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[MUSIC]
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Hello and welcome to Computer Seance, a podcast featuring
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spirited discussion about AI and popular culture.
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I'm Justin.
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I'm Ben.
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And I'm Tracie.
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Each episode we take a seat at the table to conjure the spirits of AI past, present and future.
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Trying to find meaning in the technological wonders,
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imagined in popular fictions.
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All ideas presented in this podcast are understood to be the presenters' own.
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They do not reflect the thoughts, ideas, opinions or positions of our employers,
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their programs or their representatives.
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Ben, this week you're taking the helm.
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What do you have in the store for us?
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So for today I've selected War Games, the 1983 film where US high school student computer
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games enthusiast and hacker David, played by Matthew Broderick,
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starts to play global thermonuclear war.
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I think it brings up lots of interesting material for today.
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Before we go any further, spoiler warning, if you haven't seen War Games,
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you may want to hit pause and go watch it before continuing on with this episode.
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In the film, David attempts to hack a computer games company in California to get access
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to their upcoming titles.
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But he ends up accidentally hacking into NORAD, the US Strategic Nuclear Command.
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He accesses a list of games available on their AI supercomputer, the wonderfully named WOPR,
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or War Operation Plan Response, a machine that continually plays out World War 3 scenarios as
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war games in order to learn from them.
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With the help of his computer programmer friends, David continues the hack by finding a backdoor
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left by the original programmer Stephen Falken, the password being Joshua, the name of his son,
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who had died in a car crash.
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And this is the name given to the AI that's embodied within WOPR.
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David starts playing the game, global thermonuclear war,
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selecting from a long list of games that also includes chess and backgammon.
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WOPR has been plugged into the operational infrastructure of NORAD and the US missile silos,
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which has been done to automate operations and take the fallible, or apparently fallible humans
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out of the loop. Because of this, the lines between the games that are in the computer simulation
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and in the war room become blurred, bringing us to the edge of nuclear war.
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Before we go any further, Tracie, Justin, I just want to turn to you and ask,
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how did you find watching this film for today?
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I was actually surprised by how much of the film that I remembered.
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I really enjoyed it, actually.
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Good movie.
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I was the opposite.
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I think I'd forgotten most of this film, but I enjoyed Allie Sheedy specifically.
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I think I might have a lesbian love affair with her one day.
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Somehow I really love her character.
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I think she just brought like just about everything you possibly can to that
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Role
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Including aerobics, which is great.
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Including aerobics
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And can you both sum up the film in just one sentence?
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The only winning move is not to play.
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Ooh, that was good one, Tracie.
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That's a line from the movie.
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Yeah, mine would be one in doubt, Tic Tac Toe.
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So one of the things I was thinking about watching it again was what sort of film it is,
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because it's quite hard to categorize it.
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So sometimes it feels like the vibe is like a 1980s high school film sometimes.
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And then it's also a Cold War thriller.
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I think it kind of belongs to me to this genre that feels very 80s and 90s about
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game becomes the reality, the deadly game kind of scenario.
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Is that science fiction then?
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Or no?
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I mean, I think it's a techno thriller in some ways, you know?
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I was thinking this film was like, Ferris Bueller meets Dr. Strangelove on his day off.
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When we were watching this movie,
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my wife was also really annoyed at what she called a Matthew Broderick trope of
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the rules don't apply to me, you know?
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Like just performing this kind of screw everybody else.
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Like I have knowledge that nobody else has and I can do what I want.
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And I think to a certain extent that is an attitude that persists today as well, you know?
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When we talk about tech bro, that is exactly the type of person we're talking about.
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Yeah, I do mean it's not science fiction, but it's a adventure dramedy with Ally Sheedy
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That's all it matters is Ally Sheedy
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And Ally Sheedy is in Short Circuit
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Yeah, that's right. which is quite similar.
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Yeah, you can tell that the studios were like, let's make three or four of these with these, a key,
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cute, delicious little nuggets of actors.
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But like there is this thing about technology putting us into proximity with power and ways
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that we didn't have before in the movie Space Camp.
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You have these kids basically sitting inside a rocket ship and through technology.
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They actually have the ability to launch it and wind up in space.
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It's amazing. It has Val Kilmer in it.
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But I feel like they're kind of part of the fear we had.
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Like even a kid could break into our war gaming technology and mess around with it.
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Like there's this fear that kind of goes along with having that proximity being able to
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infiltrate power through technology.
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That makes me think of the way in which innocence is being exploited here.
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But also it's a great trope to have these innocent bodies accidentally engage with something that's
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well beyond them.
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But actually it's training young kids that you too can change the world.
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But by going in and playing thermonuclear war instead of tic-tac-toe.
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He's literally teaching people how to hack using a phone line.
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Unlike in hackers.
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Which you can learn no skills from.
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It's a very how to make out with everybody.
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To begin with I want to just focus on the initial decision to put WOPR or Joshua in control
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of the operations of the US nuclear arsenal.
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And to take humans out of the loop as they say in the film.
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And I think that's a scenario that really relates strongly today.
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So we're going to just begin by running through
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of opening scenes that set up the scenario.
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This first one which is the opening scene of the film which is in and around the US nuclear
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missile silo and has a lot of foreshadowing in that I think is interesting to pull out.
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Does someone want to take us through that opening sequence?
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You get the sense of like a shift change.
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Shift change that might occur at any old job.
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Income to the two new people.
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Outgo the two people who've been there for however long.
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They walk into like a regular looking house and a dusty kind of environment.
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And then they stand in front of I think it's a mirror or something like that.
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And they stand there and hold up their passes.
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And you realize that that house is the front to like a deep nuclear bunker.
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So these guys go in.
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They're running down their protocol.
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It obviously they have to have a lot of things done in pairs and agreement.
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And then I believe they think that they're actually undergoing a real situation.
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They don't actually know that it's a drill.
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And when push comes to shove and they're all the way up to the very end,
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we're just like one other guy has to turn his key.
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He just can't do it.
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There's like 20 million lives hanging in the balance.
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And he can't do it.
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And I think that's where that scene ends there, right?
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Before we go back to the bridge.
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So there's several bits of foreshadowing I think in the sequence.
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They arrive in a storm.
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They can't see anything.
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They can't see the roads.
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So we have a kind of foreshadowing of the fog of war.
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And it really expresses the isolation of the decision making.
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When they sit down, there's a warning light that comes on
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on their panel, big red light.
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And that like we've got a warning.
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And so what is it?
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Oh, it's just the warhead.
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The officer says, just give it a tap.
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And he gives it a tap and the warning light goes off.
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So you see there just the idea of kind of false signals.
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And needing to interpret this information, not just what it says,
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which I think obviously comes up a lot later.
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And then they get interrupted by the radio with the launch order.
