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Learning New Skills Why is it so hard (Ignore game balance)

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Abhoth Abhoth's picture
Learning New Skills Why is it so hard (Ignore game balance)
Ok given the ability to make AGI's with specific skill sets, given you can use psycho-surgery to modify some ones Ego and do almost anything with the memories and make forks etc why are there no rules for permanently implanting high level skills into your Ego rather then just "spending Rez points to learn them" If you had sufficient rep given the sophistication and level of medical technology and understanding of the mind and to repeat the ability to create AGI's with specific skill sets I see no reason why EVERYONE in the outer system does not have EVERY skill at max (Kinda like the Atlanteans from the Conspiracy X game by Eden Studios). Understand Im approaching this from a Hard Science view point, that is to say given what you can already do in the system why isnt this in the rules? Now to be clear there is a section for implanting skills but the skills degrade over time and they are not allowed to be especially high, they cant go higher then 60 and degrade at a rate of -10 a day. I am a molecular biologist, immunologist and recently I am now involved in the field of memory and skill neurology. From my own technical understanding of how we learn skills and from an actual discussion about the Eclipse Phase RPG technology we had at the Neural Science Wing (all us Academics are also giant Nerds who'da thunk it :) ) on how the theoretical technology works we cant see any reason for why whole communites dont have every skill at max (apart from censorship which we assume would be mainly relegated to the inner systems and the ant-transhumanists). Im really interested (as is the rest of my Neural Science group) about what the opinions are of the larger EP community again game balance is totally irrelevent for us, the approach we take to our EP game is if its real you can do it, Real Life (which we strive to emulate as much as we can in our RPG's) has no game balance.
Abhoth Abhoth's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
As people are aware if you die you go to your back up and if your back up is not up to date you lose all the Rez points you would have got for the session, following this we found that some players got lucky and survived whereas others did not and it ended been that the other players looked for a way to overcome thier loss of skills which led to the above discussion and decision by our gaming group. What we have decided so people know our house rule is that current technology allows you to implant a skill permanently up to a max of 60, but its extremely difficult surgery and is currently a Rank 4 Favour. We also decided that you have to "learn" to use your new found skill set and skill based reflex's which takes a bit of time (less time then it would to learn the skill normally but it still requires an investment of time to do so).
Arenamontanus Arenamontanus's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
(Computational neuroscientist here, with a PhD in memory models - so I am really opinionated) I think the in-game answer would be that it is harder than it looks to make a skillsoft (hence the limit of 40). Psychosurgery has the same problem. First, it involves finding the associative networks responsible for the skill in transhuman or AGI brains that have learned the skill. Where does my mathematics skills end and my physics skills start? There is no doubt a great overlap - including with unrelated skills, memories and just random neural patterns. This is why skillsofts likely need neural scans of many bearers of the skills, presumably made while they are making serious use of the skill so the networks can be found. These associative networks must now be translated into a "common language" that can be linked to the right neurons in the recipient brain. This is not at all an obvious step and IMHO part of the great handwaving surrounding how merging is done. If I had written the rules I would have made merging much harder and stressful. It is likely that much subtle information gets lost here. In any case, there is likely going to be irrelevant gunk in the network - some just random links, others carry over memories, shared skills and who knows what else. This then gets linked into the association cortex, basal ganglia and other parts of the brain to supplement skillful activity. By assumption this works well enough to be usable. But I also think there are enough glitches and subtle incompatibilities that you don't want to incorporate this into your basic neural net. Sure, getting a bit more racist when running the Gunnery soft might be worth it, but always being a bit racist? I think that this is not the end of the issue. Some people are going to accept having dozens of slightly off skills (Neurodes, anyone?) - who cares if eccentricity is the price of becoming a polymath? Copy protections are not going to hold people back from integrating skillsoft skills into their egofiles for long. And why not run genetic algorithms on forks and randomly altered skillsofts to find the way of integrating them better? As I see it, even with these limitations skillsofts (and even more so, forks) are part of the big singularity that is imminent in the EP world: once you get copyable human capital hyperexponential growth becomes almost inevitable (see Robin Hanson's scary upload economics paper or {advert}my forthcoming review of singularity models {/advert}). Yes, those shared skill clades are going to be major players in a few years. And Firewall is already seriously worried that there is a first-mover advantage for this making certain groups charge ahead, potentially into economic and cultural arms-races, without taking appropriate precautions against insanity or Exsurgent infection. Imagine a superorganism of millions of polymath geniuses with enormous resources that get infected with the Haunting virus. But maybe it is going to be overlooked since the turbulence of growth rates of thousands of percent per day makes that virus quaint and irrelevant compared to the *new* problems...
