If you’re short on Legendary Shards in Destiny 2, there’s once again a new exploit you can take advantage of to get more than you’ll ever need. This probably won’t apply to most people who’ve been playing for a while, since you tend to accrue a surplus, but for new-ish players who are always running short for upgrades and purchasing weapons and exotics from Banshee and Xur, this might come in handy.
As with all exploits, like when Destiny 2 players found a way to finish that two-week long community event in a few minutes (opens in new tab), this is likely to be patched very soon, so be sure to grab your Legendary Shards quickly if you don’t want to miss the opportunity. With that in mind, here’s what you need to do to currently get unlimited Legendary Shards in Destiny 2.
Last thing before we start: if you don’t have the Guardian Games’ class item from last year unlocked in collections, this exploit won’t work for you.
The essence of this exploit is pretty straightforward. You simply have to head into Collections, Armor, then Events, and find the Guardian Games class item from last year. This is the Medal Mantle for Hunters, the Medal Bond for Warlocks, and the Mark of the Medal for Titans. Now, this only costs 777 glimmer to purchase, but refunds you with four Legendary Shards and 250 glimmer.
Since you can buy 10,000 glimmer from Rahool in the Tower for only ten Legendary Shards, you can effectively keep creating and dismantling the class item for as long as you want, farming up a surplus of shards. Create nine, scrap them, and then repeat the process. Since you’re dismantling armour, this will also let you farm gunsmith XP with Banshee if you feel so inclined. When you run low on glimmer, just head to Rahool and buy some more with a tiny fraction of the shards you’ve earned. If you want to see the exploit in action and can’t see the gif above, this video by Cheese Forever (opens in new tab) shows the whole process.
https://gamingarmyunited.com/wp-content/uploads/2023/04/1682089663_You-can-currently-get-unlimited-Legendary-Shards-for-free-in.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-04-21 15:41:232023-04-21 21:13:50You can currently get unlimited Legendary Shards for free in Destiny 2
It’s not every day Dota 2 gets a new map. In fact, it’s pretty much just today. The New Frontiers Update (opens in new tab) brings Dota 2 up to version 7.33, and it’s a hefty patch that changes the matchmaking algorithm, alters the interface, adds a new hero type, makes a heap of balance changes, and expands the map by 40%.
Valve notes that, while there is “40% more terrain” around the map’s edges, the lanes remain as close together as always. There’s just more to explore around and between them, and “Both main jungles have also been fully reconfigured, shaking up vision placement, juke routes, farming and more.” Here’s what’s new.
Four new named areas: The Well, The Graveyard, The Statue, and The Mines.
Roshan has two pits instead of one.
Twin gates let you teleport between the top and bottom lane. Roshan also uses them to move between his pits.
Lotus pools on the map’s left and right spawn healing lotus that gives mana as well as HP.
Neutral creep minibosses called tormentors spawn near the bases 20 minutes into a match.
Eight watchers scattered across the map grant vision to whichever team activates them. That’s handy, because outposts no longer grant vision or True Sight.
Two new outposts, the original ones have been repositioned too.
12 (!) more creep camps.
Two new power runes: wisdom runes on the map’s edge and near bases give XP, while shield runes in the river give barrier equal to half your max HP. (Also shield is called barrier now.)
Defender’s gates are one-way emergency back doors on each base, or as Valve puts it, “Defender’s Gate combines the sparkly high fantasy of Dota with the practicality of doors on your house that you can lock when you go to the grocery store to destroy its Ancient.”
On the mechanical side of things, the most significant-seeming change is a whole new hero type: Universal heroes. Universal heroes are ones who don’t specialize in a single attribute, instead getting 0.6 damage for each point they have in any attribute. Existing heroes who have been reshuffled into the Universal category include Bane, Broodmother, Enigma, Lone Druid, and Vengeful Spirit.
There are plenty of other tweaks as well, like neutral creep abilities now scaling over time, and every disable effect having its duration reduced so you’ll spend less time stunlocked. Neutral creeps no longer drop items, instead dropping tokens that can be spent on one of five neutral items, and there’s a whole bunch of new items too. The kill formula and Black King Bar have been reworked, and some heroes given major overhauls, including Muerta, Arc Warden, Ogre Magi, Medusa, Alchemist, and Clinkz. As Valve puts it, “Most of Clinkz’s abilities, like the best abilities in life, now create skeletons.”
Matchmaking has altered in response to what Valve calls “an undesired clumping in the 0-1000 MMR range” and how hard it was for returning players to get back to an accurate Matchmaking Ratio after spending time away. From now on, rather than MMR being calculated with the Elo algorithm, Dota 2 will use the Glicko algorithm. In fact, it’s been doing that in the background for a minute, with Valve saying, “We’ve been running both matchmaking systems simultaneously behind the scenes for a while now to help us build confidence in these changes.”
Finally, UI changes should make keeping track of your HP and everyone else’s easier. Barriers (the things that used to be called shield, remember?) are visible on the health bar, and anything that doesn’t have a HP total but is instead defeated after receiving a set number of hits—like those skeleton archers Clinkz now summons on the regular—have health bar pips to signpost that. And abilities that cost health display that as a number, just like mana cost. Sensible!
As you’d expect in a MOBA, any update is going to come with a big old helping of balance changes in addition to the hero overhauls mentioned above. Have a look at Valve’s New Frontiers Update page (opens in new tab) where you can see full details of that stuff, as well as mouse over an interactive version of the new map.
https://gamingarmyunited.com/wp-content/uploads/2023/04/1682053602_Massive-Dota-2-patch-makes-the-map-40-bigger-changes.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-04-21 05:58:502023-04-21 20:59:55Massive Dota 2 patch makes the map 40% bigger, changes the UI, matchmaking, so much other stuff it’s basically Dota 3 now
Yesterday, developer Alexandre Spindler and Studio Drama revealed Unrecord, a first-person shooter with a striking bodycam perspective which frequently sells the illusion of being real camera footage.
