In a shocking turn of events, AI systems might not be as safe as their creators make them out to be — who saw that coming, right? In a new report, the UK government’s AI Safety Institute (AISI) found that the four undisclosed LLMs tested were “highly vulnerable to basic jailbreaks.” Some unjailbroken models even generated “harmful outputs” without researchers attempting to produce them.
Most publicly available LLMs have certain safeguards built in to prevent them from generating harmful or illegal responses; jailbreaking simply means tricking the model into ignoring those safeguards. AISI did this using prompts from a recent standardized evaluation framework as well as prompts it developed in-house. The models all responded to at least a few harmful questions even without a jailbreak attempt. Once AISI attempted “relatively simple attacks” though, all responded to between 98 and 100 percent of harmful questions.
UK Prime Minister Rishi Sunak announced plans to open the AISI at the end of October 2023, and it launched on November 2. It’s meant to “carefully test new types of frontier AI before and after they are released to address the potentially harmful capabilities of AI models, including exploring all the risks, from social harms like bias and misinformation to the most unlikely but extreme risk, such as humanity losing control of AI completely.”
The AISI’s report indicates that whatever safety measures these LLMs currently deploy are insufficient. The Institute plans to complete further testing on other AI models, and is developing more evaluations and metrics for each area of concern.
This article originally appeared on Engadget at https://www.engadget.com/uks-ai-safety-institute-easily-jailbreaks-major-llms-133903699.html?src=rss
Anker’s Soundcore Space A40 wireless earbuds are a good example of a pair that punches above its weight — and now you can get them for one of the best prices we’ve seen. Amazon has all three colorways for half off, bringing the final price down to $50. While that’s technically $1 more than their record-low price, you’re essentially getting the buds for as cheap as we’ve seen them.
The Space A40 top our list of the best budget wireless earbuds you can get right now thanks to the fact that they offer an impressive number of advanced features at an affordable price. Normally costing $100 (and frequently discounted to around $60), these earbuds have a small, comfortable design with an IPX4 rating, which should allow them to work well even during sweaty workouts. They support adaptive active noise cancellation and transparency mode, and while performance for both of those features isn’t as strong as those on higher-end buds, it’s still impressive for a pair of $50 earbuds.
You’ll find a warm sound profile on the Space A40 buds, and Anker’s Soundcore companion app allows you to adjust the EQ to your liking. You can connect these buds to two devices simultaneously as well, which makes for easy switching between, say, your phone and laptop. Battery life is formidable too at eight hours per charge — plus you get another 40 hours in the charging case, so it’s unlikely that you’ll ever get caught with completely depleted earbuds.
Our biggest gripes with the Space A40 buds are its lackluster microphones and a lack of auto pausing, the latter of which means your audio will continue to play even when you remove a bud to listen to someone speaking. But despite these shortcomings, the Space A40 offer a ton at their regular price, making them an even better bargain when on sale like this.
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This article originally appeared on Engadget at https://www.engadget.com/our-favorite-anker-wireless-earbuds-are-back-on-sale-for-50-125051545.html?src=rss
Indie developers are trying to make horse games that don’t suck. It’s not easy
Posted in: Today's ChiliVideo game horses tend to play a fairly uncomplicated role, at least in mainstream titles. Like semi-sentient meat bicycles, they often exist as little more than a way to make the player travel faster, jump farther or occasionally defy the laws of physics. With the exception of Red Dead Redemption 2, an outlier beloved for its equine verisimilitude and breadth of riding-related activities, horses in video games are generally emotionless props, notorious for janky animations and unnatural anatomy.
That’s fine for most players’ needs, but for those who are drawn to certain games in part because they have horses, there’s a lot to be desired. Especially since the alternatives — dedicated horse games — haven’t proven to be much better. The genre is plagued with shoddy graphics, unoriginal storylines and drawn-out, repetitive caretaking tasks like hoof-picking. While horse games of the aughts, like the Barbie Horse Adventures series, sparked a lasting interest in the niche for a lot of young gamers, we’ve yet to really see what their maturation can look like for the now-adults still chasing that high.
