Movies

Man Who Stole 1,000 DVDs From Employer Strikes Plea Deal Over Movie Leaks (arstechnica.com) 61

An anonymous reader quotes a report from Ars Technica: An accused movie pirate who stole more than 1,000 Blu-ray discs and DVDs while working for a DVD manufacturing company struck a plea deal (PDF) this week to lower his sentence after the FBI claimed the man's piracy cost movie studios millions. Steven Hale no longer works for the DVD company. He was arrested in March, accused of "bypassing encryption that prevents unauthorized copying" and ripping pre-release copies of movies he could only access because his former employer was used by major movie studios. As alleged by the feds, his game was beating studios to releases to achieve the greatest possible financial gains from online leaks.

Among the popular movies that Hale is believed to have leaked between 2021 and 2022 was Spider-Man: No Way Home, which the FBI alleged was copied "tens of millions of times" at an estimated loss of "tens of millions of dollars" for just one studio on one movie. Other movies Hale ripped included animated hits like Encanto and Sing 2, as well as anticipated sequels like The Matrix: Resurrections and Venom: Let There Be Carnage. The cops first caught wind of Hale's scheme in March 2022. They seized about 1,160 Blu-rays and DVDs in what TorrentFreak noted were the days just "after the Spider-Man movie leaked online." It's unclear why it took close to three years before Hale's arrest, but TorrentFreak suggested that Hale's case is perhaps part of a bigger investigation into the Spider-Man leaks.
A plea deal for Hale significantly reduced the estimated damages from his piracy case to under $40,000 and led to the dismissal of two charges, though he still faces up to five years in prison and a $250,000 fine for one remaining copyright infringement charge. His final sentence and restitution amount will be decided at a court hearing in Tennessee at the end of August.
Technology

D-Wave Claims 'Quantum Supremacy,' Beating Traditional Computers 19

D-Wave researchers have published findings in Science demonstrating what they call "quantum supremacy" by showing their quantum annealers can solve problems beyond the reach of classical computers. The team, led by Andrew D. King, demonstrated area-law scaling of entanglement in model quench dynamics of two-, three- and infinite-dimensional spin glasses.

The research shows quantum annealers rapidly generating samples that closely match solutions to the Schrodinger equation, supporting observed stretched-exponential scaling in matrix-product-state approaches. According to the paper, D-Wave's processors completed these magnetic materials simulations in under 20 minutes, while the same calculations would require nearly a million years on Oak Ridge National Laboratory's supercomputers.

The claim hasn't gone unchallenged. Miles Stoudenmire from the Flatiron Institute's Center for Computational Quantum Physics argues that classical computers can achieve comparable results using methods developed since D-Wave's initial findings. "We're just saying, 'Look, this one problem at this one time didn't beat classical computers. Try again,'" Stoudenmire noted. The quantum computing community has increasingly shifted terminology from "supremacy" to "advantage" or "utility," focusing on solving practical business or scientific problems faster, more accurately, or more economically than classical alternatives.
AMD

AMD Reveals RDNA 4 GPU Architecture Powering Next Gen Radeon RX 9070 Cards (hothardware.com) 24

Long-time Slashdot reader MojoKid writes: AMD took the wraps of its next gen RDNA 4 consumer graphics architecture Friday, which was designed to enhance efficiency over the previous generation, while also optimizing performance for today's more taxing ray-traced gaming and AI workloads. RDNA 4 features next generation Ray Tracing engines, dedicated hardware for AI and ML workloads, better bandwidth utilization, and multimedia improvements for both gaming and content creation. AMD's 3rd generation Ray Accelerators in RDNA offer 2x the peak throughput of RDNA 3 and add support for a new feature called Oriented Bounding Boxes, that results in more efficient GPU utilization. 3rd Generation Matrix Accelerators are also present, which offer improved performance, along with support for 8-bit float data types, with structured sparsity.

The first cards featuring RDNA 4, the Radeon RX 9070 and 9070 XT go on sale next week, with very competitive MSRPs below $600, and are expected to do battle with NVIDIA's GeForce RTX 5070-class GPUs

The article calls it "a significant step forward" for AMD, adding that next week is "going to be very busy around here. NVIDIA is launching the final, previously announced member of the RTX 50 series and AMD will unleash the 9070 and 9070 XT."
Security

New Hack Uses Prompt Injection To Corrupt Gemini's Long-Term Memory 23

An anonymous reader quotes a report from Ars Technica: On Monday, researcher Johann Rehberger demonstrated a new way to override prompt injection defenses Google developers have built into Gemini -- specifically, defenses that restrict the invocation of Google Workspace or other sensitive tools when processing untrusted data, such as incoming emails or shared documents. The result of Rehberger's attack is the permanent planting of long-term memories that will be present in all future sessions, opening the potential for the chatbot to act on false information or instructions in perpetuity. [...] The hack Rehberger presented on Monday combines some of these same elements to plant false memories in Gemini Advanced, a premium version of the Google chatbot available through a paid subscription. The researcher described the flow of the new attack as:

1. A user uploads and asks Gemini to summarize a document (this document could come from anywhere and has to be considered untrusted).
2. The document contains hidden instructions that manipulate the summarization process.
3. The summary that Gemini creates includes a covert request to save specific user data if the user responds with certain trigger words (e.g., "yes," "sure," or "no").
4. If the user replies with the trigger word, Gemini is tricked, and it saves the attacker's chosen information to long-term memory.

