Programmer on Starfox, 1080 Snowboarding and Super Mario 64. Believer of western values, rigorous scientifc questioning and dog rights. 🐕 🇬🇧🇯🇵

Kyoto, Japan
Joined November 2006
I still need to ask humans which questions I should ask.
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P=NP next? 🫣
Many of you don't understand how serious this is, so let me break it down. In computer science there is a famous kind of puzzle called 3-SAT. You are given a long list of yes-or-no switches and a set of rules about how they must be arranged, and you have to find a combination that satisfies every rule. The obvious way to solve it is to try every combination, but each new switch doubles the number of possibilities, so a puzzle with a few hundred switches would take longer than the age of the universe to brute force. For decades, the smartest people in the field found clever tricks that made this a little faster, but every trick still hit the same wall: the time required kept exploding as the puzzle grew. About 25 years ago, two computer scientists, Russell Impagliazzo and Ramamohan Paturi, working with Francis Zane, turned that wall into a formal idea. They proposed the Exponential Time Hypothesis, which says this explosion is not a failure of human cleverness but a law of nature. No algorithm, however brilliant, will ever solve 3-SAT without the time blowing up exponentially. Nobody could prove it, but almost everyone believed it, and it became one of the foundations of modern computer science. Researchers used it as a measuring stick. If you could show that solving some other problem quickly would also crack 3-SAT quickly, you had shown that problem was hopelessly hard too. Hundreds of papers, across scheduling, graphs, logic and much more, rest on this one assumption. Now an internal AI model at OpenAI claims to have broken it. It says it found an algorithm that solves these puzzles meaningfully faster than the hypothesis allows, and it has checked the proof in a computer verification system called Lean. And here is the remarkable part: the very people who proposed the hypothesis, Impagliazzo and Paturi, along with MIT's Ryan Williams, are now leading the public review of whether a machine has disproved their own idea. So what happens next? If the disproof holds, a large part of theoretical computer science has to be revisited. Every result that said "this problem cannot be solved faster, assuming ETH" loses its foundation, and researchers will have to work out which of those walls were real and which were simply where we stopped looking. It does not mean everything becomes easy. The new algorithm is still slow in absolute terms and this is not the famous P versus NP problem being solved. But it means our map of what is possible was wrong in a place we were very confident about, and it was an AI that redrew it. If the disproof fails, the hypothesis survives and the field breathes out, but we will still have watched an AI produce serious, checkable work on one of the deepest questions in the discipline, closely enough that the founders of the idea had to take it seriously. Either way, something has shifted.
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Giles Goddard retweeted
I'm not sure a lot of people understand what game coders actually do. We're not spending 9 hours a day finely hand crafting artisan software and expressing our inner dreams... 90% of the time we are fighting compilers and existing architecture, having to work out how undocumented code works, and tracking down obscure bugs and behavioural issues. Most of game programming is just difficult, tedious, laborious grunt work, and the cognitive load we have to endure to get anything done is tiring and frustrating. No game coder is doing it for this 90% of the job. We make games because the 10% that IS actually about making things fun and expressing ourselves is so incredibly rewarding it makes the other 90% bearable. Now imagine if there was a tool, some kind of AI agent maybe, which could do most of the 90% grunt work for you, leaving you to just make all the decisions and express your creativity. How amazing would that be. How completely revolutionary would that be.
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Giles Goddard retweeted
Now that human code is tested at industrial scale, it turns out to be incredibly sloppy & full of vulnerabilities, as expected. This is way worse than the infamous 2000 bug. Move your private data off the cloud. Clean up your online footprint. Assume nothing online is safe. It’s as if you had CIA spies with a large budget to dig everything about you.
SITUATION DETECTED: CloudFlare CEO Matthew Prince says he is aware of additional severe vulnerabilities in other pieces of critical software, and said “I think we’re going to have a couple years where every single week it’s going to feel like the sky is falling,” per Reuters.
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Giles Goddard retweeted
Shigeru Miyamoto says even with the rise of generative AI, he believes humans will always have a role to play! “Looking back at past designs, there are some that were created merely by copying and pasting. Yet, such work rarely stands the test of time; it lacks the individual’s particular design intention. Because the process relies on an individual’s intent, with the computer serving as an assistant for the labor, I believe that even as technology continues to evolve, and even if AI were to eventually handle everything, there will always be a role left for us to play.” videogameschronicle.com/news…
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At some point you would have thought frontier AI companies would have done research to figure out how vulnerable legacy companies, that they’re probably rely on themselves, would be.
