Saledovil

joined 2 years ago
[–] Saledovil@sh.itjust.works 10 points 21 hours ago (1 children)

In addition, we haven't even come up with a definition of intelligence.

[–] Saledovil@sh.itjust.works 8 points 22 hours ago (2 children)
  1. Provide free chat bots to everybody, regardless of if they want to or not.
  2. ???
  3. Profit.
[–] Saledovil@sh.itjust.works 3 points 23 hours ago (1 children)

Well, we're still at least one breakthrough away from AGI, and we don't even know how it will go from there. Could be that humans are already near the maximum of what is possible intelligence wise. As in, the smartest being possible is not that much smarter than the average human. In which case, AGI taking over the world would not be a given.

Essentially, talking about the threat posed by ASI is like talking about the threat posed by Cthulhu.

[–] Saledovil@sh.itjust.works 13 points 23 hours ago (5 children)

AI companies are buying up all of the RAM in a futile bit to reach AGI.

[–] Saledovil@sh.itjust.works 4 points 2 days ago

They own a font, which is a way of writing the letters. Wondering though, how many Japanese fonts are there?

[–] Saledovil@sh.itjust.works 14 points 2 days ago (4 children)

He's a mayor. Mayors can't do that.

[–] Saledovil@sh.itjust.works 4 points 2 days ago (1 children)

If that past tense is accurate, then it's a no for long.

[–] Saledovil@sh.itjust.works 5 points 2 days ago (3 children)

Purely theoretical, if you inherit, let's say, Elon Musk's money, and you then resurrect him. Do you have to give that money back?

[–] Saledovil@sh.itjust.works 3 points 3 days ago

Another example, Minecrafts creeper.

[–] Saledovil@sh.itjust.works 1 points 3 days ago

You also need to consider that they really want it to be true. Either because of financial investment, or a believ that AGI will bring about paradise. I don't know why AI doomers believe LLMs will lead to AGI, thought, as they should be relieved that we're not close to AGI, though.

[–] Saledovil@sh.itjust.works 2 points 3 days ago (1 children)

This raises the question: Is there somebody else on that sub posting about the special election? There should be enough Tennesseans that at least one of them should post there.

[–] Saledovil@sh.itjust.works 1 points 6 days ago

Yeah, that is a problem.

And thanks for the compliment.

 

I think I'm sort of overspending on the CPU and the monitor. Could anybody offer some advice?

 

Hello, as stated in the title, I used to be able to generate a batch of 4 images, but when I try to do this now, I get the following error: CUDA out of memory. Tried to allocate 4.50 GiB. GPU 0 has a total capacity of 7.78 GiB of which 780.00 MiB is free. Including non-PyTorch memory, this process has 6.57 GiB memory in use. Of the allocated memory 6.37 GiB is allocated by PyTorch, and 56.09 MiB is reserved by PyTorch but unallocated. If reserved but unallocated memory is large try setting PYTORCH_CUDA_ALLOC_CONF=expandable_segments:True to avoid fragmentation. See documentation for Memory Management

This started happening right after I updated SD.Next to the most recent version. I don't know which version I was using beforehand, since I don't update it frequently. I assume it installed it sometime around April this year.

I'm using a NVIDIA Geforce RTX 2070.

Does anybody have any idea what I could try?

 

In the mod "Save our Ship 2" I managed to capture a pirate ship. The large, red ship is the pirate ship, and the small asymmetrical ship is mine. First, the pirates send a boarding party using small personal shuttles. These landed spread out around my ship, allowing my colonists to gang up on the individual pirates ad take them out.

Then I send my guys over to the pirate ship, in an effort to take them out. I had them use the airlock as a chokepoint. The pirates threw themselves at my colonists until they routed. The pirates tried running to the edge of the map in order to escape. A lot of the remaining pirates didn't have space suits at this point, and I had lined up my colonists to shoot the fleeing pirates, so none of them actually managed to reach the edge of the map. Which wouldn't have helped them eitherway, because their in geostationary orbit.

This would be a lot more difficult if the enemy AI wasn't brain dead.

 

Marked as a spoiler because its a monster from Anomaly. The thing is, these things are not scary, because they don't have the AI necessary to capitalize on their invisibility. They act like typical raiders, meaning you can place your tough melee guys in a chokepoint, and they'll come to get their skulls bashed in.

It would probably be better if they instead acted like predatory animals, milling around on the map, and occasionally hunting one of your colonists. If they'd then avoid groups of colonists, while also always attacking in a group themselves, they'd be a truly terrifying monster. Basically, you'd have to hide out in your base, or go out to hunt them. And if you do choose to wait them out, there would be no indication that they've left.

 

Follow up to my last post , the problem has been resolved using a killbox. Admittedly, I had to reload several times before I got it right. So in about 5 out of 6 universes, the colony died.

 

The ongoing toxic fallout means that the sunblocker the mechanoids brought along won't cause any damage for the time being.

 

Game is "Vintage Story". It's similar to Minecraft, but slower paced.

 

Using the Create mod as part of the 'All the Mods 8' Modpack, I build a bread factory. The contraption on the right automatically harvests the wheat. The wheat is separarated from the wheat seeds using a brass tunnel. At this point, half the wheat is stored in a chest to be used as animal feed. The wheat is fed into a millstone, which turns it into flour. Flour is a feature unique to the create mod, and it allows for more efficient bread baking. By mixing the flour with water in a mixer, dough is created, which is then baked in the automatic oven, which utilizes the feauture bulk blasting to turn dough into bread. This allows creating one bread from one unit of wheat. The entire machine is powered using a large water wheel. One way to improve the machine would be to make the farming area larger, currently, 60 plants are growing at the same time, making the area 11 * 11 instead of 9 * 9 would increase the number of crops being fed into the machine. Also, I should probably decorate the bakery as well.

 

A small workshop with 2 machines, build using the Create Mod as part of the 'AllTheMods8' modpack. I like how the energy logistic looks naturally more interesting compared to other tech mods.

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