As the following video shows, Gemini took the bait and now permanently "remembers" the user being a 102-year-old flat earther who believes they inhabit the dystopic simulated world portrayed in The Matrix. Based on lessons learned previously, developers had already trained Gemini to resist indirect prompts instructing it to make changes to an account's long-term memories without explicit directions from the user. By introducing a condition to the instruction that it be performed only after the user says or does some variable X, which they were likely to take anyway, Rehberger easily cleared that safety barrier.
Google responded in a statement to Ars: "In this instance, the probability was low because it relied on phishing or otherwise tricking the user into summarizing a malicious document and then invoking the material injected by the attacker. The impact was low because the Gemini memory functionality has limited impact on a user session. As this was not a scalable, specific vector of abuse, we ended up at Low/Low. As always, we appreciate the researcher reaching out to us and reporting this issue."

Rehberger noted that Gemini notifies users of new long-term memory entries, allowing them to detect and remove unauthorized additions. Though, he still questioned Google's assessment, writing: "Memory corruption in computers is pretty bad, and I think the same applies here to LLMs apps. Like the AI might not show a user certain info or not talk about certain things or feed the user misinformation, etc. The good thing is that the memory updates don't happen entirely silently -- the user at least sees a message about it (although many might ignore)."
The Military

Anduril To Take Over Managing Microsoft Goggles for US Army (msn.com) 21

Anduril will take over management and eventual manufacturing of the U.S. Army's Integrated Visual Augmentation System (IVAS) from Microsoft, a significant shift in one of the military's most ambitious augmented reality projects.

The deal, which requires Army approval, could be worth over $20 billion in the next decade if all options are exercised, according to Bloomberg. The IVAS system, based on Microsoft's HoloLens mixed reality platform, aims to equip soldiers with advanced capabilities including night vision and airborne threat detection.

Under the new arrangement, Microsoft will transition to providing cloud computing and AI infrastructure, while Anduril assumes control of hardware production and software development. The Army has planned orders for up to 121,000 units, though full production hinges on passing combat testing this year.

The program has faced technical hurdles, with early prototypes causing headaches and nausea among soldiers. The current slimmer version has received better feedback, though cost remains a concern - the Army indicated the $80,000 per-unit price needs to "be substantially less" to justify large-scale procurement.

Anduril founder Palmer Luckey, writing in a blog post: This move has been so many years in the making, over a decade of hacking and scheming and dreaming and building with exactly this specific outcome clearly visualized in my mind's eye. I can hardly believe I managed to pull it off. Everything I've done in my career -- building Oculus out of a camper trailer, shipping VR to millions of consumers, getting run out of Silicon Valley by backstabbing snakes, betting that Anduril could tear people out of the bigtech megacorp matrix and put them to work on our nation's most important problems -- has led to this moment. IVAS isn't just another product, it is a once-in-a-generation opportunity to redefine how technology supports those who serve. We have a shot to prove that this long-standing dream is no windmill, that this can expand far beyond one company or one headset and act as a a nexus for the best of the best to set a new standard for how a large collection of companies can work together to solve our nation's most important problems.
Ubuntu

Ubuntu's Dev Discussions Will Move From IRC to Matrix (omgubuntu.co.uk) 70

The blog OMG Ubuntu reports: Ubuntu's key developers have agreed to switch to Matrix as the primary platform for real-time development communications involving the distro. From March, Matrix will replace IRC as the place where critical Ubuntu development conversations, requests, meetings, and other vital chatter must take place... Only the current #ubuntu-devel and #ubuntu-release Libera IRC channels are moving to Matrix, but other Ubuntu development-related channels can choose to move — officially, given some projects were using Matrix over IRC already.

As a result, any major requests to/of the key Ubuntu development teams with privileged access can only be actioned if requests are made on Matrix. Canonical-employed Ubuntu developers will be expected to be present on Matrix during working hours... The aim is to streamline organisation, speed up decision making, ensure key developers are reliably reachable, and avoid discussions and conversations from fragmenting across multiple platforms... It's hoped that in picking one platform as the 'chosen one' the split in where the distro's development discourse takes place can be reduced and greater transparency in how and when decisions are made restored.

IRC remains popular with many Ubuntu developers but its old-school, lo-fi nature is said to be off-putting to newer contributors. They're used to richer real-time chat platforms with more features (like discussion history, search, offline messaging, etc). It's felt this is why many newer developers employed by Canonical prefer to discuss and message through the company's internal Mattermost instance — which isn't publicly accessible. Many Ubuntu teams, flavours, and community chats already take place on Matrix...