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One of the two men wants to check with a human
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by getting them on the phone.
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So we cut from that to a scene in Norad,
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which is the North American Aerospace Defense Command.
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And it turns out the whole thing was an exercise
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to test the functioning of their procedures.
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There's people from the government.
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There's a general.
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There's a computer scientist guy, McKittrick
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who we'll come onto.
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They're really worried about how to explain to the president
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that so many of the missile commanders didn't launch their missiles.
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They didn't follow their orders, essentially.
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And there's an interesting exchange.
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The general, who's the sort of top military person there,
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he proposes better psychological screening.
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But the computer scientist, McKittrick
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says you can't screen out human response.
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And instead they should take the humans out of the loop,
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saying in a nuclear war,
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we can't afford to have the missiles lying dormant
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in those silos,
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because those men refuse to turn the keys
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when the computers tell them to.
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And we move from that to introducing the WOPR computer,
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which McKittrick proposes as replacing
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the human links and the command chain.
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So I'm going to play you a little clip
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that follows just after this meeting exchange in Norad,
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where McKittrick, the computer scientist,
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is taking all the others through to see the WAPA computer.
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This is Mr. Richter.
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Oh, would you like to tell these gentlemen about the WOPR?
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Well, the WOPR spends all its time thinking about World War III.
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24 hours a day, 365 days a year,
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plays an endless series of war games
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using all available information on the state of the world.
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The WOPR has already fought World War III as a game,
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time and time again.
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Picking out a few things I think are important,
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it spends all its time thinking about World War III.
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It is estimating Soviet responses to U.S.
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responses to Soviet responses and so on.
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So it's got a sophistication to how it's playing the game, let's say.
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And there's a really interesting tension, I think,
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between McKittrick and the other computer scientist.
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McKittrick is a bit frustrated with him talking too much about the theory,
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if you like, and he just wants to get in there and say how practical and useful it's going to be,
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which I think is a theme that will come up.
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Gentlemen, I wouldn't trust this overgrown pile of microchips
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further than i could throw it.
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And I don't know if you want to trust the safety of our country
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to some silicone dial.
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General, nobody is talking about entrusting safety
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the nation to a machine for God's sake.
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We'll keep control, but we'll keep it here at the top where it belongs.
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So the general doesn't trust the machine, obviously,
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but McKittrick doesn't think he's ceding control to the machine either.
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So maybe first we'll take the question of humans in and out of the loop as a topic.
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What do we think about that?
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I know that it is, let's say, an argument or a selling point of AI that I hear quite often that
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humans are biased.
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You know, machines might make decisions in ways that actually help to mitigate some of the biases.
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I think we need to continue looking at that kind of a topic because machines also introduce
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other types of biases. But I did think a lot about some recent research that has been about
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decision support systems and how people relying on decision support systems
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do start eventually following the judgment of what the machine has advised them.
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But I think that there's something to be said for
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having the ability to refuse orders.
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There have been other moments in history where people working in hierarchical organizations
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like the military would be refusing to follow orders as a measure of kind of showing that the
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people have changed. The people don't want whatever the people at the top are trying to lead them toward.
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And the fact that he finds that a human failing that this person was thinking and reflecting over
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the idea of killing 20 million people, that's not a failing. And it just this whole idea about that
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where he says, keep it at the top where it belongs. Actually, that is a fear of if you keep the humans
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out of the loop, there's nobody checking on the top.
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For some reason, this film makes me think a lot about speech act theory.
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As a performance study scholar, I'm pulling this from people like
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J.L. Austin and Benaviste, scholars who thought a lot about the ways in which our language systems
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can make us do things in the real world who will take the command, who will give the command,
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and what that command will happen once it is enacted or not.
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And this film is really working on this question of command. This is imperative, this short
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structure of language to enforce an action when that action is fires, when the kind of
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illucutionary act or what we might say speech act of misfires, what is the effect of that in the
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material world? Here we have that brought into high relief. So this is more of a design question,
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but maybe it kind of relates to what you're saying, like the affordances for thinking and speaking
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that an act gives. So when they're about to turn the nuclear thing, it's two people turning a key,
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like that's a very specific action. It's not just jamming a red button.
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It's turning something, you know, for me, it seems to indicate that whoever designed that kind of
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system would actually like a human being to reflect on what they're doing. It made me also think
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of course about the early fear of LLMs as they became available through OpenAI, the chat GPT structures
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that we've all kind of gotten to. The first thing that humans do is to ask it questions about
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suicide and death and they want to know the gross stuff and they also want to be calmed in the fears
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that this computer won't tell them to kill themselves or enact war. They need to know that there's a
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fell safe in the command. The first guy points a gun at the other guy because he's not following the
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command and that is their job. He's willing to kill his teammate so that the goal of the war game,
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which is to win, can be played out. There's real effects to the way in which our commands are
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out of our night. Human in the loop is often kind of portrayed as like, oh don't worry, we've got a
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human in the loop or we've still got a human place within what AI is doing in questions of automation
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in the workplace and so on. I was really reminded of this article I read recently by Cory Doctorow
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that talks about centaurs and reverse centaurs. A centaur is the idea of a human being assisted by a
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machine so the centaur being the kind of mythological animal that's like a human noise, upper body,
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on a horse's lower body. In an AI situation, the human mind is sort of extended through the kind
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of technological infrastructure and that's how we're often sold AI. Oh it'll expand your abilities
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to do this. But what Doctorow is saying is that the kind of business case for AI is the opposite of
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that so he calls it a reverse centaur. So where the humans are serving as appendages to the AI,
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so rather than kind of AI is an extra layer double checking the work that actually makes things more
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expensive and introduces more processes. Even if that makes things better but the business case for
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AI is not about making things better it's about making things cheaper. So actually you end up with
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kind of many less humans who are in the loop of all these AI is doing lots of work and then the
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humans become responsible for checking and for any mistakes that the AI's make so they take the fall
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effectively. So I have this friend who is an editor and she was telling me recently that she's like
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I don't I don't want to just work with AI that's her main job has now become about checking the
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edits that AI has done and for her that is not why she went into that work she used to love working
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with an author to really think about how to bring their work to life talk about some of the stylistic
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and personal choices and word use like really like a wordsmith type of person. And so like there's
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this idea that in work where we become like a helpmate to AI we're also being disconnected from
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other human beings within our job role. Thinking about the human in the loop the fear is that there
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will be no human loop right and this one reminds us the ways in which humans will be required to
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always be in the loop and or as humans will always kind of intervene in any system whether it's
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desired or not. I'm also interested in the way in which Cory Doctorow article does miss out early
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feminist thinking around social tech and the cyborg it might be more useful to think about the ways
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in which we were always already cyborg or if you don't want to use that term anymore the way in which
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our sociotechnical capacities have grown and the way in which that that growth has been
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mythologized allowing us to fully understand our engagement with the systems of AI. I don't know
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if either of you saw Sam Altman's recent comments about how expensive it is to train AI did you hear
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him talking about this? He was saying I don't think that's fair because think about how much energy
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it takes to train a human you've got 20 to 30 years of eating how like ecologically taxing humanity is
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and I don't even know if he sees how perverse that line of thinking is you know. Oh that guy my god
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and I guess this is the question is this entire turn of ever increasing forced engagement with AI
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systems part of a larger command control. I'm sound like a conspiracy theorist here but I actually
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think this is reasonable strategy. Yeah to get everybody thinking and doing along the same lines
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in addition to the research I mentioned earlier about people kind of trusting decision support
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algorithms over their own professional judgment. There was this MIT report recently that's been
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all over the media and of course it's a single study things need to be repeated we need to understand
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exactly how these things are working but that there could be some cognitive deficits involved in
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relying a lot on the use of large language models and how we learn and how we engage. I'm
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really struck by the Sam Altman quote essentially if machines were doing labor for free then it sort of
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becomes a slave labor market right and I feel like that's kind of what I get from how Altman's
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thinking that we're eating food just to kind of be laborers working for people like him. There was a
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comment to those comments that he made that was basically like he sees us all as like inefficient
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neat computers and I thought that is exactly what it sounds like. We talked about this in an
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episode on the podcast about virtuosity this idea that the fact that humans are human is a flaw
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that they are not perfect as a flaw and even just going back to war games the idea of mercy being a flaw
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if you're thinking about this from like a machine perspective and yes does every boss
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I'm guessing like every master wishes that everybody underneath them would just do exactly as they're
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told and every colonel in the army just wants their soldiers to do what they're told but the fact
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that we don't do that is actually a very important fail safe I think in human society.
