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Your "but then" is off-base. This is selling steel for the express purpose of nuclear reactors, with a contractual clause against its use in tanks, and the US government deciding that it doesn't feel like abiding by the rules in the contract.

This is not a real bug in FFmpeg. This is a demonstration that if you control a custom AVIO module it is possible to crash FFmpeg by giving it bad data.


Not custom. It's an existing module for a format called VPK. It's a quite trivial bug though, not exploitable apart from DOS and won't ever happen in a real file.


I even question if it is a DOS vector. So the thread crashes and then the system that controls the threads cleans it up and opens a new thread. Seems to be a trivial impact, unless it locks up the thread somehow.


Threads don't work that way. A fatal exception on any thread kills the process.


And the parent will spawn a new process. Unless the server is terribly poorly misconfigured. Edit; for what it’s worth I’ve run a server processing video with FFMPEG for 10 years now, and there’s just so many things that can make FFMPEG crash. All sorts of corrupted videos people upload. If your server doesn’t recovery gracefully from a crashed FFMPEG thread, that’s on you, not FFMPEG.


I thought you meant Disk Operating System until I realized you probably meant DoS


FFmpeg on DOS is enough for anybody as long as you let your 0.00066B model check the movie for 0day exploits.


I don't agree? By the time you get to the specific policy sections (3.x.x) there are concrete changes outlined in bold, several of which are requests for the institute to invest large amounts of resources changing the current teaching process. Even the non-bolded text occasionally contains real insights, like this gem from the end of 3.1.9:

> Students should not feel policed. Durable change will require instructors to be as clear as possible about their expectations and students to understand AI misuse as an unacceptable deviation from shared peer norms and community values rather than a violation of an arbitrary bureaucratic rule.


I immediately forwarded 3.3 to a colleague (AD of Research). We have a blanket policy document at the institutional level to establish a framework for baselines, but it's absent of any practicable guidance outside of a general approval process and expectations for academic honesty.


Declaration, not verification



Every time "Luddites" come up in tech discussions, I notice that people have very little engagement with the history. Here's my favorite treatment of the source material: https://bsky.app/profile/ironcircuscomics.bsky.social/post/3...


Do you engage with the history of every single topic you discuss… ever?

No? Didn’t think so. Chill.


> Don’t argue against this one example, that isn’t the point

What is the point then? The best games have all of their elements working together in service of their intended experience.

> someone who uses AI for internationalization

Do you think this would be an ok use of AI for a game? Did you not see the outrage over Hollow Knight: Silksong's translation last year? How every time a game is discovered to have used AI for translation there is an immediate backlash?


The point is that some parts of games truly don't impact the experience.

Name a game whose settings screen added to the gameplay in any meaningful way. Hell, name a game from memory that didn't have the same settings screen with minor styling variations as every other game you played. What exactly am I missing out on by having a resolution dropdown that was hand coded? Does a bespoke "ultra" graphics slider bring the characters to life in a way that AI just can't? Besides, using AI isn't mutually exclusive with all of the elements working together. My point is that AI, wielded properly, makes that easier to achieve. If you don't have to spend a month hand coding sliders for a settings screen, you can get on with making the actual game. Do you also rail against game engines which provide all of this stuff in a generic way?

I do think that using AI to help with internationalization is fine, as long as you QA it just like any code or content that is created by man or machine. It's a tool, and you have to know how and when to use any tool. You can get plenty of good translation out of an AI if you are using it properly.

Also worth noting that Silksong was verified to have a human translation team, and they never clarified if AI was used. It's entirely possible that today's SOTA AI would have done a much better job. The problem with your argument about translation is you and I have no idea how many games have been machine translated well, and never saw an issue. Because of the way gamers are (frequently unhinged about minor things. Prone to groupthink. Extremely vocal. Absolute in opinions like "There is no acceptable use for AI in gaming"), you just can't stick your neck out and say, "We used AI for our localizations, then had native speakers QA it, and not one had issues." You risk becoming a lightning rod for puritans because you wanted to give Romanians a chance to play a game in their own language.

