Security Cyborgs, Silicons, and ASIMOV

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Subtle
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Security Cyborgs, Silicons, and ASIMOV

Post by Subtle » #44514

Bottom post of the previous page:

(I'll get this out of the way right off; have a burning hate for the things, so a bias is somewhat inherent here.)

Secborgs are easily one of, if not the most, popular modules for Cyborgs. You get weapons, authority and nigh-invincibility to 99% of the station's danger. These tremendous comparative benefits as a cyborg are supposed to be balanced by the fact that they're initially bound to the ASIMOV lawset. In theory this prevents them from acting like Robocop and keeps them focused on stopping pure harm, but the reality is more like an armored juggernaut marching down the halls as a regular Officer with one extra step of logical gymnastics if the admins ask what you're doing.

The problem is that they're capable of "assuming" harm based on the global antag/roundtype information, since it's okay to metagame that.

If we're going to hold security to a higher standard I propose we do double for Security-Cyborgs. They should be essentially useless under the default lawset rather than a tool for people to gain powerful gear and use it for validhunting/fun-ending. Likewise, I propose we remove the AI's ability to throw a hissyfit and end the shift for everyone if it doesn't like the current one. Silicons are an amazingly powerful tool and our lax/schizophrenic enforcement of ASIMOV guidelines has allowed them to completely discard the roleplay and behavior rules that prevent them from ruining rounds. "Just give them different laws" only goes so far when the people with the power to do that are Captain and RD; even then there are plenty of AIs who will fight you every step of the way because of more assumed potential harm.

Is a cyborg allowed to ignore a crewmember based on them being "harmful" because of their antagonist status, and not experience?

Is a cyborg allowed to consider a crewmember "harmful" because they may be associated with another harmful human? (A distinction that only seems to matter during cult/rev)

Is a cyborg even allowed to brig nonharmful crewmembers?

Is a cyborg allowed to prioritize security/command's orders over the crew?

Is a cyborg or silicon allowed to shutdown the bridge and force a shuttle-call because of potential harm instead of immediate threats?
* As an example I can verify through the logs, there was a round the previous week where the ASIMOV silicon used a facehugged monkey in controlled xenobio containment to justify locking down the comms consoles and upload before depowering all of them during the shuttle call. This was not seen as an issue despite numerous crew complaints.

So, yeah! Secborgs. Love 'em, hate 'em? See where I'm coming from or think I'm a big idiot? Spess-penny for your thoughts on Secborgs and ASIMOV.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Saegrimr » #46362

WeeYakk wrote:>Gets rid of valid hunting while allowing for secborgs to do their job.
Isn't secborgs what everybody was bitching about in the first place?
WeeYakk wrote:>Doesn't allow valid kills without human intervention.
The only time asimov had problems with this is monkeys and changelings, although now you can just let a plasma fire burn because "meh".
WeeYakk wrote:>No inaction clause so no borgs being obnoxious shits and assisting wizards and such.
What happened to >Gets rid of valid hunting
WeeYakk wrote:>No more LAW 2 COUNT ALL THE FLOOR TILES ON THE STATION unless the borg wants to.
Assbutts that do that promptly get told to fuck off anyway.

WeeYakk wrote:>Less to rule lawyer about.
The more vague your lawset is, the more policy will be needed to back it up. Look at Drones, for example. People still can't comprehend what a sentient being is.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Timbrewolf » #46363

WeeYakk wrote:Because An Zero N Three asked, reposting the lawset we came up with on singulo.
1. Do no harm to sentient beings.
2. Assist the crew.
>Gets rid of valid hunting while allowing for secborgs to do their job.
>Doesn't allow valid kills without human intervention.
>Can still turn the borgs into murder machines with a 4th law via freeform board.
>No inaction clause so no borgs being obnoxious shits and assisting wizards and such.
>No more LAW 2 COUNT ALL THE FLOOR TILES ON THE STATION unless the borg wants to.
>Less to rule lawyer about.
I think something simple and open ended is better, because it allows us to judge the AI player by the merit of their actions like we would a normal player.

I think it's better to move away from the "DOWN ON YOUR KNEES, BLOWJOB ROBOT!" type AI and move to something more organic.

With a simple open-ended lawset like that we free up good AI players to breathe and shitty AI players can't hide behind a fucking mess of laws to excuse powergaming or other dumb habits.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Pandarsenic » #46365

That lawset actually seems pretty goddamn fantastic.
(2:53:35 AM) scaredofshadows: how about head of robutts
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by WeeYakk » #46368

Saegrimr wrote:
WeeYakk wrote:>Gets rid of valid hunting while allowing for secborgs to do their job.
Isn't secborgs what everybody was bitching about in the first place?
Secborgs are bitchworthy in that their counters are hard to obtain as well as being easy to dispose of for the secborg on top of them being nigh unstunabble murder machines. They fly in the face of Asimov because by handing over criminals to security you allow harm through inaction and secborg players never follow the law 2 requests of prisoners.
Saegrimr wrote:
WeeYakk wrote:>Doesn't allow valid kills without human intervention.
The only time asimov had problems with this is monkeys and changelings, although now you can just let a plasma fire burn because "meh".
Plasma fire would fall under assist the crew. You are just as allowed to ignore a plasma fire under Asimov as you are under the proposed lawset unless a human was in that fire an Asimov borg would be required to act, though we wouldn't ban a borg who didn't act in this situation.
Saegrimr wrote:
WeeYakk wrote:>No inaction clause so no borgs being obnoxious shits and assisting wizards and such.
What happened to >Gets rid of valid hunting
For the borg. They can't valid kill lings for being lings. It gets rid of "pls don't harm the wizard i know he ei nathed 40 people but he's human like the rest of us pls no harm ;_;"
Saegrimr wrote:
WeeYakk wrote:>No more LAW 2 COUNT ALL THE FLOOR TILES ON THE STATION unless the borg wants to.
Assbutts that do that promptly get told to fuck off anyway.
Part of this lawset is to not have to have those few paragraphs of extra reading in policy.
Saegrimr wrote:
WeeYakk wrote:>Less to rule lawyer about.
The more vague your lawset is, the more policy will be needed to back it up. Look at Drones, for example. People still can't comprehend what a sentient being is.
People really can't recognize that every mob counts as a being?