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So in the film we have a theme which is around the military and there's also a theme of learning
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and the learning in military themes really come together in games so games as simulation and models
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and play the conjunction of these things has like an interesting history but it's also something that
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is really present right now I think. One of the clearest but probably oldest examples of this
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would be in the so-called unmanned aircraft where it's remote controlled that's back in the early
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days it be you have somebody in a remote location that's controlling this and there's something very
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gay-me about this and already back in those days people were talking about how that creates a
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psychological distance between soldiers and whatever their targets are whatever they're attacking
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that kind of removes some personal accountability and now we have autonomous unmanned aircraft that are
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flying into places doing reconnaissance choosing targets and executing their strikes on those targets
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without the involvement of any human that is in unique development that we're heading into right now
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and then you have some of the major heads of the large tech corporations stereo MOA from Anthropic.
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His vision is that the western nations like that what he's calling like the western democratic
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allies should be working together to share this technology and to build it out so that they can
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vanquish their enemies there's online games like that too where we live in worlds and we work together
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with people to vanquish our enemies and now this incredibly powerful technology that is reducing
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the time frame that it used to take us to think about whether or not and how and where to just obliterate
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a large number of targets and I think that all builds up this narrative of like AI as defense
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and where now offence as defense that I think is really dangerous in the current climate you have
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countries blowing up entire civilian infrastructure as a defense mechanism and I wonder if that goes
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back to this whole distance and removal that with every step that we're out of that loop more
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and more humanity gets lost and in war that's a really serious consequence. I was reading about
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the use of drones but also other kinds of robots in the war in Ukraine and the kind of training
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for the operators and one of the remarks was being an experienced gamer was better prep than having
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military experience and I think this is quite interesting because there’s this intersection with games
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which are often you know a lot a lot of computer games are around shooting that's a whole kind of
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genre but I think it blurs a line for me between like soldiering and killing. In the first person
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shooting game the aim is to kill things whereas soldiering isn't primarily about that or maybe
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hasn't always been about that you might fire a gun as a soldier to suppress people you might
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not aim to hit them but you deny an area or something like this and so this that sort of feels to me
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like the there's a kind of blurring of or change of what it means to be in the military to be more like
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the games that have been built right yeah so we're seeing kind of military actions that are much more
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like murder right or killing and perhaps the kind of nuclear war theme that's in the film like
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is a version of that but now rather than being the kind of one-off fear of world war three this is
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now becoming a more everyday kind of activity and more localized I mean we just had the President
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of the United States recently threatened to wipe an entire civilization off the face of the earth
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that's nuts more than nuts you know and the fact that his press secretary just wiped it away as
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blustery rhetoric you know and the problem is this collapsing between defense and offensive
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technologies I think is you know this I learned this term related to drones called
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loitering munitions and just that whole term the idea that it's basically a missile that
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is already up in the air and sits there waiting to find a target and then strikes it it's kind of
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changed the whole temporality of warfare as well it both speeds things up and extends them longer
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when we're fighting trench warfare how long do these battles go on people clash loads of
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casualties on both sides and then you need some time to go and recoup and bring your people back to
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battle now it's like this continual loop of highly destructive warfare there's also something
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around the temporal aspects of it I've heard this horrible phrase shortening the kill chain
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but how AI is being used for target selection for drone strikes or missile strikes and so on
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that it can analyze data much more quickly and it can mean the decisions about attacks can be made
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much more quickly and part of how they present that is that well the final decision will always be
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made by humans still so we have this humans in the loop idea here which is still the human being
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placed in a position of responsibility for the failure of AI right but also like removing all
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space for judgment removing time for judgment because if as you say like the Israeli I think it's
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called gospel that basically it would take a human analyst let's say a year to come up with 50 targets
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and this is coming up with thousands of targets in a very limited amount of time what human in the loop
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can do the appropriate checks and balances there to I mean we're already seeing this you know war is
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definitely targeting civilian infrastructure much more you know so clearly AI is not capable of
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making those nuanced decisions and I think what's worse is that governments don't care
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to bring just the discussion back to games before we move on games obviously run through all kinds
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of aspects of computing right so we're in so it's you know computer science and games design could be
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next to each other in a university department and so on we've seen games like chess as important
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tests of certain kinds of AI through the decades also we have game theory so game theory coming from
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von Neumann who's a pioneer of the modern computer let's say does come into kind of scenario
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planning and quite explicitly into kind of US nuclear strategy we see a little bit of that in the
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film when David's doing the research about Falcon he discovers a article called poker and Armageddon
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the role of bluffing in a nuclear standoff so if either of you to come across this games in the
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context of nuclear war no not me my my relationship to games is in terms of feeder games
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I come from the performance world games can break down and then reinforce social norms and
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that's what the tool is for when you're teaching within through games where we see a cognate with
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war games and theatre games of course is in the Campancino Theater and Theater of the Oppressed
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style from Boal etc where all of the kind of choreographic and strategic structures of games
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or things you can learn within a game are also a way to kind of push back on cultural repression
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that's happening within your own systems so yeah not in terms of nuclear war but definitely in terms
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of the ways in which gaming as a social interactive structure can help a sport the repressive apparatus
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of the state damn I'm not even sure how to follow that that was really brilliant when I think about
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like the kind of game theory that you're talking about the kind that really heavily influenced like
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the field of behavioral economics I've got so many criticisms of that kind of way of looking at it
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you know this ultra a very specific idea of rationality is involved in those games somewhat of a
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lack of respect for context and I don't know I kind of see that mirrored in the way that these
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kinds of games are envisioned as well these kinds of war games there's a scene where really kind of
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brings that out I think where David is a founder computer terminals talking to Joshua
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and is realizing that Joshua is still playing and Joshua is still playing because the primary goal
