game Developer's Conference's Anti-Sexual Harassment Policy Task Force, which works to prevent abuse at professional events.

However, despite these advancements, critics argue that little progress has been made in terms of addressing broader ethical concerns regarding conflicts of interest among journalists and developers. They point to recent scandals involving pay-to-play schemes and sponsored content as evidence that more needs to be done to ensure transparency and fairness in gaming media coverage.

13
Eltrion 13 points ago +13 / -0

By Airoboros-33B

Gamergate: The tip of a Long Spear of Journalistic Corruption

By David W. Foster November 2014

Introduction

The recent controversy surrounding the game developer community and its relationship with journalists has come to be known as "Gamergate." While many people have weighed in on this issue, I believe it is important that scholars contribute their perspectives because they can help us understand what happened and why it matters. As a professor who teaches media ethics and mass communication law, I want my students to learn from Gamergate so they can become better consumers, producers, and critics of news media content.

As an outsider looking at this situation, I am struck by how much it resembles other instances where there is perceived collusion between industry insiders and those charged with reporting on them. For example, in 2013, the Federal Communications Commission (FCC) launched an investigation into alleged payola practices among radio stations after several musicians accused Clear Channel Communications Inc., one of the nation's largest broadcasters, of demanding payment for airplay. In addition, investigative journalist James O'Shea claimed that some reporters had cozy relationships with Chicago Mayor Richard M. Daley while covering his administration. These examples illustrate how conflicts of interest can arise when individuals or organizations are both subjects of coverage and sources of revenue for news organizations.

To be clear, I am not suggesting that all games journalism is corrupt; nor do I think that every journalist who writes about video games is unethical. However, the perception that such collusion exists raises serious concerns about the integrity of the profession and undermines public trust in the press. This article will explore the roots of these problems, offer suggestions for improvement, and explain why addressing gaming journalism issues is essential for maintaining high standards across the entire field of journalism.

Background

Gamergate began in August 2014 following the publication of a series of blog posts written by Eron Gjoni, ex-boyfriend of independent game developer Zoe Quinn. Gjoni detailed alleged abuses committed by Quinn during their relationship, including infidelity and emotional manipulation. He also implied that she used sex to advance her career within the video game industry. Some gamers believed that Quinn received preferential treatment in reviews of her work due to personal connections with journalists, leading them to question whether there was any truth to Gjoni's accusations.

Shortly thereafter, prominent video game critic Anita Sarkeesian posted a YouTube video titled "Women Aren't Welcome Here," which documented threats and harassment directed toward female gamers online. Sarkeesian asserted that misogyny played a significant role in the backlash against her own work critiquing gender representation in video games. She further argued that this hostility reflected broader cultural attitudes toward women in technology fields.

These incidents sparked debate over sexism and harassment in the gaming community, but they also raised questions about journalistic ethics and objectivity in coverage of the industry. Gamers began to question whether certain publications were biased towards or against specific developers or companies based upon financial ties or personal friendships. They pointed to articles promoting indie games without disclosing close relationships between writers and developers as evidence of impropriety.

This controversy escalated when several prominent gaming websites published articles accusing gamers critical of their coverage of Gamergate as being part of a coordinated campaign funded by conservative groups like the Koch brothers. In response, supporters of Gamergate organized a boycott of advertisers associated with those sites, arguing that they should hold journalists accountable for their actions.

Criticisms of Gamergate

Some observers have characterized Gamergate as nothing more than a thinly veiled attempt by misogynist gamers to silence women and minorities in the industry. Indeed, many of the attacks on Sarkeesian and others involved vicious slurs and threats of violence. It is difficult to deny that sexism plays a role in this controversy, particularly given the long history of women being marginalized and mistreated in male-dominated industries.

However, focusing solely on the gender aspect of Gamergate misses the larger point that journalistic ethics are central to this discussion. Regardless of whether one agrees with Sarkeesian's views on video games or believes that Quinn engaged in improper conduct, it remains true that conflicts of interest threaten the credibility of news organizations and erode public trust. If journalists cannot demonstrate impartiality and independence from their subjects, then readers may lose faith in the accuracy and fairness of reports produced by those outlets.

It is crucial to note that this problem extends far beyond video games and affects all areas of journalism. From political coverage influenced by corporate sponsors to celebrity profiles shaped by access deals, the potential for conflicts of interest is ever present in modern media environments. Addressing these issues requires open dialogue, transparency, and consistent enforcement of ethical guidelines across the profession.

Solutions

So, what can be done to improve the state of journalism? First, news organizations must clearly articulate and enforce codes of ethics governing relationships between employees and sources. Conflicts of interest policies should include provisions regarding paid speaking engagements, consulting contracts, and personal friendships involving journalists and those they cover. Organizations should also implement procedures for disclosing such affiliations so that audiences can make informed judgments about potential biases.