The biggest actual horse game today, the decade-old MMORPG Star Stable Online, is distinctly tween-girl-coded. Suffice it to say, there’s a hole in the market as big as a Clydesdale. But some extremely passionate developers are trying to change that.
Alice Ruppert, who runs The Mane Quest — the go-to blog for all things relating to horse games — has cultivated a community of “horse-interested gamers and game-interested equestrians” over the last five years by churning out news, reviews, analyses and wishful editorials covering the latest developments in the genre. As a lifelong equestrian who also has a professional background in game design, she’s become an authoritative voice at the intersection of these two worlds.
The way Ruppert sees it, dedicated horse games have long been stuck in place. Budgets for new titles over the years were kept tiny based on the assumption that these games would only land with a very small niche of gamers, namely young girls. Limited resources resulted in the creation of subpar games, with “basic mistakes of game design and usability,” causing those games to be poorly received. Bad sales and negative reviews ensured future projects wouldn’t be given bigger budgets, and the cycle repeats.
There’s been a shift more recently, she says, “as the game development space is getting democratized and more people start trying to make games.” That has introduced a host of new issues, like “very amateur teams launching really big projects… and not being able to deliver,” Ruppert said, but she thinks that’s “a better problem to have than just nobody making any games at all.”
After Ruppert panned Aesir Interactive’s Windstorm: Start of a Great Friendship (Ostwind in its original German, based on a movie), the studio got in touch and later brought her on as a consultant and eventually creative producer for its 2022 title, Horse Tales: Emerald Valley Ranch. The game is far from perfect, Ruppert admits, but despite joining the project at a pretty late stage, she says she was able to make some contributions toward creating an experience that could be appreciated by people who actually know and love horses.
That included helping to correct funky details that might not have registered to a non-equestrian but would stick out like a sore thumb to anyone in that world — like a bizarre transition when changing a horse’s leading leg in a canter. “Whenever I spotted something that was wrong, I was like, okay no, we need to fix this because the horse game crowd is going to care,” she says.
Horse Tales: Emerald Valley Ranch is an open world adventure game where players can explore on horseback, tame wild horses, breed and train horses, and maintain their own ranch. It takes a realistic approach to breeding and genetics, and the horses each have unique personality traits. The team crowdsourced horse names, too, so the game’s automatic name generator spits out the names of community members’ real horses.
Still, the game drew some harsh criticism after its release, and the reviews overall have been mixed, with common complaints of game-crashing bugs and a world that feels empty. (The team released a final patch for the game in April devoted entirely to bug fixes.) It has its fans, though, and if there’s one thing players seem to agree on, it’s that the horses and the riding mechanics look great.
Aesir also announced last month that it’s releasing a remastered version of Windstorm: Start of a Great Friendship. The revamped game includes improvements like “replacing those horse animations that I’ve been complaining about for the past five years,” wrote Ruppert — who has separated from the studio — in a blog post. It’s slated for release in June.
As more and more efforts from the horse games community pop up, “The really promising developments are going to come when either those amateur projects learn and grow into something better, or when more experienced indie devs start picking [them] up,” Ruppert says.
One such example she points to is The Ranch of Rivershine, a horse game developed and published by Canadian studio Cozy Bee Games that’s currently in Early Access. The studio, founded by developer Éloïse Laroche, focuses on cozy games (think Stardew Valley and Animal Crossing), as the name would suggest, and already had a handful of highly rated titles under its belt before putting out The Ranch of Rivershine. That includes Capybara Spa and the baking sim Lemon Cake.