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in Joshua's words has not been achieved David asks Joshua what is the primary goal and the primary
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goal is quote to win the game right so Joshua doesn't have the concept of playing for fun which is a
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more complex goal it's a it's an embodied goal and I think that's kind of critical you know doing
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something for pleasure or doing something for fun yeah so it makes sense that a machine can't connect
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with that so one of the themes that's in the film is a kind of simulation versus reality binary
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for instance David asks is this a game or is it real to Joshua and Joshua replies what's the
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difference I should reach deathcon 1 and launch night missiles in 28 hours would you like to see some
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projected kill ratios 69% of the housing destroyed 72 million people dead
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is this a game or is it real what's the difference oh wow
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and I'm just wondering if you have some reactions to that when I watched yesterday I
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wasn't thinking about the interiority of Joshua slash whoppers kind of experience can we
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came up aware of that kind of misstep of mind what if the AI is learning if Joshua has the capacity
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to learn what has he learned in those 10 years potentially of stasis that he does not play in the
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game with with Falcon anymore and how fast can he learn given this and I guess one of the questions
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is this a version of hyper reality does Joshua exist in hyper reality and what does that mean for us
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hyper reality being a state whether the situation between the real and its representation collapses
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norad becomes a hyper real space once the game is in play but also this interior world
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the Joshua experiences must be hyper real I was thinking about how Falcon says that
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Joshua never learned futility you know giving up on something and the fact that it's called Joshua
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the fact that Joshua was the name of his son who died in the car accident this idea of like the
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machine as the baby of the developer comes up a lot and therefore also this idea of how you parent
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your baby machine how you raise it the things you teach it what's important to it or not this idea of
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you know having that responsibility but then also at some point you no longer have any
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and what Falcon is kind of explaining in that scene really reminds me a lot of actually a
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perspective from the 80s Michael Crichton had it too that it's sort of like oh well you know humans
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will eventually destroy themselves they probably deserve it let let everything take its course you
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know and I think that like when Falcon sitting there and he's like I don't know if I should intervene
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to stop it and that that was an argument back in the day and still is actually about climate change
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I feel like it's the futility issue would not be what I think is the biggest issue in terms of
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you know how to raise your machine baby it's the fact that machines don't understand any kind of
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vulnerability drones target children and non-combatants you know like Mercy is a human failing like I
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said earlier like that comes from somewhere the environment in which machines are taught to conceive
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of vulnerability in this way. A couple more clips to play which is from the final sequence and here we
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have you know the scene where Joshua is still playing the game and there's a trying to get the codes to
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launch the unique the missiles which is all going to be automated and so on and Falcon and David
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together gets the idea to get Joshua to play lots and crosses or take Tektoe to try to gain access
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to Joshua and also to teach it that it can't win which is its goal. And through that realizing the only
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winning move is not to play and deciding not to initiate the attack so lots to discuss in the scene
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that I think is about learning with machines for me there's something about different types of
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learning relating to the kind of game simulation the kind of learning that McKittrick wants Joshua to
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do is to learn how to be better at Nick the War measured in amounts of destruction and so on and
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Falcon says that there are people like McKittrick who think you can win this whereas what Joshua
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manages to learn at the end they learn something that's of a different type so they learn something
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that's a constraint of the game they've been learning to play better and I think that's a really
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interesting kind of juxtaposition the different kinds of learning that Joshua does the different
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kind of learning that Falcon wants Joshua to do versus McKittrick and taking that to today's AI
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and so on like I think everyone's under pressure in the workplace and then everyday life and so on
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to learn how to use AI that's given to us whereas one of the things we need to learn is more about
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what it's like what it's constraints are what it does yeah exactly yeah and it would be easy to
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miss it out by concentrating on what the McKittrick surround us want us to do for me I thought that
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like the realities that they all inhabit are kind of based around what they're perceiving as relevant
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and in the process of learning they're expanding that horizon of what's relevant to consider
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McKittrick isn't considering when he's suggesting that the machine run everything that a scenario
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such as this could could happen Joshua isn't considering the idea that there are some games you cannot
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win Falcon is not considering a lot of things you know his own personal accountability and responsibility
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for having created this thing which he might have done so to examine these loftier questions that he
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has in mind for himself but should he have considered the practical application of the things that he built maybe
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it's just a matter of your process of learning is your horizon being opened up to you about what
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things matter in the context do you want to share a final thought on what to take away from watching
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the film in relationship to today I'm really struck by how even in this early framing of AI
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and in relation to our globalized world we're hyper aware of the human capacity for pain and pleasure
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and knowledge and that seems to be stripped out once we've mechanized or automated learning and
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knowledge systems and how much time it would take to bring that type of embodied affective
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relationships knowledge into these other systems so yeah just really thinking and reflecting on
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the deep time of learning maybe in a similar vein thinking about how much like human experience and
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maybe even human biases in a positive sense how things like human interactive emotions and
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attitudes such as mercy and compassion and these are all also sort of embodied parts of our
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learning and relating to the world and things that machines can't understand or at least don't
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understand at the moment and so I'm very I'm very dubious about the application of AI in any kind
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of military setting I don't think it should be done I don't think war should be optimized made
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more efficient yeah none of that
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okay so Tracie Justin thank you both so much for your thoughts and thank you to everyone for joining
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us to listen to this podcast it's been a pleasure thinking about War Games with you. For more
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detail and references for our discussion in this episode please do check out the show notes and if
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you enjoy the episode please do subscribe or text it to a friend you can follow us on Instagram at
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00:36:38,080 --> 00:36:44,880
computerseance.podcast that's at computerseance.podcast we want to hear your thoughts the more people we get into
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the conversation the smarter and honestly the more fun it gets
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will you be Ally again? thank you for listening. could you do this in the voice of Joshua please thank you for listening thank you for listening
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That was beautiful
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this podcast is funded by a UK research and innovation future leaders fellowship
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[MUSIC]
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Hello and welcome to Computer Seance, a podcast featuring
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spirited discussion about AI and popular culture.