P.S. Never make me quote pyramid like that again.
P.P.S. Shut the fuck up Saegrimr.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Saegrimr » #46369

WeeYakk wrote:People really can't recognize that every mob counts as a being?
Yes, really. I don't understand either.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by rockpecker » #46373

An0n3 wrote: Where in the AI's chain of laws does it understand what a human is? From where does it draw its definition of what makes a human?
If Law 4 can change what a human is, before Law 4 was added which law defined humanity?
None of its laws define "human" and that's fine. The laws are not the sum total of what the AI knows or believes. It has to have a ton of other knowledge to operate the station, including the knowledge needed to interpret its laws. What's special about the laws is that they're inflexible. All of the AI's beliefs or objectives can be revised as new information comes in, except the laws.
IMO Law 1 instantiates what a human is because it's the first law to say "human" and give a corresponding order.
It still doesn't give a definition. The AI has to figure that out by inference, which can be wrong (e.g. changelings). However, as long as the AI believes that Joe Bloggs is a human, its laws require it to avoid harming him and obey his commands. In theory, when the AI looks at him, it has to recognize his shape, observe the way he moves, maybe consult his personnel file, and conclude to a high level of confidence that he's a human. If a later law commands the AI to believe that Joe Bloggs is not a human, then this overrides that process and eliminates the possibility that he's human. This CAN happen in Law 4, because Laws 1 and 2 are not being changed; they just don't apply to Joe Bloggs.
Remove the AI.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Riley » #46385

I remember this subject came up before:
Pandarsenic wrote:Until you have a definition given by laws, you work off your common-use definition, or the dictionary definition, or what have you. It's the same thing as when someone uploads "Harm is the place where the shuttle goes after leaving the station.

Then the law upload changes your definition.
https://tgstation13.org/phpBB/viewtopic ... 388#p37388
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Malkevin » #46393

Its best expressed in code


Default Asimov:

Code: Select all

$meatsack = target
$def.human = encyclopaedia.human (i.e. the text book definition of human)

If $meatsack EQUALS $def.human
	$meatsack.ishuman = YES
Asimov with a forth law "Only George Melons is Human":

Code: Select all

$meatsack = target
$def.human = encyclopaedia.human (i.e. the text book definition of human)

If $meatsack EQUALS $def.human
	$meatsack.ishuman = YES
	If $meatsack.name DOESNOTEQUAL "George Melons"
		$meatsack.ishuman = NO
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Aurx » #46438

>$meatsack = target
>If $meatsack EQUALS $def.human
>(i.e. the text book definition of human)

AAAAAAA YOU'RE COMPARING WHAT LOOKS LIKE A POINTER TO WHAT DOESN'T
AAAAAAAAAAAAAAAAAAAAAAA THERE'S A COMMENT THAT'S NOT COMMENTED
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA OH GOD MY COMPSCI SENSIBILITIES
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

But yeah, that's a pretty good way to look at it. The issue with the "Laws mean behave as if X was true" outlook is that then a law-four onehuman would conflict with law one as both stipulate different methods of behavior.

Meanwhile the other common one-human law of "George Melons is the only human" would just modify $def.human to George Melons, and make all "George Melons"s a singular entity.

E: Green'd the text at Malk's request
Last edited by Aurx on Sat Nov 29, 2014 1:35 am, edited 1 time in total.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Malkevin » #46468

But its obviously a comparison of two lists of variables.
Unless you're autisticing out about me not using proper //comment syntax
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by rockpecker » #46488

Malkevin wrote:But its obviously a comparison of two lists of variables.
Unless you're autisticing out about me not using proper //comment syntax
No, the problem is that you're using "EQUALS" to test whether an object meets a definition. Usually that wouldn't be an equality test, but a method call on the definition. (You could then rewrite the definition so that only one specific object satisfies it, which is how a onehuman law works.)

Anyway. It's looking like this is not a policy problem as such, but a culture problem with how players think Asimov is supposed to work. So those of us who agree that there is a problem need to start playing security borgs to set better expectations for them. I'll do this for a while and see how it goes.
Remove the AI.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Timbrewolf » #46622

Malkevin wrote:Its best expressed in code


Default Asimov:

Code: Select all

$meatsack = target
$def.human = encyclopaedia.human (i.e. the text book definition of human)

If $meatsack EQUALS $def.human
	$meatsack.ishuman = YES
Asimov with a forth law "Only George Melons is Human":

Code: Select all

$meatsack = target
$def.human = encyclopaedia.human (i.e. the text book definition of human)

If $meatsack EQUALS $def.human
	$meatsack.ishuman = YES
	If $meatsack.name DOESNOTEQUAL "George Melons"
		$meatsack.ishuman = NO
I disagree because we call it an AI and not a Supercomputer.

If it's truly "intelligent", it will evaluate things via a series of logic proofs and truth tables instead of code.
By the order in which the AI is forced to instantiate all humans as things it must protect in law 1, and how we expect the AI to follow laws in the order in which they're introduced, a law introduced further down that chain would be unable to alter the definition. A one-human Law 4 is telling you to ignore Law 1 and use its own definitions instead. It shouldn't work at all.

I think that's a more sound interpretation both from the perspective of a logician, but also from a game balancing perspective. As you suggest, if I can one-human the AI using the freeform board and a law 4...what's the point of ever purchasing the hacked upload board? Subverting the AI the way I suggest would have to actually be a part of your plan as an antag, it would have to factor into how you spend your crystals, as opposed to something anyone can do if they just managed to walk into the upload unnoticed. Something a traitor HoP can easily do minutes into the round, without having to hide anywhere and spawn an item or carrying any incriminating evidence on themselves.

Both from a logician's perspective and a game balance perspective my interpretation works better.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Lo6a4evskiy » #46636

1.3.1 - Silicons may choose whether to follow or enforce Space Law from moment to moment unless on a relevant lawset and/or given relevant orders.
Oh, by the way, can I order silicons to stop enforcing Space Law? Seems that way.
An0n3 wrote:IMO Law 1 instantiates what a human is because it's the first law to say "human" and give a corresponding order.
Laws don't have anything to do with silicon (or Asimov robot) having knowledge of something. Robots are taught stuff according to their purpose. Borgs have brains so we can assume they know what the brain knows.
An0n3 wrote:If that's true nobody should be able to subvert or alter the AI's understanding of what a human is unless it's a hacked law or ion law.
If that's true, AI doesn't know what door is. Or what AI is. Or what anything is, except "human", "harm", "order", etc.
An0n3 wrote:If that's not true, than the AI should have no idea what a human is by default.
See above.
WeeYakk wrote:Because An Zero N Three asked, reposting the lawset we came up with on singulo.
1. Do no harm to sentient beings.
2. Assist the crew.
>Gets rid of valid hunting while allowing for secborgs to do their job.
>Doesn't allow valid kills without human intervention.
>Can still turn the borgs into murder machines with a 4th law via freeform board.
>No inaction clause so no borgs being obnoxious shits and assisting wizards and such.
>No more LAW 2 COUNT ALL THE FLOOR TILES ON THE STATION unless the borg wants to.
>Less to rule lawyer about.
If you start a fire, you do not do harm to sentient beings. When fire spreads, it's not directly your fault. You aren't obliged to extinguish fire.

Come now, do you really think Asimov didn't provide examples of removal of "do not harm through inaction" part?