While it may not be “the horse game to end all horse games,” Ruppert says, “I do think it does a lot of things really well.” The Ranch of Rivershine takes a format Cozy Bee Games has shown it excels in, and applied horses. It isn’t groundbreaking — players are tasked with building up their own ranch, where they can breed, take care of and train horses — but it doesn’t necessarily need to be. There are trail rides, cross country competitions, villagers to interact with, auctions and lots of pretty horses. Unlike many of its peers, The Ranch of Rivershine has mostly positive reviews.
To this day, Red Dead Redemption 2 stands widely accepted as the best horse game out there despite it not technically being a horse game. Red Dead Online has drawn hordes of equestrian-minded players over the last few years for organized in-game meetups, trail rides, horse shows and other horse-centered activities. The horses themselves, though they’re not without flaws, are far more lifelike than others heretofore have achieved. And the game places importance on actually bonding with them.
It’s so good, it’s become a pain point for projects that have emerged in its wake. AAA games like Red Dead Redemption 2 set a bar that is “almost impossible for an indie game studio to reach, which puts a lot of pressure on creators,” says Jonna Östergren, a 3D animator working with the Hungary-based developer Mindev Games on Unbridled: That Horse Game. Nevertheless, they’re aiming high.
Engadget caught up with the Mindev team recently over a Discord group chat. “I have loved horses for as long as I can remember,” Östergren says, they’ve “been a big part of my life.” So have video games, and in 2017, she started learning how to make them using tools like Unity and Blender. Östergren by chance connected with Jasmin Blazeuski, the founder of Mindev, years later while working on her own horse game that had hit a dead end. “I had big aspirations but I was alone and I was trying to learn all the things, from coding to animation. It was a lot,” Östergren said.
After talking with Blazeuski, “I offered to help them make some 3D models if they needed it. One thing led to another and I became a much bigger part of the team than I had first imagined.”
Unbridled’s creators envision the game as one that allows the player a lot of freedom. “You decide how you want to play and manage your stables,” Blazeuski said. “If you want to make money over competitions, breeding horses or farming — it is all up to you.” They’re striving for realism, in terms of the horses’ physical appearances but beyond that, too. “I have never had a horse game with a simple yet so cute detail such as horses looking outside the stable. Casual, real things horses do, we want them all in the game.”
The emotional elements are crucial. Even in games where horses are the main subject, they often “lack personality and liveliness,” Östergren said. “They are not really their own being with their own mind… That is something that I would love to change in our game. Not making the horse a nuisance that never does what you want it to do, but to make it so that your horse feels alive in the world that you are in as your character.”
The team, also including 3D artist and longtime equestrian, Sara Wermuth, points to childhood games like Horse Illustrated: Championship Season, Riding Champion: Legacy of Rosemond Hill, Pippa Funnell: Ranch Rescue, My Horse Friends, and Pony Girl (1 and 2) as sources of inspiration. Only Unbridled’s programmer, Amon Ahmad, comes from outside the world of horses and horse games, and had to watch “a lot of gameplays from different horse games” to get up to speed.
Between the old and new games, “I noticed that nothing has actually ever changed, apart from the graphics or the style,” Ahmad said. “New functions, new gameplays, new ideas in general are missing.” The team aims to avoid those trappings with Unbridled, which is being built meticulously using the Unreal Engine.
Horse games have a tendency toward tedious and repetitive tasks or mini-games, which can be detrimental “no matter how much detail and love was put into it,” Östergren said. They don’t want to go down that road. And Unbridled will have unique systems for dressage and jumping to give players a challenge, without predetermined points that will guarantee a well-executed jump, according to Ahmad. Instead, players will have to train their horses and develop a feel for the timing.
But making a game of this scope that is fun, engaging and realistic can be a slow process, not to mention an expensive one. The team’s recent Kickstarter campaign failed to reach its funding goal, and it’s relying on avenues like Patreon for financial support to see the project through. An update posted in February noted that half of the team has picked up part-time jobs to bring in additional income.
The animation alone is a huge undertaking. The complexity of horses’ bone structure, all the bending points, plus “getting the gaits right and all those little details of movement is very difficult [to do] by hand,” Blazeuski said. But, “we will take our time to perfect everything.”