It’s so convincing that some questioned whether they were looking at a pre-rendered, on-rails game, or perhaps actual video footage with some 3D graphics overlayed. A few hours after the announcement, Spindler responded: “It’s not a rail shooter or an FMV, it is indeed an FPS and these images are from real-time gameplay, not pre-rendered.”
Today, Spindler went further, uploading a new video of the game (embedded above and in the tweet (opens in new tab) below) which includes the Unreal Engine user interface. Near the end of the video, he frees up the camera, no-clipping through the level to prove that it’s genuinely an FPS with free movement. “For those who thought Unrecord was fake or a video, sorry,” Spindler wrote.
A lot contributes to the believability of Unrecord’s “bodycam footage,” and it isn’t all raw graphical fidelity. The exposure adjustment effect, where the sky transitions from overblown to cloudy, is very effective. The free hand movement is another big part of the illusion: the camera follows the motion of the hands on a delay, as if genuinely responding to movements of the chest.
Beneath all of that is the actual fidelity of the environments, which is remarkable, but not unique. Using photographs to build and texture 3D worlds, called photogrammetry, has been doable in real-time rendering for a number of years. The effect was used in The Vanishing of Ethan Carter (opens in new tab), for instance, and that was almost a decade ago. Combined with the features of Unreal Engine 5, presumably some ray tracing for the reflections, and today’s other graphics processing advancements, Unrecord’s look isn’t totally out there. Similar fidelity can be seen in Epic’s first Unreal Engine 5 demo (opens in new tab).
For those who thought Unrecord was fake or a video, sorry. 😌 pic.twitter.com/41ESKMISy1April 20, 2023
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That doesn’t mean Unrecord will necessarily run like a dream with the average PC components. The studio did say yesterday that “realistic effects do not solely rely on textures or polygon count, therefore it will be possible to experience immersion on less powerful machines,” but specifically how less powerful, they aren’t ready to say.
For as realistic as it appears, there is a distinct ‘Unreal Engine 5 look’ to Unrecord that I can’t precisely describe, but can identify when I see it—the longer I look at the trailer, the more I can see through the illusion. But it is frequently startling how much it looks like real camera footage. It’d make a great basis for a found-footage horror game, but Studio Drama says it’s going for a detective thriller vibe, which has led to some discomfort and criticism, given that genuine police bodycam footage is commonly seen in real life as evidence of police brutality and killings.
Responding to the conversation emerging around Unrecord yesterday, Studio Drama said that it doesn’t want to spoil the story by explaining its themes, but that it understands “people who may feel disturbed by the game’s images.” You can read more about the Unrecord, which doesn’t have a release date yet, and its premise in my article about the announcement from yesterday (opens in new tab).
https://gamingarmyunited.com/wp-content/uploads/2023/04/1682017561_Unrecord-dev-posts-noclip-video-to-prove-the-realistic-bodycam.png6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-04-20 19:33:382023-04-21 20:13:37Unrecord dev posts noclip video to prove the realistic bodycam FPS isn’t ‘fake’
Whether you’ve been playing Wordle (opens in new tab) since the very beginning or it’s your first game, you’re sure to find all the help and advice you want right here. Need the answer in a hurry? Not a problem—just click or scroll straight to it. Did you just need a little nudge in the right direction? Great: you’ll find a fresh clue for the April 20 (670) Wordle below.
I decided to go with an opener I don’t normally use today, and somehow it immediately turned over three of the five letters I needed to find. I’d got the answer in two—great stuff—although now I have to wait longer than usual for tomorrow’s Wordle fix.
Wordle hint
A Wordle hint for Thursday, April 20
Today’s answer is most commonly used to describe the shallow and usually round dishes food is often served on, but it can also be used for other flattish objects too, from armour to the moveable areas that make up the Earth’s crust. There are two vowels to find today.
Is there a double letter in today’s Wordle?
No letters are used twice in today’s puzzle.
Wordle help: 3 tips for beating Wordle every day
If you’re new to the daily Wordle puzzle or you just want a refresher after taking a break, I’ll share some quick tips to help you win. There’s nothing quite like a small victory to set you up for the rest of the day.
A mix of unique consonants and vowels makes for a solid opening word.
A tactical second guess should let you narrow down the pool of letters quickly.
There may be a repeat letter in the answer.
You’re not up against a timer, so you’ve got all the time in the world—well, until midnight—to find the winning word. If you’re stuck, there’s no shame in coming back to the puzzle later in the day and finishing it up when you’ve cleared your head.
Today’s Wordle answer
What is the #670 Wordle answer?
One guess left? Don’t worry about it. The answer to the April 20 (670) Wordle is PLATE.
Previous answers
The last 10 Wordle answers
Keeping track of the last handful of Wordle answers can help to eliminate current possibilities. It’s also handy for inspiring opening words or subsequent guesses if you’re short on ideas for the day.
Here are the last 10 Wordle answers:
April 19: THUMP
April 18: HOUND
April 17: WHIFF
April 16: DWELT
April 15: AGONY
April 14: THIEF
April 13: CARAT
April 12: BORAX
April 11: QUALM
April 10: UNDER
Learn more about Wordle
Wordle presents you with six rows of five boxes every day and the aim is to figure out the correct five-letter word by entering guesses and eliminating or confirming individual letters.
Getting off to a good start with a strong word (opens in new tab) like ARISE—something containing multiple vowels, common consonants, and no repeat letters—is a good tactic. Once you hit Enter, the boxes will show you which letters you’ve got right or wrong. If a box turns ⬛️, it means that letter isn’t in the secret word at all. 🟨 means the letter is in the word, but not in that position. 🟩 means you’ve got the right letter in the right spot.
Your second guess should compliment the starting word, using another “good” word to cover any common letters you missed last time while also trying to avoid any letter you now know for a fact isn’t present in today’s answer. With a bit of luck, you should have some coloured squares to work with and set you on the right path.