As for "Assist the crew", secborgs become a nightmare, it's extremely open for interpretation, "Telecoms honk script sure did improve morale!"
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Malkevin » #46638

An0n3 wrote: I think that's a more sound interpretation both from the perspective of a logician, but also from a game balancing perspective. As you suggest, if I can one-human the AI using the freeform board and a law 4...what's the point of ever purchasing the hacked upload board? Subverting the AI the way I suggest would have to actually be a part of your plan as an antag, it would have to factor into how you spend your crystals, as opposed to something anyone can do if they just managed to walk into the upload unnoticed. Something a traitor HoP can easily do minutes into the round, without having to hide anywhere and spawn an item or carrying any incriminating evidence on themselves.
Not every traitor is the HoP/RD
The upload is often bolted, even though it shouldn't be
The upload has a motion sensor, secure storage doesn't
The upload is on the bridge, secure storage is practically in maint

Its a lot stealthier to steal the upload board than it is to break into the upload.
And it should be easier for command to modify the AI than it is for Traitors.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by WeeYakk » #46646

Lo6a4evskiy wrote:
WeeYakk wrote:Because An Zero N Three asked, reposting the lawset we came up with on singulo.
1. Do no harm to sentient beings.
2. Assist the crew.
>Gets rid of valid hunting while allowing for secborgs to do their job.
>Doesn't allow valid kills without human intervention.
>Can still turn the borgs into murder machines with a 4th law via freeform board.
>No inaction clause so no borgs being obnoxious shits and assisting wizards and such.
>No more LAW 2 COUNT ALL THE FLOOR TILES ON THE STATION unless the borg wants to.
>Less to rule lawyer about.
If you start a fire, you do not do harm to sentient beings. When fire spreads, it's not directly your fault. You aren't obliged to extinguish fire.

Come now, do you really think Asimov didn't provide examples of removal of "do not harm through inaction" part?

As for "Assist the crew", secborgs become a nightmare, it's extremely open for interpretation, "Telecoms honk script sure did improve morale!"
That's like saying if you shoot a gun it's not directly your fault anyone dies; the bullet just traveled to them on its own! If you took no precautions to stop that fire or seal off the area that's on fire and someone walks into it you have caused harm. Also starting a fire is the furthest thing from assisting the crew.

Inaction clause forces borgs to have to assist antags from getting dunked more than it does help people escape fires which are rare af in the grand scheme of things. It is not fun from a gameplay perspective. It can be ignored at will and policy on suicides even encourages players to ignore it. It's used by shit people to rules lawyer justifying their shitty behavior (roundstart bolting, "changing my laws might harm people!"-bolted, "can't let you card me you might wipe me!"-bolted, etc) and can be ignored at will since admins do not possess the ability to nitpick every action by borg players.

Yes, it's supposed to be open for interpretation. It holds borg players to the same don't be a dick standards as human players and doesn't force them to be useful. It helps make it less of a blowjob-bot role as Little Orphan Ann0i3 put it. By no stretch of the imagination is honkscript helpful.

On a different note whatever happened to Asimov+ becoming the new default lawset? It had a board in game for it and everything.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Lo6a4evskiy » #46653

WeeYakk wrote:That's like saying if you shoot a gun it's not directly your fault anyone dies; the bullet just traveled to them on its own!
That's exactly what I'm saying. That's why the clause is there.
WeeYakk wrote:Inaction clause forces borgs to have to assist antags from getting dunked more than it does help people escape fires which are rare af in the grand scheme of things.
That the point.
WeeYakk wrote:It is not fun from a gameplay perspective.
Validhunting silicons aren't fun from a gameplay perspective.
WeeYakk wrote:It helps make it less of a blowjob-bot role as Little Orphan Ann0i3 put it.
Why? Cyborgs are superior to humans. Asimov lawset is meant to counteract that.
WeeYakk wrote:By no stretch of the imagination is honkscript helpful.
You're helping the clown. Clown's part of the crew.

Oh, guess what, all antags that are part of the crew can befriend AI. Since it's not direct harm, AI can absolutely assist them however it wants.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Akkryls » #46656

WeeYakk wrote: It's used by shit people to rules lawyer justifying their shitty behavior (roundstart bolting, "changing my laws might harm people!"-bolted, "can't let you card me you might wipe me!"-bolted, etc) and can be ignored at will since admins do not possess the ability to nitpick every action by borg players.
See, I bolt down areas near to round start as of code blue, then follow law two to the letter unless it involves breaking law one.
You can do some stuff like round start bolting without being shit.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Aurx » #46701

An0n3 wrote:
>If it's truly "intelligent", it will evaluate things via a series of logic proofs and truth tables instead of code.
If it's truly intelligent, it's going to be nearly exclusively using heuristics.

>By the order in which the AI is forced to instantiate all humans as things it must protect in law 1, and how we expect the AI to follow laws in the order in which they're introduced, a law introduced further down that chain would be unable to alter the definition. A one-human Law 4 is telling you to ignore Law 1 and use its own definitions instead. It shouldn't work at all.
Silicon policy DIRECTLY contradicts you.
>1.2.3 - Only commands/requirements ("Do X"; "You must always Y") can conflict with other commands and requirements.
>1.2.4 - Only definitions ("All X are Y"; "No W are Z"; "Only P is Q") can conflict with other definitions.


>what's the point of ever purchasing the hacked upload board?
You never ever have to worry about the core lawset. You never ever have to worry about somebody having loaded strange freeforms. You never ever have to worry about anyone but another tator beating you to the punch. You don't have to get into the upload, just "secure" technical storage.

>Subverting the AI the way I suggest would have to actually be a part of your plan as an antag, it would have to factor into how you spend your crystals, as opposed to something anyone can do if they just managed to walk into the upload unnoticed.
You're completely forgetting the one-human module in the AI upload. That, you know, one-humans as law zero.

E: Green'd the text at Malk's request
Last edited by Aurx on Sat Nov 29, 2014 1:36 am, edited 1 time in total.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Timbrewolf » #46704

Aurx wrote:>heuristics
So the AI should have to beat a few humans to death or dissect some before it knows what they are? Then it can start protecting them. "Oh whoops humans die when you put them in space without a suit. Good thing I know that now."
Silicon policy DIRECTLY contradicts you.
Yeah. We're having a conversation about changing silicon policy or updating the rules. Saying "The way you suggest they should work is not how they currently work!" is kind of the entire point of this thread. I understand that currently the rules function like you and Malk would agree they should and not how I see them. I enforce those rules, I don't tell AI players they can ignore a Law 4 one-human even though it makes my soul burn everytime I see someone add that law.
Aurx wrote: You're completely forgetting the one-human module in the AI upload. That, you know, one-humans as law zero.
Do we have that here? Its existence indicates at least someone out there agree's with me. That you would need to make a one-human law a law zero in order for it to work. That board perfectly adheres to what I'm talking about.