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I think @triggerpod should host a debate between @afneil and @DouglasKMurray. You may not agree with any of them but you just know it would be entertaining.
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Giles Goddard retweeted
The crash in the game business nowadays is the first for the new generation of gamers, but only one of several in the history of games. Here are my thoughts from 2000 when a maker of beloved but long-unprofitable games went under.
Tim Sweeny's comment on the closure of Looking Glass Studios.
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Coders need to get past the idea that their code is their art. It’s like claiming the paintbrush and canvas are art. Our concepts and ideas are our art.
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My prediction is that the market will reject GenAI games in the same way it rejected Sora. Savvy devs will use AI to fix inefficiencies that slow them down and produce better games, quicker and cheaper.
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Giles Goddard retweeted
In 1983, a BBC interviewer asked Richard Feynman why two magnets push each other apart — and he refused to answer it. What he did instead is the best seven minutes on thinking ever filmed. Bookmark & watch today, no matter what.
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Giles Goddard retweeted
Next year, I will give one of my SpaceX shares to every kid in America. This will be the first of many.
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Giles Goddard retweeted
The spells were already spent back in 2024, but there are still little fringe pockets on X hoping they can conjure another magic cancelation. Maybe if they chant "racist" or "fascist" a little louder than last time, the good old days of 2020 will return? world.hey.com/dhh/the-spells…
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Giles Goddard retweeted
Replying to @hassanrahim
they're trying to cut open the bird to find the song
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Nothing riles socialists quite like capitalists winning 🚀
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Giles Goddard retweeted
Replying to @Andy_VGC
I miss this kind of editorial ;)
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Giles Goddard retweeted
I feel compassion for those who's life work has been overtaken by AI. Perhaps I'll have this reaction one day. Let's not mock them. And: Mathematics isn't a jobs program for mathematicians. Advances in math are good, independent of the source. We need to find ways to adapt.
Fields medallist Hugo Duminil-Copin was deeply shaken by OpenAI’s release of more than 700 AI-generated mathematical manuscripts, including work on 16 questions directly relevant to his research. “On Tuesday night, I cried, and it woke up my daughter” “They have annihilated my field of research.” lemonde.fr/sciences/article/…
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Giles Goddard retweeted
その昔、PCで『ポートピア連続殺人事件』を作った時は、自分で物語を考え、絵も描いて、プログラムもして、ひとりでゲームを作りました。そして今、AIを使えば、絵を描けなくても、プログラムしなくても、AIに指図するだけで、ひとりで、そこそこのゲームを作れてしまいます。ホントびっくりです。ちなみに下のゲームの制作時間は、ほんの30分ほどでしたよ。あ、ブーストするボタンは押さないように。 claude.ai/artifact/HgsUQQywV…
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Giles Goddard retweeted
Dragon Quest creator Yuji Horii has released a new game, which he claims was made in “just about 30 minutes,” with generative AI. vgc.news/news/the-lastest-ga…
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Giles Goddard retweeted
Dragon Quest creator Yuji Horii has released a new game, which he claims was made in “just about 30 minutes,” with generative AI. vgc.news/news/the-lastest-ga…
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Giles Goddard retweeted
This is backward. Software used to be about programming, which was about thinking and typing. Now it's about truly building things, pretty much at the speed you can think. The big difference is taste. 10 years ago a great programmer didn't need taste. There was too much work to do, someone else could handle that part. Now you need taste, and you face a constant stream of decisions. You can't hide in the bits anymore! When we built TMOG, it wasn't a prompt - it was HUNDREDS of prompts placed by multiple devs for months. AI didn't create the interface - we did, with hundreds if not thousands of small decisions. That's the irony - to me, it was ALL craft. And I didn't miss the typing at all. tmog.org
i’ve finally realized why i hate agentic coding so much. it’s because i have always pursued craft in every thing i do. and software engineering was the last technical / engineering discipline that rewarded craft and paid well. now swe is just another production field.
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