Even if you disagree on using AI for these things, I can keep coming up with ways that AI can make a game better. That's why I told you not to argue against specific examples. Maybe a game designer told an AI to review the code and find performance improvement opportunities. Would you be upset if the game was half the size, and could run higher frame-rates with the exact same content? Is that still an unacceptable us of AI, or would you rather that the man hours that could otherwise go to things that humans are better at get spent on optimizations. I personally would rather have a game with better performance from an AI and more human created side quests, than a game with better performance and fewer side quests because they ran out of budget hiring people to dig into compiler settings.

So yeah, I think it is completely reasonable to use AI in gaming or any domain of programming. I've been around long enough to remember human teams turning out absolute steaming piles of garbage. The issue isn't AI, the issue is people turning out steaming piles of garbage. AI just makes that easier, but by no means does it make it inherent to use.


> Name a game whose settings screen added to the gameplay in any meaningful way

Most of these are going to be smaller indie games that already don't have many settings to set. Off the top of my head, I'd probably say Ultrakill takes the cake with its opening screen. Based on the description of the expectations, my guess is you're mostly basing your expectations off of large AAA games with multiple pages of settings? Fair enough that they should mostly be implementing "standards" correctly, and theming and character take a back seat.

It sounds like your overall point mostly relates not to settings screens, but things that "don't meaningfully affect gameplay". I think that's a much better argument than the one your example point led me to understand.

As a final note, it's worth reiterating that Steam does not require disclosure for AI-gen code. That settings menu example you were mentioning would be fine, as long as it used art assets generated by a human.


> Name a game whose settings screen added to the gameplay in any meaningful way. Hell, name a game from memory that didn't have the same settings screen with minor styling variations as every other game you played.

This mentality is exactly why most modern AAA games are so generic and uninteresting. Great games are more than just their gameplay; they're complete, coherent experiences assembled by people who care about every part of them, not just the parts they deem to be "the important ones". Someone who doesn't care at all what their game's settings menu looks like probably doesn't truly care about any other part of the game, either - it suggests their primary concern is not the quality of the game, but how quickly and cheaply it can be made.

Games having menus and HUD interfaces that fit the rest of their aesthetic was once the standard, before the current trend of minimalism took over. Why do you think that is? Was it just because the developers of yesteryear were all idiots wasting time and budget on things that didn't matter instead of maximizing shareholder value? Or was it because they were focused on making a high quality, coherent game first, and making it "efficiently" second?

> Do you also rail against game engines which provide all of this stuff in a generic way?

Yes, every other game being made in Unreal Engine nowadays is one of the biggest contributing factors to them all feeling so samey (and running badly). Developers who don't care about the quality of the game and just want to get it out the door with the minimum effort possible gravitate towards Unreal Engine, because it's made for them, and this is reflected in the end product.

> I can keep coming up with ways that AI can make a game better.

No, you can come up with ways that AI can make the game easier and cheaper to make at the cost of craftsmanship. It's not the same thing. Adding more side quests won't make the game better if they're not made by people who care about the game as a whole and all its little details. Whatever improvements or optimizations your AI can come up with, a skilled human developer could come up with, too, the difference being that the human demands a living wage in exchange for his work, and that's just awful, isn't it? It's simply not possible for the entirety of the game to be crafted with care without going over budget (let's ignore all the past examples of games that did exactly this, with much smaller budgets, before unappealing ultra realistic graphics became the standard).


In my experience it's a pretty clear warning, but I might not be the best person to judge. The thing to remember is "buying" a revocable license is pretty different from "renting" a temporary license, and those words have pretty different connotations.


No, the thing to remember is that "buying a revocable license" is a dishonest way to say "renting for at least one millisecond"


It's worth noting that TFA addresses this in the context of the scam: When the scam depends on the emotional reaction in response to a loved one's distress, it doesn't matter if the number the scam is coming from is unfamiliar. This means that the scam can use "technically correct" numbers that pass SHAKEN/STIR with no loss in conversion.

TFA also mentions that by routing calls through older non-IP networks you lose the accurate information, although it sounds like the FCC is slowly cracking down on this.


I would love to know how OP came across this email nearly 20 years after the fact


It's one of Theo's more famous dismissals/takedowns.