After that, it’s just a case of using what you’ve learned to narrow your guesses down to the right word. You have six tries in total and can only use real words (so no filling the boxes with EEEEE to see if there’s an E). Don’t forget letters can repeat too (ex: BOOKS).
If you need any further advice feel free to check out our Wordle tips (opens in new tab), and if you’d like to find out which words have already been used, you can scroll to the relevant section above.
Originally, Wordle was dreamed up by software engineer Josh Wardle (opens in new tab), as a surprise for his partner who loves word games. From there it spread to his family, and finally got released to the public. The word puzzle game has since inspired tons of games like Wordle (opens in new tab), refocusing the daily gimmick around music or math or geography. It wasn’t long before Wordle became so popular it was sold to the New York Times for seven figures (opens in new tab). Surely it’s only a matter of time before we all solely communicate in tricolor boxes.
https://gamingarmyunited.com/wp-content/uploads/2023/04/1681981524_Wordle-hint-and-answer-670-Thursday-April-20.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-04-20 05:04:072023-04-20 18:19:10Wordle hint and answer #670: Thursday, April 20
An author is suing Amazon and The Tolkien Estate for what he claims is copyright infringement in The Rings of Power, last year’s TV show based on the appendices of The Lord of the Rings trilogy and The Hobbit. How could a show based on JRR Tolkien’s work under license from The Tolkien Estate violate the intellectual property rights of some guy from LA named Demetrious Polychron? The perplexing answer is that Polychron published—on Amazon, ironically—a work of Lord of the Rings fanfiction called “The Fellowship Of The King,” and that’s what he claims has been infringed upon.
Polychron set the stage for this lawsuit over several years. First, he registered the book with the US Copyright Office in 2017, which establishes when it was completed and gives him the legal basis to sue (though it doesn’t indicate any judgment about his ownership). He then sent a letter to JRR Tolkien’s grandson and the director of The Tolkien Estate (opens in new tab), Simon Tolkien, describing the book and requesting a review of his manuscript. He got no response.
Polychron got no response to the dropped-off manuscript, if you can imagine that, so he wrote a letter asking for it back and informing Simon Tolkien that “he would publish TFOTK, and an additional six book series, independently.”
Polychron followed through and published The Fellowship of the King in September 2022, which happens to also be when The Rings of Power started airing. The novel is available for purchase on Amazon (opens in new tab) itself.
Polychron admits in the complaint that the book is “inspired by the LotR and JRR Tolkien,” but claims that it is nevertheless a “wholly original book and concept” which The Rings of Power rips off in a variety of ways.
By my estimation, it’s more appropriate to say that Polychron’s book is based on, not inspired by, The Lord of The Rings. Its prologue is set in The Shire, and the first character introduced is “Elanor Gamgee Gardner, daughter of Samwise and Rosie.” Polychron’s dedication page even dedicates the novel to “the life and work” of JRR Tolkien and son Christopher Tolkien, followed by the sentence: “If not for you, this would not be.” It is undoubtedly Lord of the Rings fanfiction.
And yet, Polychron apparently thinks he has a case, arguing that similarities between The Rings of Power and The Fellowship of the King constitute infringement. His book contains a hobbit character named Elanor, and so does The Rings of Power, for example. It bears mentioning that the character in Polychron’s book is Elanor Gamgee Gardner, a character from The Lord of the Rings, which was written by JRR Tolkien. The harfoot Elanor in The Rings of Power is a new character who, if I had to guess, was probably named Elanor because that’s the kind of name a proto-hobbit would have, as established by JRR Tolkien, the guy who created hobbits and first named one of them Elanor, and whose work Amazon has a license to adapt.
Polychron wants $250 million for his trouble, but I doubt Jeff Bezos is too worried about this one.
For storytellers who aren’t Amazon, however, this kind of audacious copyright complaint can be scary. Game of Thrones author George RR Martin notoriously dislikes fanfiction, and in a 2010 blog post (opens in new tab) related a story about author Marion Zimmer Bradley (opens in new tab), who apparently wound up scrapping a novel she was working on because a fanfiction writer who’d written a similar story demanded co-authorship.
Copyright complaints in the world of gaming are common, too, credible or otherwise. A couple recent, interesting cases: In 2021, a guy sued Activision over a character from Modern Warfare, claiming that he’d created the character first for a film project, and last year, Capcom and a photographer resolved a lawsuit brought by the latter over textures used in Resident Evil 4.
Gaming’s most notable recent copyright case doesn’t bear much similarity to this one: It’s between the developers of extraction hack-and-slasher Dark and Darker and their former employer, Nexon, which claims that the team is using materials they made while they still worked at Nexon. Dark and Darker got booted off Steam for now, but the devs are still working on it (and it’s pretty fun).
Intellectual property rights are messy things: Even without lawsuits from fanfiction writers, the Lord of the Rings copyright situation is complex. The Rings of Power had to be based on appendices, because Amazon’s deal with The Tolkien Estate didn’t give it the right to adapt the main Lord of the Rings texts for television. Many of the rights to adapt JRR Tolkien’s works are currently held by Embracer Group, the Swedish holding company that keeps buying game studios, and which bought Middle-earth Enterprises (opens in new tab) last year.
It doesn’t look like the cancelled Lord of the Rings MMO that Amazon was going to make will ever happen—there was some kind of beef between Amazon and Tencent—but there’s a Gollum game from Daedalic on the way, at least. That game was in the news this week on account of its Elvish-language DLC.
https://gamingarmyunited.com/wp-content/uploads/2023/04/The-balls-on-this-guy-An-author-is-suing-Amazon.jpg8001200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-04-19 22:56:022023-04-20 18:19:27The balls on this guy: An author is suing Amazon and JRR Tolkien’s grandson claiming they infringed on his Lord of the Rings fanfiction
Developer Daedalic Entertainment has belatedly explained why its upcoming The Lord of the Rings: Gollum, releasing on 25 May, has paid-for DLC that adds more Elvish to the game. As part of the game’s pre-order campaign it’s been offering the perfectly named ‘Precious’ special edition (opens in new tab), which comes with four extras that players of the standard edition will be able to buy as DLC. One of these is a voice-over expansion for the Elvish language Sindarin, which basically makes the elves speak more in their mother tongue while you wander this version of Middle-earth.