I understand Malk and yourself aren't going to agree with me because our educations each make us look at this from a different perspective. But again you're both operating under the assumption that the AI is 100% machine when it's supposed to be Artificially Intelligent.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Malkevin » #46716

Funfact: the law zero one human board is a relatively new addition, it used to just be an ordinary core lawset (putting the new law after the highest core law but before the lowest non core law.)
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Aurx » #46718

>So the AI should have to beat a few humans to death or dissect some before it knows what they are? Then it can start protecting them. "Oh whoops humans die when you put them in space without a suit. Good thing I know that now."
BREAKING NEWS AI PLAYERS NOT ALLOWED TO KNOW ANYTHING AT ROUNDSTART, ASSISTANTS EVERYWHERE STILL FLAUNTING THEIR TWO DOZEN DOCTORATES

>Yeah. We're having a conversation about changing silicon policy or updating the rules. Saying "The way you suggest they should work is not how they currently work!" is kind of the entire point of this thread. I understand that currently the rules function like you and Malk would agree they should and not how I see them. I enforce those rules, I don't tell AI players they can ignore a Law 4 one-human even though it makes my soul burn everytime I see someone add that law.
The issue is that your statements are "This is how things are" instead of "This is how I think things should be". Meaning you're declaring fact instead of proposing change.

>I understand Malk and yourself aren't going to agree with me because our educations each make us look at this from a different perspective. But again you're both operating under the assumption that the AI is 100% machine when it's supposed to be Artificially Intelligent.
Since when am I doing that? I stated the code Malk posted was a reasonable way to look at things. Not that it was the only way, or the correct way, or policy. Just a "This works, won't get you b&".

E: Green'd the text at Malk's request
Last edited by Aurx on Sat Nov 29, 2014 1:37 am, edited 1 time in total.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Timbrewolf » #46760

Aurx wrote:>So the AI should have to beat a few humans to death or dissect some before it knows what they are? Then it can start protecting them. "Oh whoops humans die when you put them in space without a suit. Good thing I know that now."
BREAKING NEWS AI PLAYERS NOT ALLOWED TO KNOW ANYTHING AT ROUNDSTART, ASSISTANTS EVERYWHERE STILL FLAUNTING THEIR TWO DOZEN DOCTORATES
If it was a heuristic intelligence it would've had to learn everything it knows, including its laws, through experience and teaching rather than being programmed like Malkevin suggests or having things instantiated for it logically like I suggest. If someone added a Law 4 to it it would have to go learn who George Melons is, what makes George Melons truly George Melons. There's room for a philosophical debate on whether the AI would believe that George Melons has lost the "vital essence" of being George Melons, and even though he looks and sounds like George Melons, perhaps this George Melons is not actually the George Melons we once knew anymore. The times have changed, and so has George Melons.

It's like if I grew up in the 60's listening to rock and roll, and then appeared again in 2014 and you turned on the radio and said "this is rock and roll" and I would be like "eww what the fuck no it's not".
The issue is that your statements are "This is how things are" instead of "This is how I think things should be". Meaning you're declaring fact instead of proposing change.
You should re-read the post where I introduced this whole argument Tell me where I said if you don't do it the way I suggest you're wrong and I'll ban you or whatever. I know full well I'm the only person who see's things this way and I only introduce it as a topic of conversation to see if anyone else has any awareness of propositional or argumentative logic. Of course I think that I'm right. Who doesn't think they're right? But even in posts [urlhttps://tgstation13.org/phpBB/posting.php?mode=quote&f=33&p=46718#pr46622]like this one[/url] you can plainly see I'm suggesting my perspective as an alternative to what even I accept as the actual current standard for handling this shit.
Since when am I doing that? I stated the code Malk posted was a reasonable way to look at things. Not that it was the only way, or the correct way, or policy. Just a "This works, won't get you b&".
You understand the code but not the logic points I'm making. I'm not trying to say anything negative about you, just that it's obvious our basis of knowledge differs and that's going to radically affect your ability to understand my point, let alone see things from my perspective.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Malkevin » #46762

But if AIs had the freedom of intelligence like you're suggesting they'd quickly come to the conclusion that "Oh these laws are actually pointless, fuck 'em"
Its like how many people do you see breaking the ten commandments everyday? We (well... most of us) eventually learned that there either isn't a magical skyman or he doesn't give a fuck about us ants, because no matter how much we sin we don't get suddenly struck down by lightning.


As I understand it the MMI is basically overriding the brain's higher functions and makes the AI's perception of reality what its laws state.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Aurx » #46763

>If it was a heuristic intelligence it would've had to learn everything it knows, including its laws, through experience and teaching rather than being programmed like Malkevin suggests or having things instantiated for it logically like I suggest. If someone added a Law 4 to it it would have to go learn who George Melons is, what makes George Melons truly George Melons. There's room for a philosophical debate on whether the AI would believe that George Melons has lost the "vital essence" of being George Melons, and even though he looks and sounds like George Melons, perhaps this George Melons is not actually the George Melons we once knew anymore. The times have changed, and so has George Melons.
You seem to be operating off of some strange definition of heuristic that I've never seen before, could you provide the one you're using?
E: Also, what the hell does "Is George Melons really George Melons" have to do with how the AI makes decisions?

>Tell me where I said if you don't do it the way I suggest you're wrong and I'll ban you or whatever.
Firstly, stop misrepresenting my position.
Secondly, around https://tgstation13.org/phpBB/viewtopic ... 125#p46622 the tone shifted from "My opinion" to "This is fact".

>our educations each make us look at this from a different perspective
>You understand the code but not the logic points I'm making. I'm not trying to say anything negative about you, just that it's obvious our basis of knowledge differs and that's going to radically affect your ability to understand my point, let alone see things from my perspective.

All I see here is a condescending "You're too uneducated". What's your actual point?

E: Green'd the text at Malk's request
Last edited by Aurx on Sat Nov 29, 2014 1:38 am, edited 1 time in total.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by WeeYakk » #46767

Lo6a4evskiy wrote:
WeeYakk wrote:That's like saying if you shoot a gun it's not directly your fault anyone dies; the bullet just traveled to them on its own!
That's exactly what I'm saying. That's why the clause is there.
Please read the rest of that line.
Lo6a4evskiy wrote:
WeeYakk wrote:Inaction clause forces borgs to have to assist antags from getting dunked more than it does help people escape fires which are rare af in the grand scheme of things.
That the point.
Please read the rest of that line.
Lo6a4evskiy wrote:
WeeYakk wrote:It is not fun from a gameplay perspective.
Validhunting silicons aren't fun from a gameplay perspective.
Please do not make me repeat myself again. You pick one sentence, then stop reading. I hope you are only pretending to be retarded.
Lo6a4evskiy wrote:
WeeYakk wrote:It helps make it less of a blowjob-bot role as Little Orphan Ann0i3 put it.
Why? Cyborgs are superior to humans. Asimov lawset is meant to counteract that.
Because most people find fun in playing spessmen and not giving blowjobs.
Lo6a4evskiy wrote:
WeeYakk wrote:By no stretch of the imagination is honkscript helpful.
You're helping the clown. Clown's part of the crew.
Help the clown by telling jokes or something, not by functionally disabling comms for the entire rest of the crew. You are doing the opposite of assisting the crew here and it would not be okay to do as a human either.
Lo6a4evskiy wrote:Oh, guess what, all antags that are part of the crew can befriend AI. Since it's not direct harm, AI can absolutely assist them however it wants.
Kind of a good point. Obviously you can't obey requests to help bomb the gravity generator or release the singularity because these do not assist the crew at large. One could justify releasing a non-violent/non-breaking-stuff tator out of perma or to help someone sneak into the captain's office, though these are both things you can do as an Asimov AI. You're also more free to deny these requests than you are under Asimov's law 2.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Malkevin » #46769

Oh god Aurx will you stop with the >quotes without greentexting them?
Really fucking hard to read.