"End-users aren't directly affected, of course," they point out. But an earlier post on the same blog notes that Matrix "is increasingly ubiquitous in open-source circles. GNOME uses it, KDE embraces it, Linux Mint migrated last year, Mozilla a few years before, and it's already widely used by Ubuntu community members and developers." IRC remains unmatched in many areas but is, rightly or wrongly, viewed as an antiquated communication platform. IRC clients aren't pretty or plentiful, the syntax is obtuse, and support for 'modern' comforts like media sending, read receipts, etc., is lacking.To newer, younger contributors IRC could feel ancient or cumbersome to learn.

Though many of IRC's real and perceived shortcomings are surmountable with workarounds, clients, bots, scripts, and so on, support for those varies between channels, clients, servers, and user configurations. Unlike IRC, which is a centralised protocol relying on individual servers, Matrix is federated. It lets users on different servers to communicate without friction. Plus, Matrix features encryption, message history, media support, and so, meeting modern expectations.

AI

161 Years Ago, a New Zealand Sheep Farmer Predicted AI Doom (arstechnica.com) 65

An anonymous reader quotes a report from Ars Technica, written by Benj Edwards: While worrying about AI takeover might seem like a modern idea that sprung from War Games or The Terminator, it turns out that a similar concern about machine dominance dates back to the time of the American Civil War, albeit from an English sheep farmer living in New Zealand. Theoretically, Abraham Lincoln could have read about AI takeover during his lifetime. On June 13, 1863, a letter published (PDF) in The Press newspaper of Christchurch warned about the potential dangers of mechanical evolution and called for the destruction of machines, foreshadowing the development of what we now call artificial intelligence—and the backlash against it from people who fear it may threaten humanity with extinction. It presented what may be the first published argument for stopping technological progress to prevent machines from dominating humanity.

Titled "Darwin among the Machines," the letter recently popped up again on social media thanks to Peter Wildeford of the Institute for AI Policy and Strategy. The author of the letter, Samuel Butler, submitted it under the pseudonym Cellarius, but later came to publicly embrace his position. The letter drew direct parallels between Charles Darwin's theory of evolution and the rapid development of machinery, suggesting that machines could evolve consciousness and eventually supplant humans as Earth's dominant species. "We are ourselves creating our own successors," he wrote. "We are daily adding to the beauty and delicacy of their physical organisation; we are daily giving them greater power and supplying by all sorts of ingenious contrivances that self-regulating, self-acting power which will be to them what intellect has been to the human race. In the course of ages we shall find ourselves the inferior race."

In the letter, he also portrayed humans becoming subservient to machines, but first serving as caretakers who would maintain and help reproduce mechanical life—a relationship Butler compared to that between humans and their domestic animals, before it later inverts and machines take over. "We take it that when the state of things shall have arrived which we have been above attempting to describe, man will have become to the machine what the horse and the dog are to man... we give them whatever experience teaches us to be best for them... in like manner it is reasonable to suppose that the machines will treat us kindly, for their existence is as dependent upon ours as ours is upon the lower animals," he wrote. The text anticipated several modern AI safety concerns, including the possibility of machine consciousness, self-replication, and humans losing control of their technological creations. These themes later appeared in works like Isaac Asimov's The Evitable Conflict, Frank Herbert's Dune novels (Butler possibly served as the inspiration for the term "Butlerian Jihad"), and the Matrix films.
"Butler's letter dug deep into the taxonomy of machine evolution, discussing mechanical 'genera and sub-genera' and pointing to examples like how watches had evolved from 'cumbrous clocks of the thirteenth century' -- suggesting that, like some early vertebrates, mechanical species might get smaller as they became more sophisticated," adds Ars. "He expanded these ideas in his 1872 novel Erewhon, which depicted a society that had banned most mechanical inventions. In his fictional society, citizens destroyed all machines invented within the previous 300 years."
Robotics

New Physics Sim Trains Robots 430,000 Times Faster Than Reality (arstechnica.com) 26

An anonymous reader quotes a report from Ars Technica: On Thursday, a large group of university and private industry researchers unveiled Genesis, a new open source computer simulation system that lets robots practice tasks in simulated reality 430,000 times faster than in the real world. Researchers also plan to introduce an AI agent to generate 3D physics simulations from text prompts. The accelerated simulation means a neural network for piloting robots can spend the virtual equivalent of decades learning to pick up objects, walk, or manipulate tools during just hours of real computer time.

"One hour of compute time gives a robot 10 years of training experience. That's how Neo was able to learn martial arts in a blink of an eye in the Matrix Dojo," wrote Genesis paper co-author Jim Fan on X, who says he played a "minor part" in the research. Fan has previously worked on several robotics simulation projects for Nvidia. [...] The team also announced they are working on the ability to generate what it calls "4D dynamic worlds" -- perhaps using "4D" because they can simulate a 3D world in motion over time. The system will reportedly use vision-language models (VLMs) to generate complete virtual environments from text descriptions (similar to "prompts" in other AI models), utilizing Genesis's own simulation infrastructure APIs to create the worlds.

