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Cake day: 2023年8月3日

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  • LLM is a form of AI, specifically the text AIs like ChatGPT that have suddenly made “AI” a dinner table term. AI in some form or another is almost definitely being used in your device - even for things like filling in gaps in low-quality voice calls, and probably has been for a while. But the problem is that unlike those “old” AIs, LLMs require some significant power to run, so running them on phones will probably require meaningful trade-offs. But the increased security is also a meaningful benefit.














  • Nobody here is arguing from direct information, just implications of vague statements. Here’s where they spell it out in more detail:

    https://forum.unity.com/threads/unity-plan-pricing-and-packaging-updates.1482750/

    Q: How are you going to collect installs? A: We leverage our own proprietary data model. We believe it gives an accurate determination of the number of times the runtime is distributed for a given project.

    Q: If a user reinstalls/redownloads a game, will that count as multiple installs? A: We are not going to charge a fee for reinstalls. The spirit of this program is and has always been to charge for the first install and we have no desire to charge for the same person doing ongoing installs. (Updated, Sep 14)

    Note the update there. They completely walked back their previous answer:

    Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs? A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data.

    Which has lead to a lot of confusion. It seems like their “proprietary data model” is focused on another point, which is preventing install spamming. Or maybe it’s also about reinstalls, even though they “don’t receive end-player information” so that was impossible a few days ago.


  • Is everyone running their own open source project?

    Essentially, I suppose. I put most of my personal projects on GitHub because a) I believe in the open-source philosophy generally and b) sometimes they are helpful to others! For example, because I put SmilApple on GitHub, someone was able to adapt it to make this. And besides, it’s a great way to distribute programs that you want other people to use, like my current project Chokistream, or when I made a fan-translation of a game. None of these are “serious” projects like a new framework or something, and all of them have very limited audiences, but if I’m coding them, I might as well publish them where someone else might be able to benefit from them. I also don’t feel like they’re important for my career, but they’re important for their own sake and I would care if I lost them.


  • Also, this case does not make AI works uncopyrightable - only those that have no human input.

    This is really important. The particular case tried a very difficult argument, that works created by machine have copyright regardless of human input, which no serious copyright experts thought would work because it’s been pretty comprehensively litigated that human creativity is required

    They also tried to argue the much more plausible theory that the prompt had creativity, and that the copyright flows down from the prompt to the AI-generated work, but the type of suit they brought didn’t permit that argument. That theory still needs to be litigated, and while I would be a bit surprised to see it work, it’s entirely possible it will. So I’m not ready to say all AI-generated work is PD just yet.

    Of course, regardless of if what comes out of the AI is PD, you can make enough modifications to a PD work and create something you can copyright. Many people are doing enough “touch-ups” to AI art that the final product is potentially copyrightable. Amusingly, the better the generator, the less the human has to do here, and the weaker the protection becomes.