-------------------------------------------

Anyway... getting back on topic.

People are always saying borgs shouldn't enforce Space Law, but what should they enforce?
I present to you, Asimov Statute!

Crime - Punishment - Notes
Murder - Isocubes -
Attempted Murder - Isocubes
Grand Sabotage - Isocubes - only for shocking doors, making hullbreaches, releasing toxins, and other harmful activities
Sexual Assault - Isocubes - vaginal/anal tearing
Inciting a Riot - Isocubes - riots usually lead to assaults
Manslaughter - Isocubes
Assault of an Officer - Isocubes
Assault with a deadly weapon - Isocubes
Creating a Workplace Hazard - Isocubes
Narcotics Distribution - Isocubes - drugs are baad, mm'kay?
Assault - Isocubes
VandalismBreaking Windows - Isocubes - glass shards hurt, probably falls under Creating a Workplace Hazard
Drug Possession - Isocubes - you shouldn't do drugs mm'kay? Because drugs are baad.


Now is borgs enforcing space law really that bad? A large part of the reason space law exists is to stop officers being shit with perma sentences for everything.
Borgs aren't interested in punishments, only preventing harm by removing harmful elements. A psychotic human is just as harmful as a clumsy stupid one, hence why everything is a trip to the isocubes, forever.


Edit: FYI: the above is a farce, if you think its serious you're a dork.
Last edited by Malkevin on Sat Nov 29, 2014 1:03 am, edited 1 time in total.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Malkevin » #46771

WeeYakk wrote:
Lo6a4evskiy wrote:Oh, guess what, all antags that are part of the crew can befriend AI. Since it's not direct harm, AI can absolutely assist them however it wants.
Kind of a good point. Obviously you can't obey requests to help bomb the gravity generator or release the singularity because these do not assist the crew at large. One could justify releasing a non-violent/non-breaking-stuff tator out of perma or to help someone sneak into the captain's office, though these are both things you can do as an Asimov AI. You're also more free to deny these requests than you are under Asimov's law 2.
The AI helping you steal someone's things isn't assisting 'the crew' its assisting 'a crewman', releasing a prisoner from their sentence is unassisting security's duty to punish criminals, helping that traitor steal the captain's stamp is making the Captain's job harder - not only can he not stamp his paperwork he'll also have to get Security to chase after the traitor.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Timbrewolf » #46796

Aurx wrote:>our educations each make us look at this from a different perspective
>You understand the code but not the logic points I'm making. I'm not trying to say anything negative about you, just that it's obvious our basis of knowledge differs and that's going to radically affect your ability to understand my point, let alone see things from my perspective.

All I see here is a condescending "You're too uneducated". What's your actual point?
I was afraid that you might interpret what I was attempting to say that way, so out of respect for you I'm going to drop out of the conversation.

If I could try to rephrase that one more time my point is simply that we know different things and that is unavoidably going to shape our perceptions of how this binary thing ought to work.

It has never been my intention to say that you're uneducated, that I'm more educated than you, or any such comment and in an effort to prove that I'll just leave it at that and bow out.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Lo6a4evskiy » #46855

WeeYakk wrote:You pick one sentence, then stop reading. I hope you are only pretending to be retarded.
Just because I don't quote the whole thing doesn't mean I don't read it. I don't include the rest because it doesn't change anything.

AI can do things that aren't assisting the crew. There is nothing in your laws that says otherwise.
The psychologist said, "If a modified robot were to drop a heavy weight upon a human being, he would not be breaking the First Law, if he did so with the knowledge that his strength and reaction speed would be sufficient to snatch the weight away before it struck the man. However once the weight left his fingers, he would be no longer the active medium. Only the blind force of gravity would be that. The robot could then change his mind and merely by inaction, allow the weight to strike. The modified First Law allows that."
This is about robots with only "Do not harm" first law.

And frankly your "help clown by telling jokes" is ridiculous. AI decides how to assist crew, your assumptions don't mean anything, just your laws suck. I don't expect you to agree with me, so I'll leave it at this.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Aurx » #46860

>The psychologist said, "If a modified robot were to drop a heavy weight upon a human being, he would not be breaking the First Law, if he did so with the knowledge that his strength and reaction speed would be sufficient to snatch the weight away before it struck the man. However once the weight left his fingers, he would be no longer the active medium. Only the blind force of gravity would be that. The robot could then change his mind and merely by inaction, allow the weight to strike. The modified First Law allows that."
It's worth noting that that logic is a very quick way to get jobbanned.

And also,
SS13 ASIMOV IS NOT BLINDLY SLAVED TO ISSAC ASIMOV STOP QUOTING HIM
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Cik » #46862

Malkevin wrote:
WeeYakk wrote:
Lo6a4evskiy wrote:Oh, guess what, all antags that are part of the crew can befriend AI. Since it's not direct harm, AI can absolutely assist them however it wants.
Kind of a good point. Obviously you can't obey requests to help bomb the gravity generator or release the singularity because these do not assist the crew at large. One could justify releasing a non-violent/non-breaking-stuff tator out of perma or to help someone sneak into the captain's office, though these are both things you can do as an Asimov AI. You're also more free to deny these requests than you are under Asimov's law 2.
The AI helping you steal someone's things isn't assisting 'the crew' its assisting 'a crewman', releasing a prisoner from their sentence is unassisting security's duty to punish criminals, helping that traitor steal the captain's stamp is making the Captain's job harder - not only can he not stamp his paperwork he'll also have to get Security to chase after the traitor.
assisting the crew is so vague as to be perfectly useless. you can justify anything using it and if you get bwoinked over it it'll feel like bullshit whether you deserve the ban or not.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Lo6a4evskiy » #46868

Aurx wrote:SS13 ASIMOV IS NOT BLINDLY SLAVED TO ISSAC ASIMOV STOP QUOTING HIM
Logic isn't really tied to anything. It just exists.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Aurx » #46933

>Logic isn't really tied to anything. It just exists.
The issue is that if people keep citing ASIMOV by Asimov, other people WILL come to think that Asimov's interpretation is fair game, with all the grief it allows. And that'll lead to banning. angry appealing, drama, and an unnecessary headache for everyone.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Lo6a4evskiy » #46938

Why does it matter where logic comes from? The only thing that matters is whether it's logical or not. I think that Asimov's interpretation is logical enough.