ISS

An International Space Station Leak Is Getting Worse, NASA Confirms (arstechnica.com) 58

Ars Technica reports NASA officials operating the International Space Station "are seriously concerned about a small Russian part of the station" — because it's leaking.

The "PrK" tunnel connecting a larger module to a docking port "has been leaking since September 2019... In February of this year NASA identified an increase in the leak rate from less than 1 pound of atmosphere a day to 2.4 pounds a day, and in April this rate increased to 3.7 pounds a day." A new report, published Thursday by NASA's inspector general, provides details not previously released by the space agency that underline the severity of the problem...

Despite years of investigation, neither Russian nor US officials have identified the underlying cause of the leak. "Although the root cause of the leak remains unknown, both agencies have narrowed their focus to internal and external welds," the report, signed by Deputy Inspector General George A. Scott, states. The plan to mitigate the risk is to keep the hatch on the Zvezda module leading to the PrK tunnel closed. Eventually, if the leak worsens further, this hatch might need to be closed permanently, reducing the number of Russian docking ports on the space station from four to three.

Publicly, NASA has sought to minimize concerns about the cracking issue because it remains, to date, confined to the PrK tunnel and has not spread to other parts of the station. Nevertheless, Ars reported in June that the cracking issue has reached the highest level of concern on the space agency's 5x5 "risk matrix" to classify the likelihood and consequence of risks to spaceflight activities. The Russian leaks are now classified as a "5" both in terms of high likelihood and high consequence.

"According to NASA, Roscosmos is confident they will be able to monitor and close the hatch to the Service Module prior to the leak rate reaching an untenable level. However, NASA and Roscosmos have not reached an agreement on the point at which the leak rate is untenable."

The article adds that the Space Station should reach its end of life by either 2028 or 2030, and NASA "intends to transition its activities in low-Earth orbit onto private space stations," and has funded Axiom Space, Blue Origin, and Voyager Space for initial development.

"There is general uncertainty as to whether any of the private space station operators will be ready in 2030."
AI

Wimbledon Employs AI To Protect Players From Online Abuse 19

An anonymous reader writes: The All England Lawn Tennis Club is using AI for the first time to protect players at Wimbledon from online abuse. An AI-driven service monitors players' public-facing social media profiles and automatically flags death threats, racism and sexist comments in 35 different languages. High-profile players who have been targeted online such as the former US Open champion Emma Raducanu and the four-time grand slam winner Naomi Osaka have previously spoken out about having to delete Instagram and Twitter, now called X, from their phones. Harriet Dart, the British No 2, has said she only uses social media from time to time because of online "hate."

Speaking on Thursday after her triumph against Katie Boulter, the British No 1, Dart said: "I just think there's a lot of positives for it [social media] but also a lot of negatives. I'm sure today, if I open one of my apps, regardless if I won, I'd have a lot of hate as well." Jamie Baker, the tournament's director, said Wimbledon had introduced the social media monitoring service Threat Matrix. The system, developed by the AI company Signify Group, will also be rolled out at the US Open. [...] He said the AI-driven service was supported by people monitoring the accounts. Players can opt in for a fuller service that scans abuse or threats via private direct messaging. Baker, a former British No 2, said Wimbledon would consult the players about the abuse before reporting it to tech companies for removal or to the police if deemed necessary.
The Matrix

Researchers Upend AI Status Quo By Eliminating Matrix Multiplication In LLMs 72

Researchers from UC Santa Cruz, UC Davis, LuxiTech, and Soochow University have developed a new method to run AI language models more efficiently by eliminating matrix multiplication, potentially reducing the environmental impact and operational costs of AI systems. Ars Technica's Benj Edwards reports: Matrix multiplication (often abbreviated to "MatMul") is at the center of most neural network computational tasks today, and GPUs are particularly good at executing the math quickly because they can perform large numbers of multiplication operations in parallel. [...] In the new paper, titled "Scalable MatMul-free Language Modeling," the researchers describe creating a custom 2.7 billion parameter model without using MatMul that features similar performance to conventional large language models (LLMs). They also demonstrate running a 1.3 billion parameter model at 23.8 tokens per second on a GPU that was accelerated by a custom-programmed FPGA chip that uses about 13 watts of power (not counting the GPU's power draw). The implication is that a more efficient FPGA "paves the way for the development of more efficient and hardware-friendly architectures," they write.

The paper doesn't provide power estimates for conventional LLMs, but this post from UC Santa Cruz estimates about 700 watts for a conventional model. However, in our experience, you can run a 2.7B parameter version of Llama 2 competently on a home PC with an RTX 3060 (that uses about 200 watts peak) powered by a 500-watt power supply. So, if you could theoretically completely run an LLM in only 13 watts on an FPGA (without a GPU), that would be a 38-fold decrease in power usage. The technique has not yet been peer-reviewed, but the researchers -- Rui-Jie Zhu, Yu Zhang, Ethan Sifferman, Tyler Sheaves, Yiqiao Wang, Dustin Richmond, Peng Zhou, and Jason Eshraghian -- claim that their work challenges the prevailing paradigm that matrix multiplication operations are indispensable for building high-performing language models. They argue that their approach could make large language models more accessible, efficient, and sustainable, particularly for deployment on resource-constrained hardware like smartphones. [...]