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Abhoth Abhoth's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
Aye Arenamontanus Awesome response, my specific background is a PhD in essentially Medical Molecular Engineering (making synthetic agents to produce specific effects within the body and the creation of synthetic vaccines) so Im still new to the field of neurophysiology. I see what you mean about the ability for everyone to suddenly learn all skills without much effort would result in a Hard Take Off, essentially a biological singularity event. I also agree with the idea of the "unintended gunk" that comes along with the skills you are upgraded with ala the Racist Gunnery Skills. Your last point about the issues that come when you suddenly have a whole population of polymath geniuses, the massive leap ahead, that potential for exsurgent virus's to become "quaint" compared to the new problems I find an absolutely awesome plot device. Also it sounds like your suggesting that even if you stick with the tech as it currently is, it sounds like you are suggesting that the kind of technology I am suggesting that should exist now is imminent in the setting and would result in massive chaos. Actually if you remember from the main rules on one of the ex-solar colonies one of the groups of colonists have formed a hive mind (ala Borg I guess) and everyone knows what eveyone else knows, would you think that is already the situation you and I are discussing just approached and achieved in a different way?
Decivre Decivre's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
Essentially the idea is thusly: the mind has not been very well mapped yet, even in the world of Eclipse Phase. Psychosurgery has made leaps and bounds from the knowledge of how the mind works in comparison to what we know now, but is still a very flimsy and unpredictable art. That's why psychosurgery is so often a temporary alteration. It also explains why other ego modifications are often such a bitch... merging forks often causes memory loss, skillsofts have a limit to how much skill they can grant, and granting psi without the use of the ever-risky Exsurgent Virus eludes us. It doesn't necessarily have to do with game balance as it does with the progress of our technology at the time period of Eclipse Phase's setting. We know how to build computers that can emulate brains, upload the data of the ego into digital form, and to even transmit such information over long distances... but the complex encryption of that information that evolution has created over the eons (read: jumbled mess caused by random mutation) has yet to be fully broken. That said, if you want a way to pay back your players who are missing out on some Rez points, we have an alternate rule that we use at our tables, and it might help you out. Essentially, just as you can use Rez to gain 1,000 credits, you can do the same in reverse (spend 1,000 credits to earn 1 Rez point). I would even allow them to expend other things which can be created from Rez in the same retroactive manner (burn 10 reputation from any source to gain 1 Rez, for instance). It might give them the means to catch up to everyone else at the table. Just some food for thought.
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Abhoth Abhoth's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
Another way to potential go is with Skill-Soft's that might be doable is to maybe allow a skill-soft that functions like a learning computer. If you have AGI's and "smart software" another possiblity we have thought of using is essentially a skill-soft that is capable of improvement. So essentially you get the skill at its base (upto 40pts) for free and then you can improve upon the skill as per normal. I dont think this idea is too far away from you technology can do in Eclipse Phase atm. I also like your Rez point conversion idea Deciver. PS-Another reason I am looking things like this is one of the "concepts" of the game is Your mind is Software Reprogram it...there doesnt appear to be a lot of re-programing you can do, or would want done. So that's why we are looking at more ways you can "program" your mind.
Arenamontanus Arenamontanus's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
Abhoth wrote:
Also it sounds like your suggesting that even if you stick with the tech as it currently is, it sounds like you are suggesting that the kind of technology I am suggesting that should exist now is imminent in the setting and would result in massive chaos.
