Paul Raven @ 24-11-2009
Branding the work of other scientists as fraudulent scams seems to be the flavour of the week. Remember IBM’s cat-sized brain simulation as mentioned last week? Well, it was pointed out by calmer minds than my own that I overstated the significance of the announcement… but Henry Markham, another scientist who’s also affiliated with IBM, has delivered a hearty broadside in the form of an open letter to IBM’s CTO:
… what IBM reported is a scam — no where near a cat-scale brain simulation [...] I am absolutely shocked at this announcement. Not because it is any kind of technical feat, but because of the mass deception of the public.
1. These are point neurons (missing 99.999% of the brain; no branches; no detailed ion channels; the simplest possible equation you can imagine to simulate a neuron, totally trivial synapses; and using the STDP learning rule I discovered in this way is also is a joke).
2. All these kinds of simulations are trivial and have been around for decades – simply called artificial neural network (ANN) simulations. We even stooped to doing these kinds of simulations as bench mark tests 4 years ago with 10’s of millions of such points before we bought the Blue Gene/L. If we (or anyone else) wanted to we could easily do this for a billion “points”, but we would certainly not call it a cat-scale simulation. It is really no big deal to simulate a billion points interacting if you have a big enough computer. The only step here is that they have at their disposal a big computer. For a grown up “researcher” to get excited because one can simulate billions of points interacting is ludicrous…
There’s more where that came from, too. As Wired points out, though, Markham isn’t exactly an innocent bystander in this matter, as he has his own high-level brain simulation project being run under the same company aegis…
Paul Raven @ 25-06-2009
Keeping to the gaming theme, here’s Aleks Krotoski at The Guardian asking a very valid question: where are all the sex-based computer games?
It’s not for want of trying. Brathwaite says that when she landed a job as producer on Playboy: The Mansion, in 2005, she found there were countless games developers building titles around love, intimacy and, well, hanky-panky, but they were lost in an ocean of family values propriety, wandering souls buried under regulations and smothered by distributor blacklists, treated as “specialists” whose products only saw the light in extremely independent competitions. And so, with only the odd interruption of a virtual carnal nature, game controversies are dominated by violence. Depravity just isn’t on the regulator’s radar.
And can you imagine what would happen if it were? Just look at the furore over the scenes uncovered in the code of GTA: San Andreas. For heaven’s sake, they were two consenting (digital) adults in an 18-rated game: why did it end up such an issue that the then senator Hillary Rodham Clinton tried to get it banned? Such top-down puritanism forces creative conformity in games for fear that explicitly including sex scenes would lead to a loss of filthy lucre – when on earth has that been the case?
It does seem odd, but then computer games are a comparatively young medium by comparison to film or literature – perhaps the form just isn’t mature enough to carry it off? If that’s the case, though, developments like the interactive software/hardware combinations that run Lionhead’s virtual boy Milo suggest that the technical capability to make a sex-based game that’s going to inspire more than adolescent sniggering may finally be here. How long it will take someone to think of a genuinely engaging set of game mechanics to go with it is anyone’s guess… but I doubt it’ll be too long, despite the puritanical hand-wringing of career demagogues.