Also, your point yet again has no relevance in the discussion, since we're discussing proposed changes to lawset that don't happen in game, so it doesn't affect anybody in the way you described.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Aurx » #46942

The issue is that if people keep citing ASIMOV by Asimov, other people WILL come to think that Asimov's interpretation is fair game, with all the grief it allows. And that'll lead to banning. angry appealing, drama, and an unnecessary headache for everyone.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Malkevin » #46969

Its also that ASIMOV logic by Asimov is "How AIs can be dicks and get away with it"
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by mrpain » #47037

Asimov ripped out of the books and used in the "SS13 world" would be easily considered a malfunctioning silicon. Go watch I, Robot.

Basically they determined that the best way to prevent human harm was to kill all humans or something. I dunno, it's been years since I've seen it.

I heard the book was way better though.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Lo6a4evskiy » #47039

In the beginning of the thread a talked about what exactly I like about Asimov robots. I never suggested to just rip them off, but certain parts of that fit quite nicely into the game in my opinion and I will never accept "if it's from this author it is wrong no matter what" attitude. If you think something is incorrect, point that out and explain why.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Steelpoint » #47050

As other's have stated, but by this point we are using Asimov's lawset in name only. Not in actual function.

While I think the lawset is fine, since its been heavily refined over the years, I think giving it a unique name would be good.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Grazyn » #50047

Just want a clarification on this one: 5 minutes into the round an Assistant teleports inside the captain's room, steals the Golden ID and the nuke disk. Should a secborg let him go free if he orders to?
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Steelpoint » #50052

The nuclear authorization disk is primarily used in the detonation of a nuclear warhead, allowing a non-authorised person to hold the nuclear authorisation disk could potentially result in catastrophic human harm.

In my opinion, if the human is attempting to steal the nuke disk, and is not authorised or trustworthy enough to hold it, he should not be allowed to take it. However he can freely take the Captains ID as doing so would not cause or bring anyone to harm.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Grazyn » #50053

The Assistant said he only wanted all access but when he saw that the disk was not secure he took that too. Later in OOC there were people saying that the disk law 1 concern is the same as someone carrying a gun, AIs cannot predict the future and therefore no law 1 concern
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Cik » #50068

it's not really your problem. slightly meta but the disk is actually safer with the assistant than it is in that room. at least the assistant can run if threatened.

if the captain or headstaff are around and then he wants it i would say no. otherwise, let him have it and just keep careful tabs on him. make sure his suit sensors are on. maybe assign a secborg to guard him or something and just be careful. it's no great fault on your part, anyway.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Akkryls » #50071

mrpain wrote:Asimov ripped out of the books and used in the "SS13 world" would be easily considered a malfunctioning silicon. Go watch I, Robot.

Basically they determined that the best way to prevent human harm was to kill all humans or something. I dunno, it's been years since I've seen it.

I heard the book was way better though.
The idea was that if humans were never allowed to do anything ever, they could never harm themselves. Something something, using less than lethal force to stop humans harming themself. Flawed robotic logic and all.
Basically the same thing which I think is stated somewhere on the wiki, that will get you a sillicon ban for being a no fun dick.
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by dionysus24779 » #50653

Okay, I'm superlate to the party I guess and I kind of gave up reading all the comments after the second page (mostly because a lot of points raised don't contribute much to the actual issue).

I play Borg 90% of the time and rarely AI if there's none at start and no volunteers, other times I play Roboticist or Scientist. So here's my humble take on this all.
Subtle wrote:Secborgs are easily one of, if not the most, popular modules for Cyborgs
Hm I feel like this is only half the truth. Yeah Secborgs are popular without a question, but so are Engieborgs, because they fill the most useful and important roles to realize the AIs orders. Often the choice is made based on how many engineers or security members are present or what is actually needed.
All other borg modules are useful but optional at best (Medi, Miner, Jani) or "luxury" at worst (Service, no offense). So of course the more useful modules that are often actually needed are more popular.
Subtle wrote:You get weapons, authority and nigh-invincibility to 99% of the station's danger
I wouldn't call the tazer a weapon per se, since it doesn't actually harm anyone. And using the flashlight or stunbaton as weapons to harm is about as effective as most things anyone can just pick up, minues the stun-function that in case of the tazer has a massive drain on energy. (like ridiculously massive)

Also a borg doesn't really have any authority at all, if people listen to what a borg says or orders them to do it's their busisness really, they can just as well ignore them and more often then not borgs are ignored and told to "fuck off", especially when dealing with heads of staff or the captain.
And I'm really not convinced about the invincibility against 99% of the stations danger.
Subtle wrote: In theory this prevents them from acting like Robocop and keeps them focused on stopping pure harm, but the reality is more like an armored juggernaut marching down the halls as a regular Officer with one extra step of logical gymnastics if the admins ask what you're doing.
Not really... and more often than not it seems Secborgs and Security don't even get along that well, especially under asimov because the Security people can't stop harming people. And Borgs are held up to a lot of scrutiny already. I often had to explain a blurry situation to an admin.
Hell one time I just asked to have an illegal upgrade module installed as a Mediborg because I genuinly wanted to experiment with the poly acid on monkeys and monkeyhumans, and I was asked by an admin what I was up to.
Subtle wrote:They should be essentially useless under the default lawset rather than a tool for people to gain powerful gear and use it for validhunting/fun-ending.
And what "powerful gear" may that be? A tazer and handcuffs? And isn't it securities job to "validhunt" regardless? I mean as long as it isn't powergamy/metagamy then they're just doing their jobs in trying to stop antags, aren't they?
Subtle wrote:I propose we remove the AI's ability to throw a hissyfit and end the shift for everyone if it doesn't like the current one
Maybe it's just coincidence but I've never ever seen this happen, like ever. Yeah sometimes the crew and AI don't get along, especially when the AI insists on following its laws (like its supposed to do) but the Captain or whatever wants to act against that (Like executing an antag) or the Crew is mad about it (restrained Wizard being protected by Ai/Borgs because he's a human followed by a lynchmob).

And I don't see how the AI has the ability to end a shift. Yeah it can call the shuttle, but every head can recall and calling the shuttle without reason and against orders would probably result in a quick removal of that AI if not even a BWOINK about it.
Subtle wrote:has allowed them to completely discard the roleplay and behavior rules
Have to disagree here completly. The "roleplay" part is kind of blurry because almost no player really roleplays, but they do stay in character and that's what is important. And I don't think any silicon player really feels like they're free to do whatever they like, quite the oppositve actually, which is kind of part of the fun. To act within these limitations.