Yep. I think we should remember that EP is set in a time of rapid change. It got slowed quite a lot by the Fall - the loss of 95% of the population and probably even more of the economy tends to do that - but it is still very fast by current standards. I would guess that growth rates are very high by current standards (perhaps 20% per year?) and likely accelerating. There should be new technologies emerging during any campaign, ideally unfolding in the background to give the players future shock. "I just went away on holiday! What have you done with the place?!" "Ah... citizen Remboeck, was it? This is our new artilife jungle. We planted it to replace those old-fashioned solar collectors you tended on the asteroid surface. It runs the colony mesh too. And the armiphlange... you do know about armiphlanges, do you?"
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Actually if you remember from the main rules on one of the ex-solar colonies one of the groups of colonists have formed a hive mind (ala Borg I guess) and everyone knows what eveyone else knows, would you think that is already the situation you and I are discussing just approached and achieved in a different way?
I think they are different, and have different advantages. The skill colony shares skills and carefully crafted memories - better filtering, only the high-quality stuff gets incorporated into the population. The members are however not aware of what the others know, and cannot act as a distributed mind (but, wow, when a team running the same teamworkware gets going on the right task!) The hive mind is more vulnerable (what to do if one member goes mad, or gets infected with something?) but could do amazing compound tasks. I think hive minds also have some scaling and communications issues - over long distances they become hard to maintain (and FTL is too expensive as yet). In one of my settings I allowed hive minds to "borrow" skills from any member, and they could of course multitask enormously well. At least once it got into good sync (which was as much a matter of training and familiarity). "OK, everybody, we need to build a vehicle to escape." "This node envisions a task allocation schedule." "These nodes begin to search for scavengeable parts." "This node inventories stored blueprints and engineering data." "These nodes go into separate mode to make independent plans." {Finished. Here is our blueprint. Returning to task pool.} {Finished. Here is my blueprint. Returning to task pool.} {Finished. Here is our blueprints. Returning to task pool.} {Finished. Here is our blueprint, and some risk assessment. Returning to task pool.} "This node inventories the found parts. And makes a bad joke." "This node evaluates plans." "Ouch. This node hurt herself." "This node makes emergency reallocation as medic." "This node makes updated task allocations." ... In fact, I think I will have a few hive minds in my campaign. They can be so fun!
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Arenamontanus Arenamontanus's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
Decivre wrote:
It doesn't necessarily have to do with game balance as it does with the progress of our technology at the time period of Eclipse Phase's setting. We know how to build computers that can emulate brains, upload the data of the ego into digital form, and to even transmit such information over long distances... but the complex encryption of that information that evolution has created over the eons (read: jumbled mess caused by random mutation) has yet to be fully broken.
Exactly! This is the point I make whenever I lecture about uploading: we do not need to understand the brain to emulate it, we just need to understand all the neurons (and other gunk) in it. In fact, I think modern Psychosurgery is a very new science that emerged only post uploading: thanks to the availability of brain simulations that could be examined and run, cognitive neuroscience is undergoing a *huge* renaissance. It is just that it is an ongoing renaissance, not a finished thing. Some systems have been thoroughly understood (like the sensory cortices; hence the XPs), others are so important that they are being manipulated despite partial understanding (skillsofts, merging) and many are still pretty mysterious (psi, maybe consciousness, what the heck claustrum is actually doing :-) ). Maybe the 40 limit for skillsofts should be inching upward. Next year it is going to be 41. The year after that 42. Then 44. 48. 56. 72. 99... And now every guardbot will be a master marksman, your muse will write dissertations on materials science, everybody will have impeccable manners and anybody who doesn't use skillsofts will flounder around in an incomprehensible environment. That seems strangely beneficial to posthuman cognotech corporations and networks... (I, for one, welcome our new mutualist neurotech network overlords!)