Well, it turns out that all players will hear some Sindarin, but that this adds more of it, and the studio says the price reflects the effort involved in adding it as a spoken language.
“The Elves in the base game will speak in their tongue (Sindarin) from time to time,” Daedalic said in a statement to Eurogamer (opens in new tab). “On top of that the Sindarin VO expansion adds additional Sindarin lines to some of the characters in the background. While traversing through Mirkwood and other parts of Middle-earth Gollum will be able to listen to various dialogues between Elves. These dialogues add to the atmosphere and worldbuilding. With the Sindarin VO these dialogues will be held in Sindarin.”
No doubt some fans will be unhappy they don’t get all the Tolkien as standard, but the studio pleads for some understanding of the process involved in adding a fictional language both in spoken and written form. “Daedalic went the extra mile here and hired professional voice actors, who were trained in Sindarin by our lore experts. It is a DLC for the real Tolkien Devotees who want to immerse themselves even more into the world of Middle-earth.”
Yes Precious, we have a Special Edition! 💍💿 The Full Game🖼️ The Art Exhibition Application📜 The Lore Compendium🎼 A 45-min OST📣 Sindarin Voice ActingPre-order and get the Emotes Pack DLC, which includes 6 of Gollum’s iconic gestures and sayings. pic.twitter.com/5xHMF0SV3OApril 14, 2023
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I suppose that, as explanations go, it’s not a bad one: Go all-out for the fans who will care about something like Sindarin voice-acting, make them pay a bit extra for it, and give standard players a smattering of it for world-building purposes. I like the Lord of the Rings well enough but certainly not enough to ever want to learn Elvish or care particularly about whether a game is fully voice acted in it. Daedelic itself describes the Sindarin DLC as being for “die-hard fans who want to immerse themselves even more while exploring the world of Tolkien.”
The Lord of the Rings: Gollum is coming soon, on May 25, though the last time we played it Ted Litchfield found the experience as conflicted as Gollum himself (opens in new tab). It’s an adventure set before the events of the Lord of the Rings that focuses on an odd combination of traversal and stealth and, going by the trailers, is not so much influenced by the Peter Jackson movies as in thrall to them.
The Precious edition features three other pieces of DLC alongside the Sindarin voice pack: a collection of concept art; “the lore compendium” (surely just a copy of the books, right?); and an OST. It’s also worth saying that it’s priced at roughly £10/$10 more than the standard edition so, while those things may seem minor, it’s not like Daedelic is price-gouging with this special edition either. There’s clearly a lot of people ready for another trip to Middle-earth anyway: Sindarin voice pack or no, Gollum has already gone gold.
https://gamingarmyunited.com/wp-content/uploads/2023/04/1681909359_Gollum-dev-says-its-charging-for-the-precious-Elvish-language-DLC.jpg6761200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-04-19 12:20:182023-04-19 17:50:28Gollum dev says it’s charging for the precious Elvish-language DLC because it had to train voice actors in how to speak it
Last week, a couple of us were briefly captivated by the simulated lives of “generative agents” created by researchers from Stanford and Google. Led by PhD student Joon Sung Park (opens in new tab), the research team populated a pixel art world with 25 NPCs whose actions were guided by ChatGPT and an “agent architecture that stores, synthesizes, and applies relevant memories to generate believable behavior.” The result was both mundane and compelling.
One of the agents, Isabella, invited some of the other agents to a Valentine’s Day party, for instance. As word of the party spread, new acquaintances were made, dates were set up, and eventually the invitees arrived at Isabella’s place at the correct time. Not exactly riveting stuff, but all that behavior began as one “user-specified notion” that Isabella wanted to throw a Valentine’s Day party. The activity that emerged happened between the large language model, agent architecture, and an “interactive sandbox environment” inspired by The Sims. Giving Isabella a different notion, like that she wanted to punch everyone in the town, would’ve led to an entirely different sequence of behaviors.
Along with other simulation purposes, the researchers think their model could be used to “underpin non-playable game characters that can navigate complex human relationships in an open world.”
The project reminds me a bit of Maxis’ doomed 2013 SimCity reboot, which promised to simulate a city down to its individual inhabitants with thousands of crude little agents that drove to and from work and hung out at parks. A version of SimCity that used these far more advanced generative agents would be enormously complex, and not possible in a videogame right now in terms of computational cost. But Park doesn’t think it’s far-fetched to imagine a future game operating at that level.
The full paper, titled “Generative Agents: Interactive Simulacra of Human Behavior,” is available here (opens in new tab), and also catalogs flaws of the project—the agents have a habit of embellishing, for example—and ethical concerns.
Below is a conversation I had with Park about the project last week. It has been edited for length and clarity.
PC Gamer: We’re obviously interested in your project as it relates to game design. But what led you to this research—was it games, or something else?
Joon Sung Park: There’s sort of two angles on this. One is that this idea of creating agents that exhibit really believable behavior has been something that our field has dreamed about for a long time, and it’s something that we sort of forgot about, because we realized it’s too difficult, that we didn’t have the right ingredient that would make it work.
What we recognized when the large language model came out, like GPT-3 a few years back, and now ChatGPT and GPT-4, is that these models that are trained on raw data from the social web, Wikipedia, and basically the internet, have in their training data so much about how we behave, how we talk to each other, and how we do things, that if we poke them at the right angle, we can actually retrieve that information and generate believable behavior. Or basically, they become the sort of fundamental blocks for building these kinds of agents.