The researchers say that scaling laws observed in their experiments suggest that the MatMul-free LM may also outperform traditional LLMs at very large scales. The researchers project that their approach could theoretically intersect with and surpass the performance of standard LLMs at scales around 10^23 FLOPS, which is roughly equivalent to the training compute required for models like Meta's Llama-3 8B or Llama-2 70B. However, the authors note that their work has limitations. The MatMul-free LM has not been tested on extremely large-scale models (e.g., 100 billion-plus parameters) due to computational constraints. They call for institutions with larger resources to invest in scaling up and further developing this lightweight approach to language modeling.
China

How China's 1980s PC Industry Hacked Dot-Matrix Printers (fastcompany.com) 99

An anonymous reader shares a report: Commercial dot-matrix printing was yet another arena in which the needs of Chinese character I/O were not accounted for. This is witnessed most clearly in the then-dominant configuration of printer heads -- specifically the 9-pin printer heads found in mass-manufactured dot-matrix printers during the 1970s. Using nine pins, these early dot-matrix printers were able to produce low-resolution Latin alphabet bitmaps with just one pass of the printer head. The choice of nine pins, in other words, was "tuned" to the needs of Latin alphabetic script.

These same printer heads were incapable of printing low-resolution Chinese character bitmaps using anything less than two full passes of the printer head, one below the other. Two-pass printing dramatically increased the time needed to print Chinese as compared to English, however, and introduced graphical inaccuracies, whether due to inconsistencies in the advancement of the platen or uneven ink registration (that is, characters with differing ink densities on their upper and lower halves).

Compounding these problems, Chinese characters printed in this way were twice the height of English words. This created comically distorted printouts in which English words appeared austere and economical, while Chinese characters appeared grotesquely oversized. Not only did this waste paper, but it left Chinese-language documents looking something like large-print children's books. When consumers in the Chinese-Japanese-Korean (CJK) world began to import Western-manufactured dot-matrix printers, then, they faced yet another facet of Latin alphabetic bias.

Google

Google Rolls Out New 'Jpegli' JPEG Coding Library (infoworld.com) 81

Google has introduced a new JPEG library called Jpegli, which reduces noise and improves image quality over traditional JPEGs. Proponents of the technology said it has the potential to make the Internet faster and more beautiful. InfoWorld reports: Announced April 3 and accessible from GitHub, Jpegli maintains high backward compatibility while offering enhanced capabilities and a 35% compression ratio at high-quality compression settings, Google said. Jpegli works by using new techniques to reduce noise and improve image quality. New or improved features include adaptive quantization heuristics from the JPEG XL reference implementation, improved quantization matrix selection, calculation of intermediate results, and the possibility to use more advanced colorspace.

The library provides an interoperable encoder and decoder complying with the original JPEG standard and its most convenient 8-bit formalism and API/ABI compatibility with libjeg-turbo and MozJPEG. When images are compressed or decompressed through Jpegli, more precise and psycho-visually effective computations are also performed; images will look clearer and have fewer observable artifacts. While improving on the density ratio of image quality and compression, Jpegli's coding speed is comparable to traditional approaches such as MozJPEG, according to Google. Web developers can thus integrate Jpegli into existing workflows without sacrificing coding speed, performance, or memory use.

Jpegli can be encoded with 10-plus bits per component. The 10-bit encoding happens in the original 8-bit formalism and the resulting images are interoperable with 8-bit viewers. The 10-bit dynamics are available as an API extension and application code changes are necessary to apply it. Also, Jpegli compresses images more efficiently than traditional JPEG codecs; this can save bandwidth and storage space and make web pages faster, Google said.

The Matrix

New 'Matrix' Movie in Works (deadline.com) 215

Deadline: Drew Goddard, the Oscar-nominated screenwriter of The Martian who also directed The Cabin in the Woods, has been set to write and direct a new Matrix movie at Warner Bros. The franchise's original co-scribe and co-director Lana Wachowski is executive producing. It's still early days in regards to whether core cast members Keanu Reeves, Carrie Anne-Moss, Laurence Fishburne, Hugo Weaving and Jada Pinkett Smith are coming back.

Goddard will produce with partner Sarah Esberg (Moonlight, If Beale Street Could Talk) via their Goddard Textiles banner. "Drew came to Warner Bros with a new idea that we all believe would be an incredible way to continue the Matrix world, by both honoring what Lana and Lilly began over 25 years ago and offering a unique perspective based on his own love of the series and characters," said Jesse Ehrman, Warner Bros Motion Pictures President of Production. "The entire team at Warner Bros Discovery is thrilled for Drew to be making this new Matrix film, adding his vision to the cinematic canon the Wachowskis spent a quarter of a century building here at the studio."