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That said, if you want a way to pay back your players who are missing out on some Rez points, we have an alternate rule that we use at our tables, and it might help you out. Essentially, just as you can use Rez to gain 1,000 credits, you can do the same in reverse (spend 1,000 credits to earn 1 Rez point). I would even allow them to expend other things which can be created from Rez in the same retroactive manner (burn 10 reputation from any source to gain 1 Rez, for instance). It might give them the means to catch up to everyone else at the table. Just some food for thought.
I love that idea. Not always applicable, but it sounds just like the thing that could be doable. With enough money or rep you can not just buy a better brain, but also buy better memories, reflexes and skills. It is just that right now it is rarely worth the effort and might have bad side effects, but soon... I also like Abhoth's idea about self-improving skillsofts. Since a skillsoft is likely not just a neural network but a bundle of databases, some AI and who knows what else, it is not that implausible. Maybe one level costlier, although skillsoft companies may actually offset that cost if they get snapshots of the skillsoft at regular intervals - having the experience of an entire user base arrive in a nicely standardized form would be worth $$$. Adventure idea: neurohacker autonomists think user experiences belong to all mankind, and want to infiltrate Tomorrow Cognomics to get access to the experience-stream for their own competing open-source skillsofts (Tomorrow is surely copying *their* skillsoft). When they manage to get into the system they discover something sinister... 1) Tomorrow is manipulating people politically with their skillsofts, 2) the skillsofts send much more information about the users than intended, making the database an espionage tool - which is actually what they have stumbled upon, 3) there is an emergent AI living in the server, formed from the interacting experiences and influencing the users through skillsoft updates, or, 4) a sizeable fraction of the people out there are not human, but *something else* pretending to be human very well. Tomorrow is keeping the lid on and running scared. Season with Firewall and Ozma as heroes, villains or confused bystanders as needed.
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King Shere King Shere's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
I am also of the opinion that its harder than it looks & that the science is in its early stages. In world reasons could be that there is only a finite "neural structures implementations" currently known. Thus when adding something new, something old would need alterations (or removal) to reduce conflicts and data collisions. For example the neural pathways "needed" would already be in use, other skills/software/memories had conflicting viewpoints, etc. (Not ignoring game balance) Arenamontanus suggestion of rules for technological complexity could/should be implemented in all forms of technology add ons. Like here; in Mind re-programming & Complex skill learning. http://www.eclipsephase.com/technological-complexity
Abhoth Abhoth's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
Prehaps King Shere, but as mentioned by other posters the technological in the game is essentially improving at a geometric rate. So this kind of thing I think wether its possible now or not is the GM's call of course but the technological would be available in game within a very short amount of time, afterall the trans-humanity of eclipse phase is still heading towards another singularity, and this time with fire wall it may be more positive this time. At any rate I dont discount the technological complexity but I feel that the technological capacity of the game world inhabitatnts is much greater then some think and certainly sufficient to solve this issue wiitiin a few years at most.
Arenamontanus Arenamontanus's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
Abhoth wrote:
At any rate I dont discount the technological complexity but I feel that the technological capacity of the game world inhabitatnts is much greater then some think and certainly sufficient to solve this issue wiitiin a few years at most.
And this makes for great adventure/plot detail possibilities. If you think that super-skillsofts are around the corner, then 1) learning skills the hard way in school or university right now might be a waste of time. Can the PC convince their nephew to spend time in schoolsim with the other kids, or is he actually right? 2) Investors are flocking to the new growth frontiers, with all the usual shenaningans. 3) Hypercorps really want to get hold of mindstates with rare skills. Headhunting, egohunting and soulmining are becoming very profitable. 4) Firewall and others are trying to figure out if this could be an existential risk - and maybe getting the idea that yes, this technology has some really bad implications and ought to be stopped. But how do you stop something like Moore's law? 5) People who are currently doing well thanks to their skills realize that in a few years anybody will be able to buy them, and they need to develop new competitive advantages. Or escape. 6) Autonomists would like to see the new technologies free (after all, this is potentially the key to cognitive equality!) but that means out-researching or stealing them. 7) New skill/psychosurgery technologies may also allow human-made equivalents of basilisk hacks, YGBM and plain thought control. What about the risks of cognitive dictatorships? Or millions of mind hackers, altering the beliefs of everyone? Even if the technology is not here, it can still cast a shadow over the world. In EP, people are much more open to the possibilities of future radical technology than right now (for obvious reasons) and will take them into account.