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I'm Justin.
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I'm Ben.
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And I'm Tracie.
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Each episode we take a seat at the table to conjure the spirits of AI past, present and future.
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Trying to find meaning in the technological wonders,
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imagined in popular fictions.
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All ideas presented in this podcast are understood to be the presenters' own.
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They do not reflect the thoughts, ideas, opinions or positions of our employers,
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their programs or their representatives.
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Ben, this week you're taking the helm.
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What do you have in the store for us?
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So for today I've selected War Games, the 1983 film where US high school student computer
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games enthusiast and hacker David, played by Matthew Broderick,
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starts to play global thermonuclear war.
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I think it brings up lots of interesting material for today.
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Before we go any further, spoiler warning, if you haven't seen War Games,
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you may want to hit pause and go watch it before continuing on with this episode.
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In the film, David attempts to hack a computer games company in California to get access
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to their upcoming titles.
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But he ends up accidentally hacking into NORAD, the US Strategic Nuclear Command.
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He accesses a list of games available on their AI supercomputer, the wonderfully named WOPR,
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or War Operation Plan Response, a machine that continually plays out World War 3 scenarios as
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war games in order to learn from them.
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With the help of his computer programmer friends, David continues the hack by finding a backdoor
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left by the original programmer Stephen Falken, the password being Joshua, the name of his son,
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who had died in a car crash.
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And this is the name given to the AI that's embodied within WOPR.
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David starts playing the game, global thermonuclear war,
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selecting from a long list of games that also includes chess and backgammon.
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WOPR has been plugged into the operational infrastructure of NORAD and the US missile silos,
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which has been done to automate operations and take the fallible, or apparently fallible humans
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out of the loop. Because of this, the lines between the games that are in the computer simulation
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and in the war room become blurred, bringing us to the edge of nuclear war.
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Before we go any further, Tracie, Justin, I just want to turn to you and ask,
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how did you find watching this film for today?
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I was actually surprised by how much of the film that I remembered.
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I really enjoyed it, actually.
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Good movie.
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I was the opposite.
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I think I'd forgotten most of this film, but I enjoyed Allie Sheedy specifically.
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I think I might have a lesbian love affair with her one day.
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Somehow I really love her character.
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I think she just brought like just about everything you possibly can to that
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Role
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Including aerobics, which is great.
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Including aerobics
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And can you both sum up the film in just one sentence?
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The only winning move is not to play.
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Ooh, that was good one, Tracie.
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That's a line from the movie.
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Yeah, mine would be one in doubt, Tic Tac Toe.
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So one of the things I was thinking about watching it again was what sort of film it is,
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because it's quite hard to categorize it.
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So sometimes it feels like the vibe is like a 1980s high school film sometimes.
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And then it's also a Cold War thriller.
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I think it kind of belongs to me to this genre that feels very 80s and 90s about
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game becomes the reality, the deadly game kind of scenario.
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Is that science fiction then?
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Or no?
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I mean, I think it's a techno thriller in some ways, you know?
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I was thinking this film was like, Ferris Bueller meets Dr. Strangelove on his day off.
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When we were watching this movie,
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my wife was also really annoyed at what she called a Matthew Broderick trope of
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the rules don't apply to me, you know?
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Like just performing this kind of screw everybody else.
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Like I have knowledge that nobody else has and I can do what I want.
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And I think to a certain extent that is an attitude that persists today as well, you know?
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When we talk about tech bro, that is exactly the type of person we're talking about.
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Yeah, I do mean it's not science fiction, but it's a adventure dramedy with Ally Sheedy
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That's all it matters is Ally Sheedy
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And Ally Sheedy is in Short Circuit
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Yeah, that's right. which is quite similar.
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Yeah, you can tell that the studios were like, let's make three or four of these with these, a key,
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cute, delicious little nuggets of actors.
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But like there is this thing about technology putting us into proximity with power and ways
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that we didn't have before in the movie Space Camp.
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You have these kids basically sitting inside a rocket ship and through technology.
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They actually have the ability to launch it and wind up in space.
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It's amazing. It has Val Kilmer in it.
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But I feel like they're kind of part of the fear we had.
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Like even a kid could break into our war gaming technology and mess around with it.
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Like there's this fear that kind of goes along with having that proximity being able to
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infiltrate power through technology.
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That makes me think of the way in which innocence is being exploited here.
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But also it's a great trope to have these innocent bodies accidentally engage with something that's
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well beyond them.
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But actually it's training young kids that you too can change the world.
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But by going in and playing thermonuclear war instead of tic-tac-toe.
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He's literally teaching people how to hack using a phone line.
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Unlike in hackers.
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Which you can learn no skills from.
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It's a very how to make out with everybody.
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To begin with I want to just focus on the initial decision to put WOPR or Joshua in control
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of the operations of the US nuclear arsenal.
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And to take humans out of the loop as they say in the film.
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And I think that's a scenario that really relates strongly today.
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So we're going to just begin by running through
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of opening scenes that set up the scenario.
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This first one which is the opening scene of the film which is in and around the US nuclear
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missile silo and has a lot of foreshadowing in that I think is interesting to pull out.
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Does someone want to take us through that opening sequence?
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You get the sense of like a shift change.
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Shift change that might occur at any old job.
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Income to the two new people.
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Outgo the two people who've been there for however long.
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They walk into like a regular looking house and a dusty kind of environment.
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And then they stand in front of I think it's a mirror or something like that.
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And they stand there and hold up their passes.
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And you realize that that house is the front to like a deep nuclear bunker.
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So these guys go in.
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They're running down their protocol.
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It obviously they have to have a lot of things done in pairs and agreement.
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And then I believe they think that they're actually undergoing a real situation.
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They don't actually know that it's a drill.
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And when push comes to shove and they're all the way up to the very end,
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we're just like one other guy has to turn his key.
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He just can't do it.
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There's like 20 million lives hanging in the balance.
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And he can't do it.
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And I think that's where that scene ends there, right?
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Before we go back to the bridge.
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So there's several bits of foreshadowing I think in the sequence.
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They arrive in a storm.
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They can't see anything.
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They can't see the roads.
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So we have a kind of foreshadowing of the fog of war.
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And it really expresses the isolation of the decision making.
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When they sit down, there's a warning light that comes on
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on their panel, big red light.
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And that like we've got a warning.
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And so what is it?
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Oh, it's just the warhead.
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The officer says, just give it a tap.
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And he gives it a tap and the warning light goes off.
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So you see there just the idea of kind of false signals.
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And needing to interpret this information, not just what it says,
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which I think obviously comes up a lot later.