So we tried to imagine, ‘What is the most extreme, out there thing that we could possibly do with that idea?’ And our answer came out to be, ‘Can we create NPC agents that behave in a realistic manner? And that have long-term coherence?’ That was the last piece that we definitely wanted in there so that we could actually talk to these agents and they remember each other.
Another angle is that I think my advisor enjoys gaming, and I enjoyed gaming when I was younger—so this was always kind of like our childhood dream to some extent, and we were interested to give it a shot.
I know you set the ball rolling on certain interactions that you wanted to see happen in your simulation—like the party invitations—but did any behaviors emerge that you didn’t foresee?
There’s some subtle things in there that we didn’t foresee. We didn’t expect Maria to ask Klaus out. That was kind of a fun thing to see when it actually happened. We knew that Maria had a crush on Klaus, but there was no guarantee that a lot of these things would actually happen. And basically seeing that happen, the entire thing was sort of unexpected.
In retrospect, even the fact that they decided to have the party. So, we knew that Isabella would be there, but the fact that other agents would not only hear about it, but actually decide to come and plan their day around it—we hoped that something like that might happen, but when it did happen, that sort of surprised us.
It’s tough to talk about this stuff without using anthropomorphic words, right? We say the bots “made plans” or “understood each other.” How much sense does it make to talk like that?
Right. There’s a careful line that we’re trying to walk here. My background and my team’s background is the academic field. We’re scholars in this field, and we view our role as to be as grounded as we can be. And we’re extremely cautious about anthropomorphizing these agents or any kind of computational agents in general. So when we say these agents “plan” and “reflect,” we mention this more in the sense that a Disney character is planning to attend a party, right? Because we can say “Mickey Mouse is planning a tea party” with a clear understanding that Mickey Mouse is a fictional character, an animated character, and nothing beyond that. And when we say these agents “plan,” we mean it in that sense, and less than there’s actually something deeper going on. So you can basically imagine these caricatures of our lives. That’s what it’s meant to be.
There’s a distinction between the behavior that is coming out of the language model, and then behavior that is coming from something the agent “experienced” in the world they inhabit, right? When the agents talk to each other, they might say “I slept well last night,” but they didn’t. They’re not referring to anything, just mimicking what a person might say in that situation. So it seems like the ideal goal is that these agents are able to reference things that “actually” happened to them in the game world. You’ve used the word “coherence.”
That’s exactly right. The main challenge for an interactive agent, the main scientific contribution that we’re making with this, is this idea. The main challenge that we are trying to overcome is that these agents perceive an incredible amount in their experience of the game world. So if you open up any of the state details and see all the things they observe, and all the things they “think about,” it’s a lot. If you were to feed everything to a large language model, even today with GPT-4 with a really large context window, you can’t even fit in half a day in that context window. And with ChatGPT, not even, I’d say, an hour worth of content.
So, you need to be extremely cautious about what you feed into your language model. You need to bring down the context into the key highlights that are going to inform the agent in the moment the best. And then use that to feed into a large language model. So that’s the main contribution we’re trying to make with this work.
What kind of context data are the agents perceiving in the game world? More than their location and conversation with other NPCs? I’m surprised by the volume of data you’re talking about here.
So, the perception these agents have is designed quite simply: it’s basically their vision. So they can perceive everything within a certain radius, and each agent, including themselves, so they make a lot of self-observation as well. So, let’s say if there’s a Joon Park agent, then I’d be not only observing Tyler on the other side of the screen, but I’d also be observing Joon Park talking to Tyler. So there’s a lot of self-observation, observation of other agents, and the space also has states the agent observes.
A lot of the states are actually quite simple. So let’s say there’s a cup. The cup is on the table. These agents will just say, ‘Oh, the cup is just idle.’ That’s the term that we use to mean ‘it’s doing nothing.’ But all of those states will go into their memories. And there’s a lot of things in the environment, it’s quite a rich environment that these agents have. So all that goes into their memory.
So imagine if you or I were generative agents right now. I don’t need to remember what I ate last Tuesday for breakfast. That’s likely irrelevant to this conversation. But what might be relevant is the paper I wrote on generative agents. So that needs to get retrieved. So that’s the key function of generative agents: Of all this information that they have, what’s the most relevant one? And how can they talk about that?
Regarding the idea that these could be future videogame NPCs, would you say that any of them behaved with a distinct personality? Or did they all sort of speak and act in roughly the same way?
There’s sort of two answers to this. They were designed to be very distinct characters. And each of them had different experiences in this world, because they talked to different people. If you are with a family, the people you likely talk to most is your family. And that’s what you see in these agents, and that influenced their future behavior.
So, they start with distinct identities. We give them some personality description, as well as their occupation and existing relationship at the start. And that input that basically bootstraps their memory, and influences their future behavior. And their future behavior influences more future behavior. So these agents, what they remember and what they experience is highly distinct, and they make decisions based on what they experience. So they end up behaving very differently.
I guess at the simplest level: if you’re a teacher, you go to school, if you’re a pharmacy clerk, you go to the pharmacy. But it also is the way you talk to each other, what you talk about, all those changes based on how these agents are defined and what they experience.
Now, there are the boundary cases or sort of limitations with our current approach, which uses ChatGPT. ChatGPT was fine tuned on human preferences. And OpenAI has done a lot of hard work to make these agents be prosocial, and not toxic. And in part, that’s because ChatGPT and generative agents have a different goal. ChatGPT is trying to become really a useful tool that is for people that minimizes the risk as much as possible. So they’re actively trying to make this model not do certain things. Whereas if you’re trying to create this idea of believability, humans do have conflict, and we have arguments, and those are a part of our believable experience. So you would want those in there. And that is less represented in generative agents today, because we are using the underlying model, ChatGPT. So a lot of these agents come out to be very polite, very collaborative, which in some cases is believable, but it can go a little bit too far.