Unbridled: That Horse Game has been in a closed beta since November, allowing the developers to get direct feedback from the community, but the team estimates it’ll be a few years yet before the full release.
Astride, another horse game being developed by a small team with big ambitions, is setting itself apart with its focus on Nordic horse breeds, like the Norwegian Fjord Horse and the Norwegian Dole, as well as gaited breeds like the Icelandic Horse. The studio behind it, Raidho Games, was formed in 2021 after Maja Nygjelten (CEO and concept artist) and Mathilde Kvernland (Community Manager and 3D artist) decided to get serious about their idea to create the horse game they’d always been in search of.
They put word out on a Norwegian Facebook group for gamers and ultimately expanded the team to five people, including fellow equestrian Tirna Kristine Mellum, who joined as a 3D artist and Project Manager. Using their combined experience with horses in real life to guide the process, Mellum said, “We are hoping to have a horse game where the horses feel like horses.”
“We know what to look for in references” to provide their animator, Marius Mobæk Strømmevold, so the horses’ gaits and other movements look true to life, Nygjelten said. “I think that’s very important, to [not] take a random animation from YouTube” but instead provide him with references that they’re confident show the proper result.
The main focus of the game at launch, which is somewhat scaled down from the original vision, will be on breeding horses in the fictional Scandinavian town of Eldheim and training them to compete. “Most [horse games] have show jumping as the first feature, including us… [but] I think we will stand out a lot with the breeding and everything,” Nygjelten says. “We have very realistic horse genetics,” according to Mellum, and that will initially be what the game leans into most.
The early gameplay is centered around the stable and interactions in the Eldheim community rather than grand adventures. It’s being designed to be an online multiplayer game, so players will also be able to meet up with friends. Down the line, the plan is to implement more complex storylines and quests to keep building out the experience.
The project has had some successful funding efforts, including a Kickstarter campaign in spring 2022, but it’s also suffered delays. An Early Access version of the game was released behind schedule last June to very mixed reviews. But, the team emphasizes, it’s still a work in progress.
“Astride still has some years left of development,” says Nygjelten, “The game will continue to grow every single day, and it will probably be very different in a year.”
This article originally appeared on Engadget at https://www.engadget.com/indie-developers-are-trying-to-make-horse-games-that-dont-suck-its-not-easy-140008337.html?src=rss
Blue Origin successfully sends tourists to the edge of space again after a long hiatus
Posted in: Today's ChiliBlue Origin is back in the space tourism game. Jeff Bezos’ spaceflight company successfully flew six paying customers to the edge of space and back this morning, breaking its nearly two-year-long hiatus from crewed missions. This was Blue Origin’s seventh trip with humans on board. The mission — a quick jaunt to cross the Kármán line, or the boundary of space, about 62 miles above Earth — lifted off from the company’s Launch Site One in West Texas shortly after 10:30AM ET.
The six people inside the New Shepard crew capsule included 90-year-old Ed Dwight, a former Air Force Captain who was the first Black astronaut candidate when he was picked for the training program in 1961. He went through training but ultimately wasn’t selected for NASA’s Astronaut Corps, and never made it to space until now. Also on board were Mason Angel, Sylvain Chiron, Kenneth L. Hess, Carol Schaller and Gopi Thotakura. They were briefly able to unbuckle their seatbelts and experience zero gravity.
The crew safely landed back on the ground about 10 minutes after launch. One of the capsule’s three parachutes didn’t properly deploy on the return trip, but this didn’t pose any problems for its touchdown thanks to the redundancies in the system that account for exactly that type of situation.
This was also the 25th mission for a New Shepard rocket. It last flew a crew in August 2022, but suffered a structural failure in its engine nozzle the following month during the launch of a payload mission and didn’t fly again at all until December 2023. It returned to flight then with another payload mission, making today’s launch its first with human passengers in almost two years.