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Abhoth Abhoth's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
I totally agree Arenamonta, infact I was even thinking of an emergent threat that firewall must face which concerns the possibility of a Good-Intentioned group (prehaps even a mega-corp or even a fire wall faction) that see the only way that humanity can survive a return of the Titan's is by becoming a species of one mind so to speak and in doing so finds a way to do this by embedding a hive mind protocol in advanced skill softs complete with neural social engineering making people put "the whole of humanity" infront or maybe enslaving them to the "hive mind".
nick012000 nick012000's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
I'll point out that there are already rules for hiveminds in the Factor section, and they're not really all that impressive. It just has the highest value for each attribute that one of its members has, and +2 per additional member. Thanks to the maximum limitation of 40 on each attribute, though, you're probably only getting minor bonuses. Maybe +10-20 on each skill. A hivemind with more than about a dozen individual members is a waste.

+1 r-Rep , +1 @-rep

Arenamontanus Arenamontanus's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
nick012000 wrote:
I'll point out that there are already rules for hiveminds in the Factor section, and they're not really all that impressive.
But I see no reasons why to use these rules for hive minds constructed using other methods. For example, skill sharing and multitasking seem to be an obvious possibility beyond just getting smarter. And why should there be a COG 40 limit for a mind distributed across many bodies? Its architecture is fundamentally different from the component minds and their brains. Also, there are non-cognitive but extremely powerful effects due to increased understanding, lack of mutual deception and improved coordination that are hard to show in rules, but would likely make a hive mind fairly effective. There are however likely architectural limitations to hive minds. If you make an everybody-to-everybody linkage between individuals the total amount of traffic grows with the square of the number, and the individuals will no doubt be overwhelmed beyond a certain point. You might set up a more clever architecture like a hierarchical one where some act as linkers between subgroups, or a small-world network where people have many connections to their neighbours but a few to remote individuals. But these have their own drawbacks: the linkers need to spend all their time linking people, and the small worlders would only have access to a subset of the whole hive. Maybe the largest effective hive you can run based on transhumans is about ten people, while certain AGIs can do hundreds - and a specially designed mind intended to interface well might have an extremely high limit.
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nick012000 nick012000's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
Arenamontanus wrote:
And why should there be a COG 40 limit for a mind distributed across many bodies? Its architecture is fundamentally different from the component minds and their brains.
Because it's still an Ego sleeved into a Morph. Or, perhaps more accurately, one Ego sleeved into lots of Morphs.

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Arenamontanus Arenamontanus's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
nick012000 wrote:
Arenamontanus wrote:
And why should there be a COG 40 limit for a mind distributed across many bodies? Its architecture is fundamentally different from the component minds and their brains.
Because it's still an Ego sleeved into a Morph. Or, perhaps more accurately, one Ego sleeved into lots of Morphs.
And why shouldn't the aptitude max for a group of people be different from the individual morphs? I can certainly see game balance issues (they do not apply in *this* thread) and clearly there are limits to what a hive mind can process, but there is no reason why these limits are identical to the limits of the individual components. In real life we know that human groups can outperform even the smartest members of the group on certain kinds of problems and tasks (in others, they are actually worse; cf. Cass Sunstein's "Infotopia"). Two cooperating persons with their four hands can perform manual tasks that are impossible with two hands. Division of labour has *enormous* efficiencies of scale, as demonstated by any economy. Actually, aptitude limits raises another interesting issue for radical human enhancement: what exactly sets them? Why can people think better in a Menton than a Flat? And how can you improve on these brain designs to make even smarter minds? Clearly this is one of the big frontiers in cognotech, with Cognite no doubt pouring billions into it. Not to mention the exhumans with those adorable neurodes. In the future these limits will likely become higher and higher, and that is another factor that is going to drive transhumanity towards singularity. If those limits (and ways of boosting aptitudes) rise faster than the ability to share skills the future might belong to lots of individual geniuses rather than hive minds or skillsoft corporations.