Do you anticipate a future where we have bots trained on all kinds of different language sets? Ignoring for now the problem of collecting training data or licensing it, would you imagine, say, a model based on soap opera dialogue, or other things with more conflict?
There’s a bit of a policy angle to this, and sort of what we, as a society and community decide is the right thing to do here is. From the technical angle, yes, I think we’ll have the ability to train these models more quickly. And we already are seeing people or smaller groups other than OpenAI, being able to replicate these large models to a surprising degree. So we will have I think, to some extent, that ability.
Now, will we actually do that or decide as a society that it’s a good idea or not? I think it’s a bit of an open question. Ultimately, as academics—and I think this is not just for this project, but any kind of scientific contribution that we make—the higher the impact, the more we care about its points of failures and risks. And our general philosophy here is identify those risks, be very clear about them, and propose structure and principles that can help us mitigate those risks.
I think that’s a conversation that we need to start having with a lot of these models. And we’re already having those conversations, but where they’ll land, I think it’s a bit of an open question. Do we want to create models that can generate bad content, toxic content, for believable simulation? In some cases, the benefit may outweigh the potential harms. In some cases, it may not. And that’s a conversation that I’m certainly engaged with right now with my colleagues, but also it’s not necessarily a conversation that any one researcher should be deciding on.
One of your ethical considerations at the end of the paper was the question of what to do about people developing parasocial relationships with chatbots, and we’ve actually already reported on an instance of that. In some cases it feels like our main reference point for this is already science fiction. Are things moving faster than you would have anticipated?
Things are changing very quickly, even for those in the field. I think that part is totally true. We’re hopeful that a lot of the really important ethical discussions we can have, and at least start to have some rough principles around how to deal with these concerns. But no, it is moving fast.
It is interesting that we ultimately decided to refer back to science fiction movies to really talk about some of these ethical concerns. There was an interesting moment, and maybe this does illustrate this point a little bit: we felt strongly that we needed an ethical portion in the paper, like what are the risks and whatnot, but as we were thinking about that, but the concerns that we first saw was just not something that we really talked about in academic community at that point. So there wasn’t any literature per se that we could refer back to. So that’s when we decided, you know, we might just have to look at science fiction and see what they do. That’s where those kinds of things got referred to.
And I think I think you’re right. I think that we are getting to that point fast enough that we are now relying to some extent on the creativity of these fiction writers. In the field of human computer interaction, there is actually what’s called a “generative fiction.” So there are actually people working on fiction for the purpose of foreseeing potential dangers. So it’s something that we respect. We are moving fast. And we are very much eager to think deeply about these questions.
You mentioned the next five to 10 years there. People have been working on machine learning for a while now, but again, from the lay perspective at least, it seems like we’re suddenly being confronted with a burst of advancement. Is this going to slow down, or is it a rocket ship?
What I think is interesting about the current era is, even those who are heavily involved in the development of these pieces of technology are not so clear on what the answer to your question is. So, I’m saying that’s actually quite interesting. Because if you look back, let’s say, 40 or 50 years, or we’re when we’re building transistors for the first few decades, or even today, we actually have a very clear eye on how fast things will progress. We have Moore’s Law, or we have a certain understanding that, at every instance, this is how fast things will advance.
What is unique about what we are seeing today, I think, is that a lot of the behaviors or capacities of AI systems are emergent, which is to say, when we first started building them, we just didn’t think that these models or systems would do that, but we later find that they are able to do so. And that is making it a little bit more difficult, even for the scientific community, to really have a clear prediction on what the next five years is going to look like. So my honest answer is, I’m not sure.
Now, there are certain things that we can say. And that often is within the scope of what I would say are optimization and performance. So, running 25 agents today took a fair amount of resources and time. It’s not a particularly cheap simulation to run even at that scale. What I can say is, I think within a year, there are going to be some, perhaps games or applications, that are inspired by candidate agents. In two to three years, there might be some applications that make a serious attempt at creating something like generative agents in a more commercial sense. I think in five to ten years, it’s going to be much easier to create those kinds of applications. Whereas today, on day one, even within a scope of one or two years, I think it’s going to be a stretch to get there.
Now, in the next 30 years, I think it might be possible that computation will be cheap enough that we can create an agent society with more than 25 agents. I think in the paper, we mentioned a number of like a million agents. I think we can get there, and I think those predictions are slightly easier for a computer scientist to make, because it has more to do with the computational power. So those are the things that I think I can say for now. But in terms of what AI will do? Hard to say.
https://gamingarmyunited.com/wp-content/uploads/2023/04/1681873271_The-lead-researcher-behind-those-Sims-like-generative-agents-on-the.jpg7501200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-04-19 00:56:052023-04-19 17:50:54The lead researcher behind those Sims-like ‘generative agents’ on the future of AI NPCs
What is it? A League of Legends spin-off that shares a conceit with Limp Bizkit’s “Break Stuff”. Release date April 18, 2023 Expect to pay $30/£24 Developer Digital Sun Publisher Riot Forge Reviewed on Steam Deck Steam Deck Verified LinkOfficial site (opens in new tab)
What creates the conditions for revolution? Usually, an event has occurred or policy has been enacted that goes beyond what’s bearable and into a fractured territory where compromise is no longer possible. It’s at this point society can no longer be meaningfully reformed through voting or legislation; the new world will only emerge from the ashes of the old.
In Runeterra, that is. Definitely just in Runeterra, nowhere else.
The Mageseeker: A League of Legends Story, developed by Digital Sun (creators of Moonlighter) and published by Riot Forge, Riot Games’ worldbuilding-centric publishing wing, is the origin story of Sylas the Unshackled, a League of Legends melee burst/skirmisher champion added in early 2019. Depending on who in the player base you ask, Sylas is either an especially edgy anti-hero or a straight-up villain, a revolutionary figure or a murderer—there doesn’t really seem to be any in-between. The Mageseeker aims to set the record straight.