Some people keep classic flames alive to deploy in times of need. Theo's good, but he can't hold a candle to the late Marc Cripsin railing about emacs line-mode-visual. Grr.

https://www.reddit.com/r/emacs/comments/1tf1iy/imap_inventor...

>From: Mark Crispin, To: comp.lang.emacs

>What mindless cretin thought that it should be a good idea to make line-move-visual be the default in emacs 23? I just found out about this charming "improvement" in the worst possible way. Investigation determined that a "routine" software update had just installed emacs 23 and gave me this "improvement".

>People wonder why everybody hasn't dumped proprietary desktop software. This is an example why. Emacs' line behavior has well over 30 years of history, and some bagbiter goes and changes it BY DEFAULT.

>Add all the cute new features you want. But leave the goddamn defaults alone.

>If you want to have your own playpen where you twiddle defaults to your hearts content, have at it. But don't pretend that you produce software for a production environment, and stop telling the Linux distributions that they should "upgrade" to your "improved" versions. People doing real work depend upon those distributions.

>It does no good to say "read the release notes" when the affected users don't get the release notes and don't even know that a new release happened. It is also unreasonable to expect users to subscribe to every obscure newsgroup, forum, and wiki to hear about changes that will turn their expectations upside down.

>Yes, I fixed my .emacs file. And I'm putting in the same change to all the .emacs files on all the dozens of other machines I use, even though they still have emacs 22, because otherwise this unpleasant surprise will repeat itself over and over again.

>Grr.

>From: Mark Crispin, To: comp.lang.emacs

>They made the wrong decision. Changes to default behavior are a bad idea. Changes to default behavior of the most basic functionality are an extremely bad idea.

>I don't care if M-X fart-noisily-with-spray changes its default scent from skunk to lemon. But I damn well do care about the most basic operations: all CTRL single letter and ESC single letter. After 33+ years of using emacs, I expect these to be reliable and not suddenly change.

>I wasted hours trying to figure out what the hell was wrong with my file, or my terminal emulator window, or my system. The fact that the problem went away on a different system added further confusion. It was only when I did ESC <n> CTRL/N and saw that it moved me the wrong number of lines, but only on one system, that I realized that emacs changed. And that's when I did ESC X describe-key CTRL/N and read about line-mode-visual, although it did not mention that this was now the default.

>Surprise. Grr.


Another classic. About the X11 selection mechanism

https://github.com/porridgewithraisins/x11cp/blob/main/rant


i don't know that crispin rant sounds pretty reasonable to me. it's not insulting and the argument is coherent. he has a point.


I mean it literally starts with "What mindless cretin thought that it should be a good idea", and later calls them a "bagbiter". If you were responsible for the change, you would feel insulted. His basic point seems valid, but this is not a great way to present it.


Marc was an old school hacker, so bagbiter is a term of endearment, completely sanitized. "Chomp chomp!"

bagbiter /bag'bi:t-*r/ n.

1. Something, such as a program or a computer, that fails to work, or works in a remarkably clumsy manner. "This text editor won't let me make a file with a line longer than 80 characters! What a bagbiter!" 2. A person who has caused you some trouble, inadvertently or otherwise, typically by failing to program the computer properly. Synonyms: loser, cretin, chomper. 3. `bite the bag' vi. To fail in some manner. "The computer keeps crashing every five minutes." "Yes, the disk controller is really biting the bag."

The original loading of these terms was almost undoubtedly obscene, possibly referring to a douche bag or the scrotum (we have reports of "Bite the douche bag!" being used as a taunt at MIT 1970-1976, and we have another report that "Bite the bag!" was in common use at least as early as 1965), but in their current usage they have become almost completely sanitized.

ITS's lexiphage program was the first and to date only known example of a program intended to be a bagbiter.

chomp: vi.

1. To lose; specifically, to chew on something of which more was bitten off than one can. Probably related to gnashing of teeth.