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Decivre Decivre's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
nick012000 wrote:
I'll point out that there are already rules for hiveminds in the Factor section, and they're not really all that impressive. It just has the highest value for each attribute that one of its members has, and +2 per additional member. Thanks to the maximum limitation of 40 on each attribute, though, you're probably only getting minor bonuses. Maybe +10-20 on each skill. A hivemind with more than about a dozen individual members is a waste.
Factor melding already has an internal limitation of +10, meaning that the bonus stops after 6 factors meld. However, note that every other factor also adds to durability, wound thresholds, and you always use the highest stats (not aptitudes... so that also includes skills). This means that if you have one factor in the meld for every skill in the game, and they have that single skill at 99, the melded factor has every skill in the game at 99 (along with a +10 bonus). More importantly, this is NOT the same as a hive mind. They simply meld together and form one larger body with which they work in unison. Every factor is an individual, even if their society brings them up with little individuality.
nick012000 wrote:
Because it's still an Ego sleeved into a Morph. Or, perhaps more accurately, one Ego sleeved into lots of Morphs.
Wrong way. A melded group of factors is actually lots of egos sleeved into a single big morph. Stop thinking Zerg and start thinking Voltron. It's a better representation of how the factors work.
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Abhoth Abhoth's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
Mmm Just come back from work related trip, but one thing is you can have a AGI character who is only virtual with a skill of 80 (what ever the max starting skill is) and that AGI had to be "made" so givin that tech there is no reason you could not create skill sets for other members of Transhumanity or even give some one a skill of 40 that then naturally improves.
Rhyx Rhyx's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
Wow I can't believe I had never seen this thread, so full of juicy ideas that challenge the very idea of the human experience.
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PS-Another reason I am looking things like this is one of the "concepts" of the game is Your mind is Software Reprogram it...there doesnt appear to be a lot of re-programing you can do, or would want done. So that's why we are looking at more ways you can "program" your mind.
Actually that little phase: "Your Mind is a software. Program it." changed my life in a very profound way. I'm going to delve into the personal for a sec but it prompted me to go and get Cognitive Behavioral Therapy (CBT for short). I looked at it's precepts and decided based on that little phrase that I wanted to take command of my psyche and not the other way around. As a side effect since I was willing to change and take responsibility for the change the change was easier and I came to the therapist with very clearly defined goals. So maybe it's not neural ganglia and hippocampus overclocking but to me reprogramming my mind through CBT was instrumental into changing me from a cynical person who saw the world as sliding into darkness into someone more positive that genuinely wants to help and has hope for the future. That's just to say that I'll attest that it is very possible to reprogram one's mind as I have done it first hand. Sure sometimes I have to tune it up a bit and it demands patches and defragging but, what system doesn't. Coming back to the topic at hand, since the actually learning process is so linked with experiences I would say that everyone learning the same skills would indeed become a shared experience, quite literally but it also opens them up to the same memetic reprogramming dangers and also perhaps even more dangerously a more standardized path of problem solving. In a society where you pick out the "best" at a task and replicate his knowledge to be part of a pool you automatically bias the "thinking pool" to that person's brand of problem solving, in short it would become harder to think out of the box because everyone would be programmed into the box. Remember that being competent doesn't mean being infallible, and that in standardizing skills you are also standardizing weaknesses and failures. I believe that on a memetic level the diversity in how we solve our problems is every bit as important to human evolution than solving that problem correctly.