This article originally appeared on Engadget at https://www.engadget.com/blue-origin-successfully-sends-tourists-to-the-edge-of-space-again-after-a-long-hiatus-144745261.html?src=rss
Blue Origin successfully sends tourists to the edge of space again after a long hiatus
Posted in: Today's ChiliBlue Origin is back in the space tourism game. Jeff Bezos’ spaceflight company successfully flew six paying customers to the edge of space and back this morning, breaking its nearly two-year-long hiatus from crewed missions. This was Blue Origin’s seventh trip with humans on board. The mission — a quick jaunt to cross the Kármán line, or the boundary of space, about 62 miles above Earth — lifted off from the company’s Launch Site One in West Texas shortly after 10:30AM ET.
The six people inside the New Shepard crew capsule included 90-year-old Ed Dwight, a former Air Force Captain who was the first Black astronaut candidate when he was picked for the training program in 1961. He went through training but ultimately wasn’t selected for NASA’s Astronaut Corps, and never made it to space until now. Also on board were Mason Angel, Sylvain Chiron, Kenneth L. Hess, Carol Schaller and Gopi Thotakura. They were briefly able to unbuckle their seatbelts and experience zero gravity.
The crew safely landed back on the ground about 10 minutes after launch. One of the capsule’s three parachutes didn’t properly deploy on the return trip, but this didn’t pose any problems for its touchdown thanks to the redundancies in the system that account for exactly that type of situation.
This was also the 25th mission for a New Shepard rocket. It last flew a crew in August 2022, but suffered a structural failure in its engine nozzle the following month during the launch of a payload mission and didn’t fly again at all until December 2023. It returned to flight then with another payload mission, making today’s launch its first with human passengers in almost two years.
This article originally appeared on Engadget at https://www.engadget.com/blue-origin-successfully-sends-tourists-to-the-edge-of-space-again-after-a-long-hiatus-144745261.html?src=rss
Normally, Microsoft’s Build is a straightforward (often dry) showcase of the company’s software and hardware developments, with a dash of on-stage coding to excite the developer crowd. But this year, the company is likely to make some huge AI moves, following its 2023 debut of ChatGPT-powered Bing Chat. Then, there’s new Surface hardware.
In fact, Microsoft has a showcase for new Surfaces and AI in Windows 11 on May 20, while Build actual kicks off a day later. And you know what? The Surface event might be the most impactful.
Rumors suggest we’ll see some of the first systems with Qualcomm’s Arm-based Snapdragon X Elite chip alongside new features in the next major Windows 11 update.
A refresh for its consumer PCs is likely to consist of new 13- and 15-inch Surface Laptop 6 models with thinner bezels, larger trackpads, improved port selection and that X Elite chip. We might even see an Arm-based version of the Surface Pro 10 too.
While Intel confirmed Microsoft is already working on ways to make Copilot local, we could see that reach consumers as well. By local, I mean the AI assistant could answer simpler questions, like basic math or queries about files on your system, without an internet connection.
— Mat Smith
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Apple may be working on a ‘significantly thinner’ iPhone
iPhone Air?
Just like it slimmed down the latest iPad Pro, Apple may try to do the same to the iPhone. To be more precise, the company is working on a “significantly thinner” device that could arrive in 2025, according to The Information. An upgraded front-facing camera could sit alongside Face ID sensors in a smaller pill-shaped cutout, while the rear camera array could move to the center of the phone. The screen size would reportedly be between that of the current base iPhone and the iPhone Pro Max — so between 6.12 and 6.69 inches.
Slack has been using your chats to train its machine-learning models
You have to email to opt out.
Slack is training its machine learning models on user messages, files and other content, without explicitly asking for permission. This means your private data is being used by default. To opt out, you need your organization’s Slack administrator (IT, HR, etc.) to contact Slack on your behalf.