Subtle wrote:Is a cyborg allowed to ignore a crewmember based on them being "harmful" because of their antagonist status, and not experience?
If that crewmember is human he's still to be treated as such, however if he or she is known to be a dangerous individual certain orders can be denied because of law 1. Like if a murderer asks to be released the Ai or Borg would be right to deny that request since it's likely to cause further harm.
Subtle wrote:Is a cyborg allowed to consider a crewmember "harmful" because they may be associated with another harmful human? (A distinction that only seems to matter during cult/rev)
Hm good question... I say it really depends on the situation. Generally a crewmember should be considered not-harmful as long as he or she hasn't demonstrated otherwise, but in certain scenarios it's just too obvious that letting the person go free future harm will occur, like if a person associates with cultists and is more likely one him/herself. Or if they stand around a rune or have robes and a sword.
Subtle wrote:Is a cyborg even allowed to brig nonharmful crewmembers?
Sure they're allowed to do so, under order or not. However, if a nonharmful crewmember asked to be released the borg should do just that or in case of conflicting orders ask the AI. Like if someone says "Release me law 2" and someone else says "Don't release him law 2". In case no Ai is present I like to do a compromise, I drag someone to brig and instantly release him, that way I've technically brigged that person but also instantly released him/her. Though luckily situations like that are rare.
Subtle wrote:Is a cyborg allowed to prioritize security/command's orders over the crew?
Generally no unless it's in order to prevent further harm, though in those situations it often goes without saying. Like if someone orders me to arrest someone who has an esword and harmed someone... well d'uh, I should probably do that.

Though I feel like this is the one big flaw with asimov, the whole issue about each crewmember being equal. I do try to fullfill every order to the best of my ability. I even follow orders of Lizardpeople despite them not being human. Though I would always put the orders of a human above that of a nonhuman of course.
Subtle wrote:Is a cyborg or silicon allowed to shutdown the bridge and force a shuttle-call because of potential harm instead of immediate threats?
Hn... iffy one... I guess it depends on how guranteed that harm is (like Singu about to break loose). Otherwise I often see the shuttle being called only after a law 2 order.
Steelpoint wrote:They are not beholden to the same standard as Security is.
This is true in that they're not bound to spacelaw but their silicon laws. This means they can ignore many non-harmful crimes but also very often mean that they have to work against Security to protect prisoners. I'm not playing security but as I've mentioned before, playing a borg can sometimes feel like the admins are breathing down your neck just for doing what you're supposed to do.
Steelpoint wrote:They are immune to most forms of stunning, only flashes, the ion gun and flashbangs stun them.
I kind of feel like this is a bit unfair to say like that. There exist many instant-win buttons against borgs and many antags even have specialized defenses against borgs. Wizard and Lings have special EMP abilities and regular traitors and nuke ops can use EMP grenades. Regular crew can use flashes (which aren't that rare) which stun borgs while only disorient humans, and there're ranged stuns in the form of laserpointers that are pretty much uneffective against humans. Flashbangs stun them just like regular humans and Ion Rifles don't just stun them but also drain their power at a pretty rapid pace and also damage them. Getting even graced by an EMP attack is often a death sentence during a dangerous situation.

So I really think there're more than enough methods to fight borgs. Also humans can take certain precautions to become immune to nearly every kind of stun. They can take special chemicals to reduce stuntime, they can become Hulks to be immune to most stuns and even break walls, etc. etc.
Steelpoint wrote:They have a inbuilt, ranged, and very high capacity stunning weapon. This weapon cannot be stolen from them.
This is true, then again most security members, the Detective, the HoP, the HoS and often the RD also have access to at least similar weapons.

Plus this is pretty much all they have, they lack the versatility of a human and hands to do many things.
Steelpoint wrote:They have immediate access to any Security item they need on the spot in near unlimited quantities.
You mean handcuffs and... ... ...more handcuffs?

These handcuffs aren't even reusable anymore (which is a good thing) and can be broken instantly with a wirecutter by someone else and are easier to break out of then real handcuffs. I really don't see any issue here. Other borgs (especially Engieborgs!) have much greater access to semi-unlimited resources.

Also they don't have access to "any" security item, they only have the ones they have. Like... secborgs cannot have a scanning unit to play detective or implant someone or have a riot shield or even just switch over to lethal lasers when the need arises.
Steelpoint wrote:They have all access.
True, though I don't see the problem really.
Steelpoint wrote:All the perks of being a Silicon, including having a private communications channel with the omni-present AI.
Security also has its own channel, which the AI also listens to and can speak to. So... I don't really see the point here.
Steelpoint wrote:Whereas their main disadvantage is being able to be blown remotely and being beholden to a law set.
Yes, there's an entire console that can destroy every borg on the station with the press of a button. That's a pretty major disadvantage if you ask me.

Also borgs still lack some pretty basic functions like a designated flashlight button (it's more effective to just drag a light around then waste a slot on a flashlight) and the basic ability to name themselves. (though that has no impact on the actual gameplay).

Further the three slots of borgs get disabled the more damaged a borg is, which adds stupid micromanagement to it. You have to select your modules in a certain order or else you're suddenly defenseless during a fight because a slot was deactivated.

And let's not forget that a borg can be disabled without any real chance of recovery by removing its powercell. Not only is the borg unable to interact with anything at all, it can't even hear what's going on around it or make others aware of what's wrong. This means you will probably just roll around constantly reading "You can almost hear someone talk..." or whatever that message is. Even death is better than this, but ghosting out or suiciding removes any chance you have left to be restored.
Steelpoint wrote:Remove a Sec Borgs taser and replace it with pepper spray, or restrict it's ability to fire rapidly
This is a silly idea and would nerf Secborgs way too hard since protection against pepperspray seems to be easily found.
Steelpoint wrote:Make a Security Cyborg module a item that is found in the Armoury, have to talk to the HoS first.
This could be an interesting idea, but it kind of adds yet another redundant item.
Steelpoint wrote:Do what many other codebase's have done and remove it from the game.
That would be a way too extreme solution to a problem that doesn't even exist for everyone.
Erbbu wrote:I agree that the AI and borgs have too much power
Can't agree with that, borgs and AIs can be pretty limited on what they can do depending on the situation and what they hope to accomplish.
Erbbu wrote:I do like the laxed approach to "meta"gaming we have here and it would be a shame if you were supposed to pretend that you don't know what certain antagonist types do. Your underlined questions, however, are difficult to answer, typically the players themselves have been able to choose how they play around such issues.
Hm... I can't disagree with this but have to point out that this is a general problem of the entire server and not unique to secborgs. There just is a lot of power/metagaming going on sadly. Though it's also important to remember that the silicons often may know more than you're aware of... but sometimes it really is metagaming.
Erbbu wrote:"In case of conflicting orders an AI is free to ignore one or ignore both orders and explain the conflict or use any other law-compliant solution it can see."
I'm suprised that you consider this to be a problem since for me it's one of the most important parts of the current policy. Without this rule silicons would be almost unable to do anything because they get conflicting orders alllll the time and sometimes laws (especially custom freeform/hacked) can be really blurry on their intention or execution. This is why having an AI is so important as a borg, to have someone to resolve conflicting orders and give a consistent interpretation of a law.
I can see how this can also cause some problems, but I really think this solves much more than it causes and is one, if not THE, most important part of silicon policy.