2. To bite the bag; See bagbiter.

A hand gesture commonly accompanies this. To perform it, hold the four fingers together and place the thumb against their tips. Now open and close your hand rapidly to suggest a biting action (much like what Pac-Man does in the classic video game, though this pantomime seems to predate that). The gesture alone means ‘chomp chomp’ (see Verb Doubling in the Jargon Construction section of the Prependices). The hand may be pointed at the object of complaint, and for real emphasis you can use both hands at once. Doing this to a person is equivalent to saying “You chomper!” If you point the gesture at yourself, it is a humble but humorous admission of some failure. You might do this if someone told you that a program you had written had failed in some surprising way and you felt dumb for not having anticipated it.

Marc also wrote RFC #748 documenting the Telnet Randomly-Lose Option on April 1, 1978:

https://datatracker.ietf.org/doc/html/rfc748

   IAC WILL RANDOMLY-LOSE

      The sender  of this command  REQUESTS  permission  to, or confirms
      that it will, randomly lose.

   IAC WON'T RANDOMLY-LOSE

      The sender of this command REFUSES to randomly lose.

   IAC DO RANDOMLY-LOSE

      The sender  of this command  REQUESTS that the receiver, or grants
      the receiver permission to, randomly lose.

   IAC DON'T RANDOMLY-LOSE

      The command sender DEMANDS that the receiver not randomly lose.


Theo's rant about what a hypocritical idiot ESR is also sounds pretty reasonable to me: he has a good point.

https://news.ycombinator.com/item?id=48883342

ESR's free to make ridiculous laws about eyeballs that aren't true and nobody follows while never actually reviewing any code himself (except for the climate scientists' code which he totally misunderstood and dishonestly misrepresented), but blaming it on Linus was a dick mode.

https://rationalwiki.org/wiki/Eric_S._Raymond#Climategate

>During the Climategate fiasco, Raymond's ability to read other peoples' source code (or at least his honesty about it) was called into question when he was caught quote-mining analysis software written by the CRU researchers, presenting a commented-out section of source code used for analyzing counterfactuals as evidence of deliberate data manipulation. When confronted with the fact that scientists as a general rule are scrupulously honest, Raymond claimed it was a case of an "error cascade," a concept that makes sense in computer science and other places where all data goes through a single potential failure point, but in areas where outside data and multiple lines of evidence are used for verification, doesn't entirely make sense. (He was curiously silent when all the researchers involved were exonerated of scientific misconduct.)

porridgeraisin: Speaking of ICCCM (aka I39L) and X11 selections, have you seen David Rosenthal's glorious rant about the Sun Desktop that somebody leaked to the unix-haters mailing list (who, moi?), which comes straight from the author of the ICCCM and co-developer of Andrew, X10, X11, and NeWS. The Roy Lichtenstein line is classic. What he's touching on by "Why can't they just shut up and do their job efficiently and inconspicuously?" is Mark Weiser's "Ubiquitous/Calm Computing". He's married to Mark's widow Victoria Reich, and they both work on LOCKSS ("Lots of Copies Keep Stuff Safe").

https://en.wikipedia.org/wiki/David_S._H._Rosenthal

https://en.wikipedia.org/wiki/LOCKSS

https://news.ycombinator.com/item?id=44045304

    PS - I notice that someone filed a bug today pointing out
    that even your example of dropping a mail message on CM
    doesn't work if CM is closed.  That's a symptom of the kind
    of arrogance that all the deskset tools seem to show -
    they're so whizzy and important that they deserve acres of
    screen real estate.  Why can't they just shut up and do
    their job efficiently and inconspicuously?  Why do they have
    to shove their bells and whistles in my face all the time?

    They're like 50's American cars - huge and covered with
    fins.  What I want is more like a BMW, small, efficient,
    elegant and understated.  Your focus on the whizzy demos may
    look great at trade shows, but who wants to have their tools
    screaming at them for attention all the time?  It's like
    having a Roy Lichtenstein painting on your bedroom wall.
Check out his blog, recently he's been writing about his introduction to computer graphics, hacking late at night in the basement of the lab on the PDP-7 connected to the Titan at Cambridge University, and how Coprophagia Is Bad For You! He was employee #4 at NVIDIA.

https://blog.dshr.org/

>We managed to get the game to be sort-of playable provided you let the machine win.


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