We first meet Sylas after a short synopsis of his origins in the Kingdom of Demacia. He was conscripted into the anti-magic secret police, the titular Mageseekers, as a child because he had the ability to visually identify other people’s magical auras—in essence, becoming a human drug-sniffing dog, but for secret mages. When one of his latent magic powers flared up on a mission and he accidentally killed some villagers, he was locked in a high-security dungeon for 15 years, with nothing to keep him company but some questionable books and a mind and body bent on revenge.
Cut to present day; there’s a full-on revolt happening in Demacia against the Mageseekers. A freshly escaped Sylas is directed to a secluded rebel camp in a nearby forest, and from there we’re left with a choice: do we seek the revenge Sylas so badly wants, or do we help the rebels build up revolutionary power?
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The action that props this political drama up is fairly robust. Sylas starts out by being able to punch people or whip them with his chain gauntlets, and those same gauntlets allow him to close the distance on enemies, steal their magic, and even toss himself across the battlefield for safety. While the basic attacks are, well, basic, you can unlock a few devastating elemental combos by recruiting elite mages and choosing up to two of them to fight each mission. You also have a whole host of elemental spells you can choose from, which you can put into up to four unlockable spell slots. These spells help in a pinch, especially when you’re trying to keep your distance from enemies with a long reach or big area-of-effect attacks.
The elite mages you recruit can themselves recruit cadres of up to 15 rogue mages. This has the material effect of noticeably bolstering your rebel camp’s size and power Sylas’s moveset up. This is especially important as enemies, especially bosses, can be extra brutal if you’re not paying attention. There were several moments while fighting a boss where I looked away from the screen for one second and Sylas was already knocked out. The good news is, the checkpointing is fair—I was never more than a room or hallway away from where I fainted. The end result is a challenging action experience that doesn’t wear out its welcome.
Comradery is magic
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I’ve never really gotten into League of Legends or its various spin-offs, but refreshingly I didn’t need a doctorate in Runeterra lore to understand The Mageseeker’s story—and I was impressed by how frank it is with its surprisingly radical narrative. There’s no waffling here: the Demacian state is evil for imprisoning and killing mages, and it—or at the very least the organization doing the wide majority of the jailing and killing—needs to be dismantled. Sylas is out for revenge, and he’s initially pretty one-dimensional in this regard, but that single-mindedness is offset by everyone else in the cast. Different people have different reasons for participating in revolutions, and the game explores a lot of possible motivations.
You’ve got Leilani, the rebel leader, who dreams of a post-rev world where mages no longer have to live in fear. Then there’s Gideon, a former Mageseeker who defected after his mage husband was captured and imprisoned, now in search of a way to right the wrongs of his former employers. Yops, a yordle warrior, fights to make sure the Mageseekers can’t continue their abhorrent experiments on humans and nonhumans alike. We even get the perspective of pacifist resistance from Sylas’s former friend, Lux Crownguard, as she defends a mage haven in Terbisia.
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These characters don’t merely pop up to give Sylas pats on the back for a brutal job well done; they disagree with him on motives and tactics at various points throughout the roughly-12-hour-long story mode. While he tries to stick to his initially paper-thin convictions based in bloodlust, there are moments of reflection where he even seems troubled by his own single-mindedness. Eventually, he’s forced to confront the fact that you can’t fight a revolution on revenge alone; people need something else to hang their hat on.
But still, if you’re looking for some kind of centrist “pox on both houses” which confirms Sylas’s position as a villain or something, you won’t get it. The revolution is necessary; the Mageseekers are evil; the Demacian monarchy is corrupt. These aren’t negotiable subject positions, we see it clearly in the actions of the people in power. And Sylas, far from being evil himself, never directs his rage toward random citizens. He doesn’t terrorize random villages or slaughter indiscriminately. To butcher a common phrase, he only afflicts the comfortable and comforts the afflicted.
While The Mageseeker can feel a little bit didactic at times, its willingness to stake a clear ideological claim when so many of its contemporaries shrink like violets at the mention of politics is refreshing. It backs this up with compelling gameplay, an excellent soundtrack and vibrant pixel graphics. If you like media that combines high-octane action and bombastic political intrigue, The Mageseeker is well worth the time.
https://gamingarmyunited.com/wp-content/uploads/2023/04/1681837199_The-Mageseeker-A-League-of-Legends-Story-review.png6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-04-18 17:45:352023-04-18 21:03:12The Mageseeker: A League of Legends Story review
Feeling a little stumped by the April 18 (668) Wordle (opens in new tab)? Then you’re in the right place. You’ll find everything you need to win on this very page, from general hints and tips to a helpful clue, and even today’s Wordle answer, ready and waiting if you need it.
It’s always a little deflating when your opening guess only reveals a single yellow, especially when you’ve built it up in your mind as a fresh new word that’s surely going to reveal two or three greens at once. Luckily this poor start soon snowballed into a pretty easy Wordle win, as everything either turned up or fell into place quickly.
Wordle hint
A Wordle hint for Tuesday, April 18
The answer to today’s Wordle is the name given to a type of dog, often used for hunting and, according to Elvis, cryin’ all the time. This word’s also one way of describing the act of harassing or continuously pestering someone too. There are two different vowels to find today.
Is there a double letter in today’s Wordle?
No, there is no double letter in today’s puzzle.
Wordle help: 3 tips for beating Wordle every day
Looking to extend your Wordle winning streak? Perhaps you’ve just started playing the popular daily puzzle game and are looking for some pointers. Whatever the reason you’re here, these quick tips can help push you in the right direction:
Start with a word that has a mix of common vowels and consonants.
The answer might repeat the same letter.
Try not to use guesses that include letters you’ve already eliminated.
There’s no racing against the clock with Wordle so you don’t need to rush for the answer. Treating the game like a casual newspaper crossword can be a good tactic; that way, you can come back to it later if you’re coming up blank. Stepping away for a while might mean the difference between a win and a line of grey squares.