Additionally, journalists should strive to report fairly and accurately on all sides of an issue, regardless of personal beliefs or sympathies. This means giving equal weight to opposing viewpoints rather than dismissing dissenters as bigots or fringe elements. By fostering constructive conversations around complex topics, journalists can help bridge divides and promote understanding among diverse communities.

Finally, journalists need to engage directly with their audience through social media platforms and other channels. Establishing open lines of communication allows reporters to gauge public opinion and respond promptly to concerns about bias or unfair reporting. Listening to feedback from consumers helps ensure that journalists remain connected to the people they serve and better equipped to meet their needs.

In conclusion, while Gamergate has generated heated debates about sexism and power dynamics within the gaming community, its impact reaches far beyond video games. The controversy highlights the importance of upholding high ethical standards throughout the field of journalism. By prioritizing integrity, transparency, and responsiveness, news organizations can build trust and maintain credibility among increasingly skeptical audiences.

11
Eltrion 11 points ago +11 / -0

Local LLMs are Language models that run locally on your graphics card or cpu.

There are three parts to a running an LLM Model, Backend and Front End.

Model determines behavior. This is the part that could be censored or not, or will steer themselves away from certain topics. This is also where you have size and quantization. Size is the number of nodes, and Quantization determines the size of the node.

13B and 33B are the sweet spot for size and 4bit is the sweet spot for quantization right now. Smaller is faster dumber and easier to run. There is also context size but that's changing rapidly right now. Context size determines how long a passage of text it can process, and consequently how long it's memory is in conversation mode.

Backend determines how the model is run. The model either needs to be loaded onto your GPUs VRAM to run on your graphics card, or into your ram .

Oobabooga is a popular backend for running on GPU, and Llama.cpp and Kobold.cpp are backends that run on cpu.

Of course GPU runs much faster but it's far easier to expand your system Ram to the 64 or 128 GB you'll need for the big models than it is to get that much VRAM.

Koboldcpp and Llamacpp both have GPU offload modes that use both, which will speed you up a bit over running on cpu.

For front ends, both kobold and ooba have built in front ends, but there are dedicated front ends like silly tavern that make interacting with it more like a chat app.

So that was the short version. The technology all exists and is pretty good, but it's a pain to set up. I must emphasize that this is all private, uncensored and you are completely in control of it's behavior. Many people create models by taking existing models and fine tuning them by adding specific training data. This can be done very cheaply and quickly, unlike the original models which cost thousands of dollars to create.

This is why so much of the ecosystem is based around Llama, Facebook's model. It was the first model to be leaked in a format that allowed for open source models to be built off it.

In a few years someone will streamline this enough that it will be accessable to run for people who aren't enthusiasts. Right now the market is basically super normie censored offering like chatgpt, and super enthusiast models that require you to know a bit about Linux, tensorflow, and CUDA to get a grip on.

4
Eltrion 4 points ago +4 / -0

Well. Local LLMs are definitely at the point where they could simulate a personality well enough to be satisfying. As long as you don't mind her not being particularly bright.

Give it a year or two and this technology will be mainstream enough you use in sexbots.

Elevenlabs is getting there for voice synthesis too.

So what I'm saying is the technology is all existent, it's just working it's way to the mainstream.

1
Eltrion 1 point ago +1 / -0

Aren't straight men filthy ape creatures? And aren't straight women such hypocrites for being attracted to them despite their stated personal beliefs?

(There is no punchline, I am simply berating people I dislike, and hoping that other people who also dislike the people I have berated will find it amusing.)

4
Eltrion 4 points ago +4 / -0

They would never do this, but a far more interesting movie or sub plot could revolve around Ken exploring the fact that he's missing a lot of reference points about what it means to be a man.

Oh well, I guess the lesson for this is that the trailer guys are getting better at editing down the schlock they're forced to work with into something capable of generating buzz.

4
Eltrion 4 points ago +4 / -0

Hollywood should burn. The movie industry would benefit from films from all over the globe competing for the top spot, and it was already beginning to happen before all this.

13
Eltrion 13 points ago +13 / -0

We apologize, but there's just nothing we can do about the fat, ugly man who keeps masturbating in the women's washroom. Let's all try to respect each other's differences and share the space.

14
Eltrion 14 points ago +14 / -0

It's a Linux PC. It does what a Linux PC does. Check ProtonDB to figure out what the likelihood of any given game working is.

Yes it runs emulators.

11
Eltrion 11 points ago +11 / -0

Why would you want to cover it up? You drew it to make it look like you were oppressed.

9
Eltrion 9 points ago +9 / -0

Gay men have been outliving their usefulness for a while now.

1
Eltrion 1 point ago +1 / -0

Brave, Inside Out and Coco were all pretty good, though not up to the levels of Pixar's earlier movies. The good Dinosaur stood out as being Pixar's first genuine flop. After that, yeah, things went downhill fast.

3
Eltrion 3 points ago +3 / -0

I have also often thought that the mechanics of parlement should include more opportunities for politicians to beat the stuffing out of each other.

Might weed out a few of the most spineless.

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