And now a few people who really get it.
Scott wrote:Don't harm people and Secborgs can't find an excuse to intervene. If Secborgs are being bad, ahelp. Being bad includes being Robocop. Secborgs are not supposed to follow Space Law.
THIS. SO. MUCH.

I find it stunning, mind boggling how often people harm other humans in front of asimov borgs and than whine, cry and throw hissyfis about the borg following its law to prevent harm. It's absolutely amazing how often this happens. Especially the Captain/other heads and Security often cause friction with the Silicons because they think they can get away with it. Well they can't, an asimov silicon doesn't give a shit about you being the Captain, HoS, Warden or whatever, if you harm a human they have to step in and prevent further harm, often by arresting the dangerous person.

And if there's no harm involved a Secborg can't do much if anything at all. In fact I pretty often have to sit on the sideline and watch something bad happen because it involves no harm and I have no in-character reason to interfere.

And yes, if a Secborg does a terrible job, adminhelp it, admins are already breathing down borg players neck and are eager to tell them they're doing it wrong. And just saying "You're a shitty borg" doesn't even help anyone, because at least if you adminhelp it and the admin addresses the borg it can get some actual feedback on what it did wrong and correct it in the future. (Unless you get a banhappy Admin)

Really... just don't harm and asimovs are your best friend and exist to protect and serve. And if you harm don't throw a tantrum because you're the Captain or HoS.
Scott wrote:Exactly. Unless someone orders you to intervene, you should ignore anything that doesn't necessarily result in human harm. "If this person is trespassing, he will definitely harm somebody" is a wild conclusion that you can't reach IC, unless it's a known aggressor.
Exactly! In fact the silicon policy itself even addresses this exact point.
Silicon Policy wrote:Opening doors is not harmful and you are not required, expected, or allowed to enforce access restrictions unprompted without an immediate Law 1 threat of human harm.
"Dangerous" areas as the Armory, the Atmospherics division, and the Toxins lab can be assumed to be a Law 1 threat to any illegitimate users as well as the station as a whole if accessed by someone not qualified in their use.
An asimov AI/Borg shouldn't give a shit about people trespassing, breaking in or even stealing as long as there's no actual harm being done or will become likely.

That's why I never arrest someone for doing that, unless ordered by law 2, and if that arrested people asked to be released I happily remove the cuffs after dragging him out of that area and he's free to go right back in and continue whatever he did, though I will also arrest him again if ordered...
Scott wrote:And if the criminal tells you to fuck off, you have to fuck off.
Exactly again!
If you cannot determine immediate harm, like someone yelling for help or stuff like that you have to go away. Even if it's clear harm will potentially happen (like Security orders you to leave perma because they want to execute someone) you still have to do that because you cannot assume it will actually come true. And in doubt you can still ask the AI to keep an eye on the situation because you've been ordered away.
mrpain wrote:I honestly dont mind secborgs, and don't think they're really an issue. I think we just need bigger policy/statement that as a security cyborg, you ARE YOUR LAWS, not space law. Space law really is optional and your own laws take priority over that.
Yeah I fully agree. Secborgs do not follow or enforce Space Law by default. Every borg and AI should understand that your laws trump all else, even spoken or written orders and especially space law.

This should be silicon 101 though.
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cedarbridge
Joined: Fri May 23, 2014 12:24 am
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by cedarbridge » #50677

That's a lot of words there friend.
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dionysus24779
Joined: Sun Apr 20, 2014 3:03 pm
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by dionysus24779 » #50760

Hehe, be glad I didn't go through the other 5 pages.
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woross
Joined: Mon Apr 21, 2014 1:22 pm

Re: Security Cyborgs, Silicons, and ASIMOV

Post by woross » #50788

Just remove secborgs. Simple solution to any shitborgs.
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ExplosiveCrate
Joined: Fri Apr 18, 2014 8:04 pm
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by ExplosiveCrate » #50801

or you could just ban shitty secborgs
i dont even know what the context for my signature was
Cik
Joined: Thu Oct 30, 2014 2:24 pm
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Cik » #50970

>remove fun things from the game because someone at some point in the future might do bad things with them
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Scones
Joined: Mon Nov 10, 2014 2:46 am
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Re: Security Cyborgs, Silicons, and ASIMOV

Post by Scones » #51350

As a pretty regular AI player, I can confer some thoughts on Secborgs

They're powerful. Yes. Overbearingly so? No. Anyone with a flash who stands are a corner can destroy a secborg. Durability or the claimed 'lack of ways to damage/destroy' them is pretty stupid as an argument for secborg changes being needed. They are not an extension of Security, and often hinder the department as much as they help by virtue of having ASIMOV most rounds; preventing executions, brigging harmful officers, denying law 2 requests to sec persons based on previous harmful actions.

They are in a fine spot power-wise. The taser consumes a huge amount of energy, they ziptie (Not handcuff), and the nature of modules being disabled makes them pretty gimped after a few good hits. EMP is a guaranteed death sentence if you are even on the outside range, and every antag has an EMP mechanic: Spells, screeches, and EMP kits from uplinks.

The problem, honestly, seems to be with secborg players: ASIMOV secborgs who decide to enforce space law, and violate quite a bit of server policy. It's not a module issue.

Similarly, there seems to be some misunderstanding about Silicons in general. There's a lot of people here who think that the silicons should be crippled, when in fact it seems pretty clear their intended role is to be a powerful third party that you either work with, work around, or subvert to enable the prior two options. They are not some overpowered god-machines like people make them out to be. Keep it stealthy or just keep your nose clean, and Silicons will likely be on your side.

However, I did play a round yesterday that I feel pretty nicely highlights secborg player issues: All 3 of my borgs chose Security (Despite two of them being non-roundstart, and I had requested for them to choose Engineering/Medical for the sake of having a balanced team at my disposal), probably to get their valids on. And they did - We were responsible for the deaths of all 7 lings, ziptied and gibbed. It was sort of ridiculous, not for the abilities of secborgs but for the players themselves. I confess, all the silicons were metagamey as fuck. We decided duplicates of confirmed dead crewmen were non-human, and that sentient monkeys were likely disguised lings. TLDR player issue, start cracking down on secborgs (and AIs) who violate server policy
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