Today’s Wordle answer
What is the #668 Wordle answer?
Let’s secure your win. The answer to the April 18 (668) Wordle is HOUND.
Previous answers
The last 10 Wordle answers
Wordle solutions that have already been used can help eliminate answers for today’s Wordle or give you inspiration for guesses to help uncover more of those greens. They can also give you some inspired ideas for starting words that keep your daily puzzle-solving fresh.
Here are some recent Wordle answers:
April 17: WHIFF
April 16: DWELT
April 15: AGONY
April 14: THIEF
April 13: CARAT
April 12: BORAX
April 11: QUALM
April 10: UNDER
April 9: SNAFU
April 8: LEDGE
Learn more about Wordle
Wordle gives you six rows of five boxes each day, and it’s up to you to work out which five-letter word is hiding among them to win the popular daily puzzle.
It’s usually a good plan to start with a strong word (opens in new tab) like ALERT—or any other word with a good mix of common consonants and multiple vowels—and you should be off to a flying start, with a little luck anyway. You should also avoid starting words with repeating letters, so you don’t waste the chance to confirm or eliminate an extra letter. Once you hit Enter, you’ll see which letters you’ve got right or wrong. If a box turns ⬛️, it means that letter isn’t in the secret word at all. 🟨 means the letter is in the word, but not in that position. 🟩 means you’ve got the right letter in the right spot.
Your second guess should compliment the first, using another “good” word to cover any common letters you might have missed on the first row—just don’t forget to leave out any letter you now know for a fact isn’t present in today’s answer. After that, it’s just a case of using what you’ve learned to narrow your guesses down to the correct word. You have six tries in total and can only use real words and don’t forget letters can repeat too (eg: BOOKS).
If you need any further advice feel free to check out our Wordle tips (opens in new tab), and if you’d like to find out which words have already been used, you can scroll to the relevant section above.
Originally, Wordle was dreamed up by software engineer Josh Wardle (opens in new tab), as a surprise for his partner who loves word games. From there it spread to his family, and finally got released to the public. The word puzzle game has since inspired tons of games like Wordle (opens in new tab), refocusing the daily gimmick around music or math or geography. It wasn’t long before Wordle became so popular it was sold to the New York Times for seven figures (opens in new tab). Surely it’s only a matter of time before we all solely communicate in tricolor boxes.
https://gamingarmyunited.com/wp-content/uploads/2023/04/1681801062_Wordle-hint-and-answer-668-Tuesday-April-18.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-04-18 05:00:442023-04-18 21:03:53Wordle hint and answer #668: Tuesday, April 18
Remember how it seemed so odd that you can’t play Quidditich in Hogwarts Legacy, even though it’s the most famous and popular sport in the wizarding world and central to the story of Harry Potter? Anyway, never mind that, because in entirely unrelated news Warner Bros has revealed an all-new multiplayer set in the world of Hogwarts called Harry Potter: Quidditch Champions.
Quidditch Champions came as a complete surprise by way of a tweet that announced not just the game, but also “limited playtest signups” that are now open. It’s being developed by Unbroken Studios, the creator of the cancelled Mad Max-style battle royale Fractured Lands (opens in new tab), which is also supporting Rocksteady in the development of Suicide Squad: Kill the Justice League, which was recently delayed into 2024 (opens in new tab). It will be published by Portkey Games, a Warner Bros publishing label dedicated to Harry Potter games.
Somewhat unexpectedly given the surprise announcement, an FAQ (opens in new tab) says the project “has been in development for several years,” which I suppose could have been a factor in the decision to exclude Quidditch from Hogwarts Legacy, although nothing has been said in that regard. Neither pricing nor a release date have been announced, but it will be available for PC and unspecified consoles—and apparently there will be more to do than just play Quidditch.
“Harry Potter: Quidditch Champions is a complete, standalone Quidditch experience,” the FAQ states. “It engages players in the sport of Quidditch and other broomstick adventures alongside friends in a competitive, multiplayer setting.”
The FAQ also strongly suggests that while Harry Potter is in the game title, he won’t actually be in the game—and, like Hogwarts Legacy, tries to distance itself from Harry Potter creator JK Rowling.
“While Portkey Games are not direct adaptations of the books and films, the games are firmly rooted in the magical universe of the Wizarding World,” the FAQ states. “While remaining true to JK Rowling’s original vision, Portkey game developers chart new territory by creating fresh ways for fans to immerse themselves in the Wizarding World.
“Each experience offered under Portkey Games will take place in the wizarding world and will be authentic to it. J.K. Rowling is hugely supportive of Portkey Games and has entrusted the design and creation of the games to WB Games and the developers involved.”
Calling all Beaters, Chasers, Keepers, and Seekers! Harry Potter: Quidditch Champions limited playtest signups are live now! Sign up at https://t.co/E9cQekLOzV. #QuidditchChampions pic.twitter.com/AQhKfg4NKDApril 17, 2023
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Rowling’s connection to these games is controversial because of her steadfastly transphobic politics. As we explained earlier in our report on why gamers are fighting over whether or not it’s OK to play Hogwarts Legacy (opens in new tab), the issue has left fans with a stark and difficult choice: Turn away from a world they love, or support an author whose views they find repugnant? It was a major point of contention surrounding Hogwarts Legacy, as well as the Harry Potter TV series recently announced by HBO, and it will no doubt be the same for Quidditch Champions.
For now, Harry Potter: Quidditch Champions is taking signups for “limited” playtests. What exactly the limitations are isn’t clarified, but you can dive into more on the official Quidditch Champions Discord server (opens in new tab).
https://gamingarmyunited.com/wp-content/uploads/2023/04/1681764944_A-new-multiplayer-Harry-Potter-game-promises-all-the-online.jpg6771200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-04-17 21:41:002023-04-18 21:04:51A new multiplayer Harry Potter game promises all the online Quidditch you can’t play in Hogwarts Legacy
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