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And then they get interrupted by the radio with the launch order.
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One of the two men wants to check with a human
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by getting them on the phone.
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So we cut from that to a scene in Norad,
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which is the North American Aerospace Defense Command.
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And it turns out the whole thing was an exercise
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to test the functioning of their procedures.
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There's people from the government.
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There's a general.
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There's a computer scientist guy, McKittrick
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who we'll come onto.
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They're really worried about how to explain to the president
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that so many of the missile commanders didn't launch their missiles.
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They didn't follow their orders, essentially.
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And there's an interesting exchange.
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The general, who's the sort of top military person there,
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he proposes better psychological screening.
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But the computer scientist, McKittrick
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says you can't screen out human response.
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And instead they should take the humans out of the loop,
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saying in a nuclear war,
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we can't afford to have the missiles lying dormant
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in those silos,
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because those men refuse to turn the keys
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when the computers tell them to.
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And we move from that to introducing the WOPR computer,
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which McKittrick proposes as replacing
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the human links and the command chain.
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So I'm going to play you a little clip
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that follows just after this meeting exchange in Norad,
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where McKittrick, the computer scientist,
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is taking all the others through to see the WAPA computer.
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This is Mr. Richter.
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Oh, would you like to tell these gentlemen about the WOPR?
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Well, the WOPR spends all its time thinking about World War III.
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24 hours a day, 365 days a year,
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plays an endless series of war games
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using all available information on the state of the world.
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The WOPR has already fought World War III as a game,
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time and time again.
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Picking out a few things I think are important,
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it spends all its time thinking about World War III.
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It is estimating Soviet responses to U.S.
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responses to Soviet responses and so on.
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So it's got a sophistication to how it's playing the game, let's say.
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And there's a really interesting tension, I think,
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between McKittrick and the other computer scientist.
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McKittrick is a bit frustrated with him talking too much about the theory,
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if you like, and he just wants to get in there and say how practical and useful it's going to be,
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which I think is a theme that will come up.
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Gentlemen, I wouldn't trust this overgrown pile of microchips
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further than i could throw it.
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And I don't know if you want to trust the safety of our country
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to some silicone dial.
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General, nobody is talking about entrusting safety
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the nation to a machine for God's sake.
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We'll keep control, but we'll keep it here at the top where it belongs.
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So the general doesn't trust the machine, obviously,
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but McKittrick doesn't think he's ceding control to the machine either.
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So maybe first we'll take the question of humans in and out of the loop as a topic.
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What do we think about that?
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I know that it is, let's say, an argument or a selling point of AI that I hear quite often that
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humans are biased.
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You know, machines might make decisions in ways that actually help to mitigate some of the biases.
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I think we need to continue looking at that kind of a topic because machines also introduce
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other types of biases. But I did think a lot about some recent research that has been about
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decision support systems and how people relying on decision support systems
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do start eventually following the judgment of what the machine has advised them.
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But I think that there's something to be said for
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having the ability to refuse orders.
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There have been other moments in history where people working in hierarchical organizations
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like the military would be refusing to follow orders as a measure of kind of showing that the
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people have changed. The people don't want whatever the people at the top are trying to lead them toward.
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And the fact that he finds that a human failing that this person was thinking and reflecting over
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the idea of killing 20 million people, that's not a failing. And it just this whole idea about that
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where he says, keep it at the top where it belongs. Actually, that is a fear of if you keep the humans
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out of the loop, there's nobody checking on the top.
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For some reason, this film makes me think a lot about speech act theory.
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As a performance study scholar, I'm pulling this from people like
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J.L. Austin and Benaviste, scholars who thought a lot about the ways in which our language systems
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can make us do things in the real world who will take the command, who will give the command,
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and what that command will happen once it is enacted or not.
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And this film is really working on this question of command. This is imperative, this short
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structure of language to enforce an action when that action is fires, when the kind of
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illucutionary act or what we might say speech act of misfires, what is the effect of that in the
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material world? Here we have that brought into high relief. So this is more of a design question,
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but maybe it kind of relates to what you're saying, like the affordances for thinking and speaking
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that an act gives. So when they're about to turn the nuclear thing, it's two people turning a key,
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like that's a very specific action. It's not just jamming a red button.
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It's turning something, you know, for me, it seems to indicate that whoever designed that kind of
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system would actually like a human being to reflect on what they're doing. It made me also think
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of course about the early fear of LLMs as they became available through OpenAI, the chat GPT structures
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that we've all kind of gotten to. The first thing that humans do is to ask it questions about
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suicide and death and they want to know the gross stuff and they also want to be calmed in the fears
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that this computer won't tell them to kill themselves or enact war. They need to know that there's a
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fell safe in the command. The first guy points a gun at the other guy because he's not following the
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command and that is their job. He's willing to kill his teammate so that the goal of the war game,
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which is to win, can be played out. There's real effects to the way in which our commands are
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out of our night. Human in the loop is often kind of portrayed as like, oh don't worry, we've got a
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human in the loop or we've still got a human place within what AI is doing in questions of automation
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in the workplace and so on. I was really reminded of this article I read recently by Cory Doctorow
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that talks about centaurs and reverse centaurs. A centaur is the idea of a human being assisted by a
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machine so the centaur being the kind of mythological animal that's like a human noise, upper body,
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on a horse's lower body. In an AI situation, the human mind is sort of extended through the kind
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of technological infrastructure and that's how we're often sold AI. Oh it'll expand your abilities
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to do this. But what Doctorow is saying is that the kind of business case for AI is the opposite of
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that so he calls it a reverse centaur. So where the humans are serving as appendages to the AI,
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so rather than kind of AI is an extra layer double checking the work that actually makes things more
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expensive and introduces more processes. Even if that makes things better but the business case for
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AI is not about making things better it's about making things cheaper. So actually you end up with
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kind of many less humans who are in the loop of all these AI is doing lots of work and then the
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humans become responsible for checking and for any mistakes that the AI's make so they take the fall
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effectively. So I have this friend who is an editor and she was telling me recently that she's like
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I don't I don't want to just work with AI that's her main job has now become about checking the
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edits that AI has done and for her that is not why she went into that work she used to love working
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with an author to really think about how to bring their work to life talk about some of the stylistic
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and personal choices and word use like really like a wordsmith type of person. And so like there's
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this idea that in work where we become like a helpmate to AI we're also being disconnected from
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other human beings within our job role. Thinking about the human in the loop the fear is that there
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will be no human loop right and this one reminds us the ways in which humans will be required to
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always be in the loop and or as humans will always kind of intervene in any system whether it's
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desired or not. I'm also interested in the way in which Cory Doctorow article does miss out early
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feminist thinking around social tech and the cyborg it might be more useful to think about the ways
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in which we were always already cyborg or if you don't want to use that term anymore the way in which
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our sociotechnical capacities have grown and the way in which that that growth has been
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mythologized allowing us to fully understand our engagement with the systems of AI. I don't know
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if either of you saw Sam Altman's recent comments about how expensive it is to train AI did you hear
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him talking about this? He was saying I don't think that's fair because think about how much energy
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it takes to train a human you've got 20 to 30 years of eating how like ecologically taxing humanity is
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and I don't even know if he sees how perverse that line of thinking is you know. Oh that guy my god
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and I guess this is the question is this entire turn of ever increasing forced engagement with AI
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systems part of a larger command control. I'm sound like a conspiracy theorist here but I actually
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think this is reasonable strategy. Yeah to get everybody thinking and doing along the same lines
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in addition to the research I mentioned earlier about people kind of trusting decision support
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algorithms over their own professional judgment. There was this MIT report recently that's been
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all over the media and of course it's a single study things need to be repeated we need to understand
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exactly how these things are working but that there could be some cognitive deficits involved in
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relying a lot on the use of large language models and how we learn and how we engage. I'm
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really struck by the Sam Altman quote essentially if machines were doing labor for free then it sort of
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becomes a slave labor market right and I feel like that's kind of what I get from how Altman's
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thinking that we're eating food just to kind of be laborers working for people like him. There was a
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comment to those comments that he made that was basically like he sees us all as like inefficient
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neat computers and I thought that is exactly what it sounds like. We talked about this in an
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episode on the podcast about virtuosity this idea that the fact that humans are human is a flaw
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that they are not perfect as a flaw and even just going back to war games the idea of mercy being a flaw
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if you're thinking about this from like a machine perspective and yes does every boss
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I'm guessing like every master wishes that everybody underneath them would just do exactly as they're
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told and every colonel in the army just wants their soldiers to do what they're told but the fact
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that we don't do that is actually a very important fail safe I think in human society.