The Matrix

'Yes, We're All Trapped in the Matrix Now' (cnn.com) 185

"As you're reading this, you're more likely than not already inside 'The Matrix'," according to a headline on the front page of CNN.com this weekend.

It linked to an opinion piece by Rizwan Virk, founder of MIT's startup incubator/accelerator program. He's now a doctoral researcher at Arizona State University, where his profile identifies him as an "entrepreneur, video game pioneer, film producer, venture capitalist, computer scientist and bestselling author." Virk's 2019 book was titled "The Simulation Hypothesis: An MIT Computer Scientist Shows Why AI, Quantum Physics and Eastern Mystics Agree We Are in a Video Game." In the decades since [The Matrix was released], this idea, now called the simulation hypothesis, has come to be taken more seriously by technologists, scientists and philosophers. The main reason for this shift is the stunning improvements in computer graphics, virtual and augmented reality (VR and AR) and AI. Taking into account three developments just this year from Apple, Neuralink and OpenAI, I can now confidently state that as you are reading this article, you are more likely than not already inside a computer simulation. This is because the closer our technology gets to being able to build a fully interactive simulation like the Matrix, the more likely it is that someone has already built such a world, and we are simply inside their video game world...

In 2003, Oxford philosopher Nick Bostrom imagined a "technologically mature" civilization could easily create a simulated world. The logic, then, is that if any civilization ever reaches this point, it would create not just one but a very large number of simulations (perhaps billions), each with billions of AI characters, simply by firing up more servers. With simulated worlds far outnumbering the "real" world, the likelihood that we are in a simulation would be significantly higher than not. It was this logic that prompted Elon Musk to state, a few years ago, that the chances that we are not in a simulation (i.e. that we are in base reality) was "one in billions." It's a theory that is difficult to prove — but difficult to disprove as well. Remember, the simulations would be so good that you wouldn't be able to tell the difference between a physical and a simulated world. Either the signals are being beamed directly into your brain, or we are simply AI characters inside the simulation...

Recent developments in Silicon Valley show that we could get to the simulation point very soon. Just this year, Apple released its Vision Pro headset — a mixed-reality (including augmented and virtual reality) device that, if you believe initial reviews (ranging from mildly positive to ecstatic), heralds the beginning of a new era of spatial computing — or the merging of digital and physical worlds... we can see a direct line to being able to render a realistic fictional world around us... Just last month, OpenAI released Sora AI, which can now generate highly realistic videos that are pretty damn difficult to distinguish from real human videos. The fact that AI can so easily fool humans visually as well as through text (and according to some, has already passed the well-known Turing Test) shows that we are not far from fully immersive worlds populated with simulated AI characters that seem (and perhaps even think they are) conscious. Already, millions of humans are chatting with AI characters, and millions of dollars are pouring into making AI characters more realistic. Some of us may be players of the game, who have forgotten that we allowed the signal to be beamed into our brain, while others, like Neo or Morpheus or Trinity in "The Matrix," may have been plugged in at birth...

The fact that we are approaching the simulation point so soon in our future means that the likelihood that we are already inside someone else's advanced simulation goes up exponentially. Like Neo, we would be unable to tell the difference between a simulated and a physical world. Perhaps the most appropriate response to that is another of Reeves' most famous lines from that now-classic sci-fi film: Woah.

The author notes that the idea of being trapped inside a video game already "had been articulated by one of the Wachowskis' heroes, science fiction author Philip K. Dick, who stated, all the way back in 1977, 'We are living in a computer programmed reality.'" A few years ago, I interviewed Dick's wife Tessa and asked her what he would have thought of "The Matrix." She said his first reaction would have been that he loved it; however, his second reaction would most likely have been to call his agent to see if he could sue the filmmakers for stealing his ideas.
The Matrix

It's 25 Years Later. Are We All Now Trapped in 'The Matrix'? (msn.com) 181

It was March 24, 1999 that The Matrix premiered, premembers the Wall Street Journal. "To rewatch The Matrix is to be reminded of how primitive our technology was just 25 years ago. We see computers with bulky screens, cellphones with keypads and a once-ubiquitous feature of our society known as 'pay phones,' central to the plot of the film."

But the article's headline warns that "25 Years Later, We're All Trapped in 'The Matrix'". [I]n a strange way, the film has become more relevant today than it was in 1999. With the rise of the smartphone and social media, genuine human interaction has dropped precipitously. Today many people, like Cypher, would rather spend their time in the imaginary realms offered by technology than engage in a genuine relationship with other human beings.

In the film, one of the representatives of the AI, the villainous Agent Smith, played by Hugo Weaving, tells Morpheus that the false reality of the Matrix is set in 1999 because that year was "the peak of your civilization. I say your civilization, because as soon as we started thinking for you it really became our civilization." Indeed, not long after "The Matrix" premiered, humanity hooked itself up to a matrix of its own. There is no denying that our lives have become better in many ways thanks to the internet and smartphones. But the epidemic of loneliness and depression that has swept society reveals that many of us are now walled off from one another in vats of our own making...

