814 karma · joined April 6, 2016
I'd recommend trying Instant Neural Graphics Primitives (https://github.com/NVlabs/instant-ngp) from NVIDIA. It's a couple years old, so not state-of-the-art, but it runs on just about anything and is extremely fast.
Edit: This was flippant, but the real issues are: any map you get will be incomplete and obsolete almost immediately and cables move and sway in the breeze.
People claiming that backpropagation "steals" your material don't understand math or copyright.
You can hate generative tools all you want -- opinions are free -- but you're fundamentally wrong about the legality or morality at play.
Yes. The Valve philosophy on the cosmetics marketplace (we called it "the economy") is that you distribute random rewards to players and they can trade and sell and discover the value of those goods for themselves. Obviously, this was done to make money for Valve but, in theory, it's also good for the players. It allows people who have things they don't want to sell them to people who want them. And all this buying and selling happens between Steam wallets (and there is no off-ramp) so at the end of the day, it's all just profit for Valve.
But above all we wanted people to play CS:GO because it was a fun game. We didn't want to turn it into some kind of grim pachinko parlor, with players grinding out matches just to get random loot box drops. So you have to balance the potentially real dollar random rewards so that they're a fun surprise but not economically attractive enough to become a job.
We didn't want this for three reasons: we'd lose out on the marketplace cut (10% of all sales I think?); we didn't want people grinding the game to earn money from rare drops; and finally because 3rd party trading ended up creating a lot of scams and therefore angry players.
At the time, we didn't see any way around it: we couldn't prevent people "gifting" items to each other, and despite omniscience and omnipotence in the game and Marketplace, we weren't confident that we could rejigger the drop rates and rarities to lower the maximum perceived value of the fanciest knife to be under the $300 limit.
I suspect that the CS:GO team finally decided to do something about it and chose this. If the team is anything like I left it, they probably modeled this extensively (we had data on nearly every game ever played in CS:GO and complete Marketplace data), and discussed the change with the TF2 and DOTA teams, who also have to deal with this, and decided that the short-term fury of a small fraction of the playerbase was worth it. I wonder if TF2 and DOTA are having similar problems and, if so, whether this change will be rolled out for those games, too.
Even aside from the expense (which penalizes universities and smaller labs), I feel it's a bad idea to require academic research to compare itself to opaque commercial offerings. We have very little detail on what's really happening when OpenAI for example does inference. And their technology stack and model can change at any time, and users won't know unless they carefully re-benchmark ($$$) every time you use the model. I feel that academic journals should discourage comparisons to commercial models, unless we have very precise information about the architecture, engineering stack, and training data they use.
If these results are as strong as they claim, this absolutely nukes the Clovis-first hypothesis.
"These tests [...] were “supposedly applicable to both white and black prospective voters who couldn’t prove a certain level of education” (typically up to the fifth grade). Yet they were “in actuality disproportionately administered to black voters.”
Additionally, many of the tests were rigged so that registrars could give potential voters an easy or a difficult version, and could score them differently as well. For example, the Veterans of the Civil Rights Movement describes a test administered in Alabama that is so entirely subjective that it measures the registrar’s shrewdness and cunning more than anything else."
I worked in film visual effects for a decade and the answer is a strong 'no.'
In my case, we were in it for the enjoyment of the work and the craft. We didn't write the scripts, and the quality of the film wasn't our job. We were hired to make the best effects we could and if we delivered quality, we were happy. I'm sure a similar attitude works in other aspects of film (or any large collective enterprise, really).
That's very common, yes. Bosses simply lie about the hours worked or force employees to work undocumented hours.
> are they talking about overtime?
Overtime is a frequent target of wage theft because it costs the employer more per hour.
> is this for part time work or full time?
Yes for both.
> for full time, it should just be 40 hours, how does the employer not pay out the full 40 hours?
Sure. Who's gonna stop 'em? Wage theft claims are difficult to document, expensive to litigate, and usually the people being robbed are the more powerless workers: young people, recent immigrants who face a language and culture barrier, and people simply ignorant of the their rights under the law.