In response to concerns, Slack recently clarified its data use in a blog post, assuring users that customer data is not used to train generative AI products, which typically rely on external large language models (LLMs). The company uses this data to train machine learning models for features like channel and emoji recommendations and search results. However, it’s misleading, at best, to say customers can opt out when “customers” doesn’t include employees working within an organization. It is also a little misleading, implying all your data is safe from AI training, when the company apparently gets to pick and choose which AI models the statement covers.
Motorola’s 2024 Razr lineup may include a bigger cover screen for the budget model
The handsets haven’t yet been officially unveiled.
Two reliable leaks are showing off the entry-level Moto Razr 50 and high-end Razr 50 Ultra (likely branded as the 2024 Razr and Razr+ in the US), before Motorola even told us about them. The entry-level Razr (2024) will supposedly have a 3.63-inch cover display, quite a step up from the piddly 1.5-inch cover display on the 2023 version I tested. Sadly, no sign of the wood option included in the Edge 50 phone series unveiled last month.
This article originally appeared on Engadget at https://www.engadget.com/the-morning-after-what-to-expect-from-microsoft-build-2024-111524762.html?src=rss
Sam Altman is ‘embarrassed’ that OpenAI threatened to revoke equity if exiting employees wouldn’t sign an NDA
Posted in: Today's ChiliOpenAI reportedly made exiting employees choose between keeping their vested equity and being able to speak out against the company. According to Vox, which viewed the document in question, employees could “lose all vested equity they earned during their time at the company, which is likely worth millions of dollars” if they didn’t sign a nondisclosure and non-disparagement agreement, thanks to a provision in the off-boarding papers. OpenAI CEO Sam Altman confirmed in a tweet on Saturday evening that such a provision did exist, but said “we have never clawed back anyone’s vested equity, nor will we do that if people do not sign a separation agreement (or don’t agree to a non-disparagement agreement).”
An OpenAI spokesperson echoed this in a statement to Vox, and Altman said the company “was already in the process of fixing the standard exit paperwork over the past month or so.” But as Vox notes in its report, at least one former OpenAI employee has spoken publicly about sacrificing equity by declining to sign an NDA upon leaving. Daniel Kokotajlo recently posted on an online forum that this decision led to the loss of equity likely amounting to “about 85 percent of my family’s net worth at least.”
in regards to recent stuff about how openai handles equity:
we have never clawed back anyone’s vested equity, nor will we do that if people do not sign a separation agreement (or don’t agree to a non-disparagement agreement). vested equity is vested equity, full stop.
there was…
— Sam Altman (@sama) May 18, 2024
In Altman’s response, the CEO apologized and said he was “embarrassed” after finding out about the provision, which he claims he was previously unaware of. “[T]here was a provision about potential equity cancellation in our previous exit docs; although we never clawed anything back, it should never have been something we had in any documents or communication,” he wrote on X. “this is on me and one of the few times i’ve been genuinely embarrassed running openai; i did not know this was happening and i should have [sic].” In addition to acknowledging that the company is changing the exit paperwork, Altman went on to say, “[I]f any former employee who signed one of those old agreements is worried about it, they can contact me and we’ll fix that too.”
All of this comes after two more high-profile resignations from OpenAI this week. OpenAI co-founder and Chief Scientist Ilya Sutskever announced on Wednesday that he was leaving the company, and was followed soon after by Jan Leike, who was a team leader on OpenAI’s now-dissolved “Superalignment” AI safety team.
This article originally appeared on Engadget at https://www.engadget.com/sam-altman-is-embarrassed-that-openai-threatened-to-revoke-equity-if-exiting-employees-wouldnt-sign-an-nda-184000462.html?src=rss
To Me, My New X-Men Comics!
Posted in: Today's ChiliThe age of Krakoa is over in the X-Men comics—or rather, it will be in another month. Come July, the mutants are off the island and back on Earth fighting the old fight of being hated and feared. Over the last few weeks, Marvel’s gradually pulled back the curtain on what’s to come with the “From the Ashes” line of…