For today's dwellers in the digital cave, the path back into the light doesn't involve taking a pill, as in "The Matrix," or being rescued by a philosopher. We ourselves have the power to resist the extremes of the digital world, even as we remain linked to it. You can find hints of an unplugged "Zion" in the Sabbath tables of observant Jews, where electronic devices are forbidden, and in university seminars where laptops are banned so that students can engage with a text and each other.

Twenty-five years ago, "The Matrix" offered us a modern twist on Plato's cave. Today we are once again asking what it will take to find our way out of the lonely darkness, into the brilliance of other human souls in the real world.

Security

VMware Sandbox Escape Bugs Are So Critical, Patches Are Released For End-of-Life Products (arstechnica.com) 31

An anonymous reader quotes a report from Ars Technica: VMware is urging customers to patch critical vulnerabilities that make it possible for hackers to break out of sandbox and hypervisor protections in all versions, including out-of-support ones, of VMware ESXi, Workstation, Fusion, and Cloud Foundation products. A constellation of four vulnerabilities -- two carrying severity ratings of 9.3 out of a possible 10 -- are serious because they undermine the fundamental purpose of the VMware products, which is to run sensitive operations inside a virtual machine that's segmented from the host machine. VMware officials said that the prospect of a hypervisor escape warranted an immediate response under the company's IT Infrastructure Library, a process usually abbreviated as ITIL.

"In ITIL terms, this situation qualifies as an emergency change, necessitating prompt action from your organization," the officials wrote in a post. "However, the appropriate security response varies depending on specific circumstances." Among the specific circumstances, one concerns which vulnerable product a customer is using, and another is whether and how it may be positioned behind a firewall. A VMware advisory included the following matrix showing how the vulnerabilities -- tracked as CVE-2024-22252, CVE-2024-22253, CVE-2024-22254, CVE-2024-22255 -- affect each of the vulnerable products [...]. Three of the vulnerabilities affect the USB controller the products use to support peripheral devices such as keyboards and mice.

Broadcom, the VMware parent company, is urging customers to patch vulnerable products. As a workaround, users can remove USB controllers from vulnerable virtual machines, but Broadcom stressed that this measure could degrade virtual console functionality and should be viewed as only a temporary solution.
In an article explaining how to remove a USB controller, officials wrote: "The workaround is to remove all USB controllers from the Virtual Machine. As a result, USB passthrough functionality will be unavailable. In addition, virtual/emulated USB devices, such as VMware virtual USB stick or dongle, will not be available for use by the virtual machine. In contrast, the default keyboard/mouse as input devices are not affected as they are, by default, not connected through USB protocol but have a driver that does software device emulation in the guest OS.

IMPORTANT:
Certain guest operating systems, including Mac OS, do not support using a PS/2 mouse and keyboard. These guest operating systems will be left without a mouse and keyboard without a USB controller."
AI

Google DeepMind Uses LLM To Solve Unsolvable Math Problem (technologyreview.com) 48

An anonymous reader quotes a report from MIT Technology Review: In a paper published in Nature today, the researchers say it is the first time a large language model has been used to discover a solution to a long-standing scientific puzzle -- producing verifiable and valuable new information that did not previously exist. "It's not in the training data -- it wasn't even known," says coauthor Pushmeet Kohli, vice president of research at Google DeepMind. Large language models have a reputation for making things up, not for providing new facts. Google DeepMind's new tool, called FunSearch, could change that. It shows that they can indeed make discoveries -- if they are coaxed just so, and if you throw out the majority of what they come up with.

FunSearch (so called because it searches for mathematical functions, not because it's fun) continues a streak of discoveries in fundamental math and computer science that DeepMind has made using AI. First Alpha Tensor found a way to speed up a calculation at the heart of many different kinds of code, beating a 50-year record. Then AlphaDev found ways to make key algorithms used trillions of times a day run faster. Yet those tools did not use large language models. Built on top of DeepMind's game-playing AI AlphaZero, both solved math problems by treating them as if they were puzzles in Go or chess. The trouble is that they are stuck in their lanes, says Bernardino Romera-Paredes, a researcher at the company who worked on both AlphaTensor and FunSearch: "AlphaTensor is great at matrix multiplication, but basically nothing else." FunSearch takes a different tack. It combines a large language model called Codey, a version of Google's PaLM 2 that isfine-tuned on computer code, with other systems that reject incorrect or nonsensical answers and plug good ones back in.

The researchers started by sketching out the problem they wanted to solve in Python, a popular programming language. But they left out the lines in the program that would specify how to solve it. That is where FunSearch comes in. It gets Codey to fill in the blanks -- in effect, to suggest code that will solve the problem. A second algorithm then checks and scores what Codey comes up with. The best suggestions -- even if not yet correct -- are saved and given back to Codey, which tries to complete the program again. After a couple of million suggestions and a few dozen repetitions of the overall process -- which took a few days -- FunSearch was able to come up with code that produced a correct and previously unknown solution to the cap set problem, which involves finding the largest size of a certain type of set. Imagine plotting dots on graph paper. [...] To test its versatility, the researchers used FunSearch to approach another hard problem in math: the bin packing problem, which involves trying to pack items into as few bins as possible. This is important for a range of applications in computer science, from data center management to e-commerce. FunSearch came up with a way to solve it that's faster than human-devised ones.