lucyfersam lucyfersam's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
Does anyone know if there is a stated maximum acceleration rate for simulspace environments? Highly accelerated simulspaces dedicated to teaching a specific skill could potentially be both a way for people to learn a skill quickly as well as for researchers to create better skill softs as they study the neural effects of very focused learning in a highly controlled environment. By analyzing the neural changes from a few thousand infogees put through training simulspaces, getting generic skill implants with minimal to no extra baggage becomes a lot easier. It would amaze me if Cognite didn't have very significant research along these lines. On the other hand, I also can't see them releasing such skill implants on the open market if there was even the slightest chance of them being hacked into permanency, having them rapidly decay is very important to their business model. I would expect eventually researchers in the outer system would achieve the same thing, but they have less access to cheap, unique, infolifes to use to model skills and learning, thus the process would be slowed, perhaps by several years.
OneTrikPony OneTrikPony's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
Seems odd to me that there hasn't been much discussion of what a skill IS. I think once that's defined it will allow people to consider what is probably impossible instead of what could be possible. Which is, if I understand scientific endeavor, the more useful line of thought. From a skeptic layman's point of view; I don't think that creating a single great mind out of many great minds is all that useful. I doubt it would be an additive process. If you put all the smart people in one head and they stop disagreeing with each other that's a bad thing. There is the benefit of saving time by distributing tasks with no need for communication but I can't see how that helps in bringing breakthroughs like; cooking meat, calculus, quantum physics, relativity. So I think it's not a hardware issue. The 40 Aptitude cap still holds in a hive mind situation until someone invents a different paradigm for both thought and philosophy. I'm pretty sure that's what the singularity is/will be. I also suspect that possessing a skill is more complex than acquiring a body of knowledge. I believe that there is an intuitive leap between knowledge and technique. I'm not talking about some ineffable quality of consciousness but I can't define what that intuitive leap might be. I just know from my own successes and, especially my failures, at learning that the instant I own a skill I have changed and that skill will always modify the way I see the world and respond. I suspect everyone has had this 'eureka' moment. It's that feeling that makes me believe that possessing a skill at a very high level of competence involves comprehension of when, how and why or why not any particular technique may be applied to any situation a person encounters and that understanding is integral to their personality. Maybe a shorter way to say this is that training provides the context of a lifetime's experience from which to develop and apply techniques based on a body of knowledge, in a way that psychosurgery and skillware fail to provide. Mastery of a skill must require that context. On the point of AGI with skills of 80; I think it's debatable wether one can code an AGI with a skill of 80. Regardless, it's unnecessary and beside the point. An AGI is distinguished by it's ability to improve that skill rank by its own means and volition, wether that skill starts at 80 or 10. I suspect that they don't come with skill ranks of 80 right out of the box. [edit] the way I read it, improving the skill is a function of the AGI programming, not the skill itself.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

nezumi.hebereke nezumi.hebereke's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
Congratulations, Rhyx :) I hope your change leads to many great things in the future. The maximum increase for simulspace is listed in the book. I seem to recollect it being 20x, but I could be wrong. However, it's understood that operating like this for long periods can cause psychological harm. Regarding Arenmantous's first post - it sounds like it could be conceivable to have a process which 'installs' skills, let's say installing a skill to 80, but in exchange, it may cost a similar number of skill points in related skills (so perhaps you gain 80 points in gunnery, but you must subtract 20 from 5 related skills), and it may cause personality changes, effective limits on the skill, psychological damage, or unexplained behaviorisms. Sounds like fun! As for the big long post regarding 'why giving everyone 99 in every skill may be dangerous' - sounds like good source for an adventure. Would you mind terribly if I used it (and what name should I give credit to)?
CodeBreaker CodeBreaker's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
nezumi.hebereke wrote:
I seem to recollect it being 20x, but I could be wrong.
60x on the very best hardware.
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Arenamontanus Arenamontanus's picture
Re: Learning New Skills Why is it so hard (Ignore game balance)
I wonder how to handle the different speedup levels - characters should feel the effects of being loaded into a crappy public domain server (perhaps on average x5, but jumping up and down a lot as the load shifts), a good infomorph "hostel" or a big supercomputer (x60 and up!).
Extropian