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So in the film we have a theme which is around the military and there's also a theme of learning
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and the learning in military themes really come together in games so games as simulation and models
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and play the conjunction of these things has like an interesting history but it's also something that
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is really present right now I think. One of the clearest but probably oldest examples of this
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would be in the so-called unmanned aircraft where it's remote controlled that's back in the early
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days it be you have somebody in a remote location that's controlling this and there's something very
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gay-me about this and already back in those days people were talking about how that creates a
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psychological distance between soldiers and whatever their targets are whatever they're attacking
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that kind of removes some personal accountability and now we have autonomous unmanned aircraft that are
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flying into places doing reconnaissance choosing targets and executing their strikes on those targets
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without the involvement of any human that is in unique development that we're heading into right now
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and then you have some of the major heads of the large tech corporations stereo MOA from Anthropic.
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His vision is that the western nations like that what he's calling like the western democratic
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allies should be working together to share this technology and to build it out so that they can
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vanquish their enemies there's online games like that too where we live in worlds and we work together
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with people to vanquish our enemies and now this incredibly powerful technology that is reducing
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the time frame that it used to take us to think about whether or not and how and where to just obliterate
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a large number of targets and I think that all builds up this narrative of like AI as defense
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and where now offence as defense that I think is really dangerous in the current climate you have
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countries blowing up entire civilian infrastructure as a defense mechanism and I wonder if that goes
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back to this whole distance and removal that with every step that we're out of that loop more
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and more humanity gets lost and in war that's a really serious consequence. I was reading about
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the use of drones but also other kinds of robots in the war in Ukraine and the kind of training
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for the operators and one of the remarks was being an experienced gamer was better prep than having
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military experience and I think this is quite interesting because there’s this intersection with games
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which are often you know a lot a lot of computer games are around shooting that's a whole kind of
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genre but I think it blurs a line for me between like soldiering and killing. In the first person
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shooting game the aim is to kill things whereas soldiering isn't primarily about that or maybe
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hasn't always been about that you might fire a gun as a soldier to suppress people you might
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not aim to hit them but you deny an area or something like this and so this that sort of feels to me
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like the there's a kind of blurring of or change of what it means to be in the military to be more like
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the games that have been built right yeah so we're seeing kind of military actions that are much more
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like murder right or killing and perhaps the kind of nuclear war theme that's in the film like
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is a version of that but now rather than being the kind of one-off fear of world war three this is
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now becoming a more everyday kind of activity and more localized I mean we just had the President
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of the United States recently threatened to wipe an entire civilization off the face of the earth
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that's nuts more than nuts you know and the fact that his press secretary just wiped it away as
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blustery rhetoric you know and the problem is this collapsing between defense and offensive
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technologies I think is you know this I learned this term related to drones called
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loitering munitions and just that whole term the idea that it's basically a missile that
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is already up in the air and sits there waiting to find a target and then strikes it it's kind of
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changed the whole temporality of warfare as well it both speeds things up and extends them longer
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when we're fighting trench warfare how long do these battles go on people clash loads of
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casualties on both sides and then you need some time to go and recoup and bring your people back to
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battle now it's like this continual loop of highly destructive warfare there's also something
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around the temporal aspects of it I've heard this horrible phrase shortening the kill chain
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but how AI is being used for target selection for drone strikes or missile strikes and so on
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that it can analyze data much more quickly and it can mean the decisions about attacks can be made
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much more quickly and part of how they present that is that well the final decision will always be
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made by humans still so we have this humans in the loop idea here which is still the human being
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placed in a position of responsibility for the failure of AI right but also like removing all
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space for judgment removing time for judgment because if as you say like the Israeli I think it's
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called gospel that basically it would take a human analyst let's say a year to come up with 50 targets
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and this is coming up with thousands of targets in a very limited amount of time what human in the loop
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can do the appropriate checks and balances there to I mean we're already seeing this you know war is
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definitely targeting civilian infrastructure much more you know so clearly AI is not capable of
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making those nuanced decisions and I think what's worse is that governments don't care
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to bring just the discussion back to games before we move on games obviously run through all kinds
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of aspects of computing right so we're in so it's you know computer science and games design could be
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next to each other in a university department and so on we've seen games like chess as important
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tests of certain kinds of AI through the decades also we have game theory so game theory coming from
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von Neumann who's a pioneer of the modern computer let's say does come into kind of scenario
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planning and quite explicitly into kind of US nuclear strategy we see a little bit of that in the
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film when David's doing the research about Falcon he discovers a article called poker and Armageddon
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the role of bluffing in a nuclear standoff so if either of you to come across this games in the
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context of nuclear war no not me my my relationship to games is in terms of feeder games
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I come from the performance world games can break down and then reinforce social norms and
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that's what the tool is for when you're teaching within through games where we see a cognate with
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war games and theatre games of course is in the Campancino Theater and Theater of the Oppressed
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style from Boal etc where all of the kind of choreographic and strategic structures of games
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or things you can learn within a game are also a way to kind of push back on cultural repression
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that's happening within your own systems so yeah not in terms of nuclear war but definitely in terms
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of the ways in which gaming as a social interactive structure can help a sport the repressive apparatus
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of the state damn I'm not even sure how to follow that that was really brilliant when I think about
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like the kind of game theory that you're talking about the kind that really heavily influenced like
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the field of behavioral economics I've got so many criticisms of that kind of way of looking at it
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you know this ultra a very specific idea of rationality is involved in those games somewhat of a
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lack of respect for context and I don't know I kind of see that mirrored in the way that these
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kinds of games are envisioned as well these kinds of war games there's a scene where really kind of
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brings that out I think where David is a founder computer terminals talking to Joshua
