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live tooting debugging: IPFS edition 

Digging around some more I think it might be the key resolution that's a bottleneck.

Right now most implementations rely on asking a bunch of DHT nodes for the "latest" record and checking them before letting the client know what CID to use. This can be super slow especially if results aren't getting cached agressively. The DHT is also generally slow with TCP connections for each request.

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live tooting debugging: IPFS edition 

We've got a working version of distributed.press deployed to our staging VMm but for some reason it's taking a long time to load anything (usually the first load times out). And gateways are having trouble loading published data at all.

My initial thought was that this was a firewall thing where incoming connections aren't happening.

After tweaking IPTables rules I'm not sure. Gotta get better logs.

Don't like strangers busting into your mentions to give unsolicited opinions?

This could be solved if the Fediverse had better comment controls.

You should be able to make a read-only post if you want.

And you should be able to make a public post that's only writeable to followers.

You should also be able to lock a thread if it becomes a vector for abuse.

Hi, I work with generative machines. Everything from Markov chain generators to GPT-3. I’ve trained and tuned many models with GPT2 and 3, all with the intent of simulating human interaction.

I know a fair bit about generative machines, both how they work, and how to tune and interact with them to get particular results.

I need you to hear this: they do not know or understand anything. They are complex probability tables.

1/

I'm gonna use this yhread as a way to keep track of links to read and like my own posts when I get around to them.

It's a really frustrating battle between making multiplayer games that are responsive and fun to play and games that are secure. There's kind of no way to do both really well, because responsive games have to let the client do more, which opens the door for cheating.

An obvious "solution" is to validate what the client does on the server, and of course most of the time game servers are doing just that. But there's only so much validation you can do before you start slowing down the server.

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Very excited for this new spec gor WebRecorder for how we can chunk web archive files when uploading to to get massive deduplication potential. Also cool to have the DAG get used for analysis between shared files accross datasets and domain origins

Whoa, 4 seems so good. It's amazing how fast open source efforts in the game dev space have been growing lately.

youtube.com/watch?v=chXAjMQrcZ

lmao betterhelp the therapy app startup is having an ftc action against it because it’s been sharing customer data with facebook to target ads

remember the days when you could put something in quotes and search it and get only results that contained that exact phrase? i miss those days

Wild how there's people who's moral code doesn't build on the principle that all the weakest members need to be raised up and cared for.

I get no one person can do that for everyone, but I feel like it should s be their foundation for morality. Else what's even the point.

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