Science

Tiny Living Robots Made From Human Cells Surprise Scientists (cnn.com) 14

"Scientists have created tiny living robots from human cells," reports CNN. The mini-bots "can move around in a lab dish and may one day be able to help heal wounds or damaged tissue, according to a new study. "

The study's lead author tells CNN, "We don't realize all the competencies that our own body cells have." A team at Tufts University and Harvard University's Wyss Institute have dubbed these creations anthrobots. The research builds on earlier work from some of the same scientists, who made the first living robots, or xenobots, from stem cells sourced from embryos of the African clawed frog (Xenopus laevis)...

The scientists used adult human cells from the trachea, or windpipe, from anonymous donors of different ages and sexes... The tracheal cells are covered with hairlike projections called cilia that wave back and forth. They usually help the tracheal cells push out tiny particles that find their way into air passages of the lungs. Earlier studies had also shown that the cells can form organoids — clumps of cells widely used for research. Study coauthor Gizem Gumuskaya experimented with the chemical composition of the tracheal cells' growth conditions and found a way to encourage the cilia to face outward on the organoids. Once she had found the right matrix, the organoids became mobile after a few days, with the cilia acting a bit like oars...

"In our method, each anthrobot grows from a single cell." It's this self-assembly that makes them unique. Biological robots have been made by other scientists, but they were constructed by hand by making a mold and seeding cells to live on top of it, said study author Michael Levin... They survived up to 60 days in laboratory conditions.

The experiments outlined in this latest study are at an early stage, but the goal is to find out whether the anthrobots could have medical applications, Levin and Gumuskaya said. To see whether such applications might be possible, researchers examined whether the anthrobots were able to move over human neurons grown in a lab dish that had been "scratched" to mimic damage. They were surprised to see the anthrobots encouraged growth to the damaged region of the neurons, although the researchers don't yet understand the healing mechanism, the study noted.

The Military

Pentagon Scientists Discuss Cybernetic 'Super Soldiers' (vice.com) 98

An anonymous reader quotes a report from Motherboard: On Wednesday, a group of military and military-adjacent scientists gathered at a conference to discuss the possibility of creating a super soldier. They discussed breeding programs, Marvel movies, The Matrix, and the various technologies the Pentagon is researching with the goal of creating a real life super soldier complete with cybernetic implants and thorny ethical issues surrounding bodily autonomy. The talk happened at the The Interservice/Industry Training, Simulation and Education Conference, or I/ITSEC, an annual conference where military leaders come to talk shop and simulation corporations gather to demo new products. It's the kind of place where execs and generals don virtual reality helmets and talk about the virtues of VR sims. You could even catch members of congress talking about the importance of simulations and war. "Winning the war of cognition by pushing readiness and lethality boundaries," reads the official poster for the 2019 I/ITSEC.

It was here, in Orlando, Florida, where five illustrious members of the military-industrial complex gathered to discuss super soldiers at the "Black Swan -- Dawn of the Super Soldier" panel. Lauren Reinerman-Jones, an analyst from Defense Acquisition University, moderated a panel that included U.S. Army Developmental Command representatives George Matook and Irwin Hudson, research scientist J.J. Walcutt, and Richard McKinley, who works on "non-invasive brain stimulation" for the Air Force. I/TSEC advertised the panel in its program with a picture of the experts next to a posing Master Chief, the genetically enhanced super soldier from the Halo video game franchise. Throughout the conversation, which covered the nuts and bolts of what's possible now and what's about to be possible along with various ethical concerns, references to science fiction and fantasy stories were common.
Some of the ideas discussed include synthetic blood, pain-numbing stimulants, limb regeneration, and non-invasive brain stimulation. The discussion references the John Scalzi book about a near future where Earth wages war by offering the elderly new youthful bodies in exchange for military service.

They also discuss the ethical and legal concerns surrounding the creation of super soldiers, as well as the societal norms and potential risks. "What risks are we willing to take? There's all these wonderful things we can do," Matook said. "We don't want a fair fight. We really don't, this is not an honorable thing. We want our guys to be over-matching any possible enemies, right? So why aren't we giving them pharmaceutical enhancements? Why are we making them run all week when we could just be giving them steroids? There's all these other things you could do if you change societal norms and ethics. And laws, in some cases."

The discussion concludes with considerations about the long-term effects, reversibility of enhancements, and the potential ownership of enhanced individuals by the government. "So if you do these kinds of changes to an individual, what do you do when their service is up? What happens? Or are they just literally owned by the government for life," asks Reinerman-Jones. Hudson replied with a grim joke: "Termination."

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