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and is realizing that Joshua is still playing and Joshua is still playing because the primary goal
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in Joshua's words has not been achieved David asks Joshua what is the primary goal and the primary
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goal is quote to win the game right so Joshua doesn't have the concept of playing for fun which is a
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more complex goal it's a it's an embodied goal and I think that's kind of critical you know doing
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something for pleasure or doing something for fun yeah so it makes sense that a machine can't connect
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with that so one of the themes that's in the film is a kind of simulation versus reality binary
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for instance David asks is this a game or is it real to Joshua and Joshua replies what's the
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difference I should reach deathcon 1 and launch night missiles in 28 hours would you like to see some
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projected kill ratios 69% of the housing destroyed 72 million people dead
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is this a game or is it real what's the difference oh wow
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and I'm just wondering if you have some reactions to that when I watched yesterday I
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wasn't thinking about the interiority of Joshua slash whoppers kind of experience can we
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came up aware of that kind of misstep of mind what if the AI is learning if Joshua has the capacity
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to learn what has he learned in those 10 years potentially of stasis that he does not play in the
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game with with Falcon anymore and how fast can he learn given this and I guess one of the questions
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is this a version of hyper reality does Joshua exist in hyper reality and what does that mean for us
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hyper reality being a state whether the situation between the real and its representation collapses
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norad becomes a hyper real space once the game is in play but also this interior world
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the Joshua experiences must be hyper real I was thinking about how Falcon says that
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Joshua never learned futility you know giving up on something and the fact that it's called Joshua
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the fact that Joshua was the name of his son who died in the car accident this idea of like the
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machine as the baby of the developer comes up a lot and therefore also this idea of how you parent
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your baby machine how you raise it the things you teach it what's important to it or not this idea of
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you know having that responsibility but then also at some point you no longer have any
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and what Falcon is kind of explaining in that scene really reminds me a lot of actually a
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perspective from the 80s Michael Crichton had it too that it's sort of like oh well you know humans
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will eventually destroy themselves they probably deserve it let let everything take its course you
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know and I think that like when Falcon sitting there and he's like I don't know if I should intervene
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to stop it and that that was an argument back in the day and still is actually about climate change
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I feel like it's the futility issue would not be what I think is the biggest issue in terms of
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you know how to raise your machine baby it's the fact that machines don't understand any kind of
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vulnerability drones target children and non-combatants you know like Mercy is a human failing like I
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said earlier like that comes from somewhere the environment in which machines are taught to conceive
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of vulnerability in this way. A couple more clips to play which is from the final sequence and here we
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have you know the scene where Joshua is still playing the game and there's a trying to get the codes to
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launch the unique the missiles which is all going to be automated and so on and Falcon and David
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together gets the idea to get Joshua to play lots and crosses or take Tektoe to try to gain access
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to Joshua and also to teach it that it can't win which is its goal. And through that realizing the only
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winning move is not to play and deciding not to initiate the attack so lots to discuss in the scene
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that I think is about learning with machines for me there's something about different types of
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learning relating to the kind of game simulation the kind of learning that McKittrick wants Joshua to
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do is to learn how to be better at Nick the War measured in amounts of destruction and so on and
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Falcon says that there are people like McKittrick who think you can win this whereas what Joshua
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manages to learn at the end they learn something that's of a different type so they learn something
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that's a constraint of the game they've been learning to play better and I think that's a really
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interesting kind of juxtaposition the different kinds of learning that Joshua does the different
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kind of learning that Falcon wants Joshua to do versus McKittrick and taking that to today's AI
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and so on like I think everyone's under pressure in the workplace and then everyday life and so on
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to learn how to use AI that's given to us whereas one of the things we need to learn is more about
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what it's like what it's constraints are what it does yeah exactly yeah and it would be easy to
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miss it out by concentrating on what the McKittrick surround us want us to do for me I thought that
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like the realities that they all inhabit are kind of based around what they're perceiving as relevant
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and in the process of learning they're expanding that horizon of what's relevant to consider
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McKittrick isn't considering when he's suggesting that the machine run everything that a scenario
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such as this could could happen Joshua isn't considering the idea that there are some games you cannot
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win Falcon is not considering a lot of things you know his own personal accountability and responsibility
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for having created this thing which he might have done so to examine these loftier questions that he
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has in mind for himself but should he have considered the practical application of the things that he built maybe
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it's just a matter of your process of learning is your horizon being opened up to you about what
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things matter in the context do you want to share a final thought on what to take away from watching
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the film in relationship to today I'm really struck by how even in this early framing of AI
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and in relation to our globalized world we're hyper aware of the human capacity for pain and pleasure
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and knowledge and that seems to be stripped out once we've mechanized or automated learning and
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knowledge systems and how much time it would take to bring that type of embodied affective
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relationships knowledge into these other systems so yeah just really thinking and reflecting on
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the deep time of learning maybe in a similar vein thinking about how much like human experience and
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maybe even human biases in a positive sense how things like human interactive emotions and
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attitudes such as mercy and compassion and these are all also sort of embodied parts of our
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learning and relating to the world and things that machines can't understand or at least don't
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understand at the moment and so I'm very I'm very dubious about the application of AI in any kind
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of military setting I don't think it should be done I don't think war should be optimized made
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more efficient yeah none of that
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okay so Tracie Justin thank you both so much for your thoughts and thank you to everyone for joining
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us to listen to this podcast it's been a pleasure thinking about War Games with you. For more
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detail and references for our discussion in this episode please do check out the show notes and if
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you enjoy the episode please do subscribe or text it to a friend you can follow us on Instagram at
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computerseance.podcast that's at computerseance.podcast we want to hear your thoughts the more people we get into
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the conversation the smarter and honestly the more fun it gets
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will you be Ally again? thank you for listening. could you do this in the voice of Joshua please thank you for listening thank you for listening
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That was beautiful
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this podcast is funded by a UK research and innovation future leaders fellowship