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From YouTube: Devcon VI Bogotá | Workshop 1 - Day 4
Description
Official livestream from Devcon VI Bogotá.
For a decentralized version of the steam, visit: https://live.devcon.org
Devcon is an intensive introduction for new Ethereum explorers, a global family reunion for those already a part of our ecosystem, and a source of energy and creativity for all.
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C
Hey
everybody:
my
name
is
Remy
I
work
with
Xerox
Park
I'm,
pretty
much
just
going
to
be
a
time
keeper
today
and
a
little
co-mc
to
keep
things
running
smoothly.
Justin
and
the
folks
from
our
autonomous
worlds,
Division
and
the
lattice
team
and
all
the
other
teams.
You'll
meet
they'll,
be
the
the
people
who
are
up
here.
The
most
I
just
want
to
give
everyone's
a
heads
up
that
our
kind
of
formal
programming
starts
at
12
15..
So
that's
when
the
first
talk
will
happen,
so
you
do
have
a
sorry
I'm
in
10
15..
C
Obviously,
I
need
to
drink
that
coffee,
that's
in
the
corner,
so
you've
got
13
minutes.
If
you
do
want
to
grab
a
coffee
hit
the
washer
or
anything
like
that,
13
minutes
until
we
kind
of
officially
kick
off.
If
you
want
to
see
the
schedule
for
the
whole
day,
if
you
go
into
the
Devcon
scheduling
app
so
app.devcon.org
and
you
click
on
the
SLS
session,
the
autonomous
worlds
SLS
session
there's
a
notion
doc,
that's
linked
in
there
and
that
has
the
full
schedule
for
the
whole
day.
C
So
we
have
a
mixture
of
talks,
lightning
talks,
game
demos,
a
panel
and
then
at
the
end
of
the
day,
at
2
35.
Is
that
correct
flow,
235,
I'm,
pretty
sure
that's
correct,
then
that
that'll
be
the
last
session
and
that's
kind
of
like
a
full
Showcase
of
the
mud
engine
so
yeah.
C
If,
if
depending
on
what
you
came
for
game
demos
or
kind
of
more
theoretical
talks
or
to
really
see
the
game
engine
that's
been
developed,
I'd
recommend
checking
out
that
notion,
Dock
and
then
you
can
kind
of
plan
your
day
accordingly,
but,
like
I,
said
we'll
kick
things
off
at
10
15
and
thank
you
so
much
for
coming.
We're
really
excited
to
have
you
guys
here
so
see
you
back
in
a
few
minutes.
C
C
B
D
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D
A
C
C
Hey
everybody
thanks
again
for
your
patience
and
thanks
so
much
for
coming
out
for
those
of
you
who've
trickled
in
since
the
last
time,
I
talked.
C
My
name
is
Remy
I
work
with
Xerox
Park,
as
I
mentioned
before
I'm,
just
going
to
kind
of
Be
The
Time
Keeper
today
and
a
little
co-mc
with
Justin
we're
just
getting
his
slides
up
and
while
he's
doing
that,
I'm
just
going
to
give
you
guys
some
more
information,
I've
kind
of
hastily
written
up
the
schedule
for
today,
there's
not
a
ton
of
information
on
this
whiteboard
because
I
couldn't
write
it
all
on
here.
C
So
if
you
want
to
see
who
actually
like
all,
the
speakers
are
in
a
little
bit
more
description
of
some
of
these
presentations,
lightning
talks
panels
that
are
happening
today,
I
really
encourage
you
to
go
to
the
Devcon
schedule.
Click
on
the
autonomous
world's
SLS
event,
which
is
the
one
you're
in
and
then
in.
There
is
a
link
to
a
notion
dock
with
a
more
detailed
information
for
the
schedule.
C
I'm
also
going
to
go
into
lattice's,
Discord
and
post
that
link
into
the
Discord
for
lattice,
and
if
you
want
to
access
that
Discord,
whether
for
that
link
or
for
following
up
with
any
of
the
folks
you're
going
to
see
today
or
learning
more
about
the
stuff
that
lattice
is
working
on
in
mud,
you
can
go
to
Mud
dot.
C
Dev
I
was
just
told,
don't
put
www
just
put
mud.dev
in
your
url
as
the
URL
excuse
me,
and
then
the
Discord
link
that
links
from
there
is
the
one
that
will
take
you
to
the
lattice
Discord
and
I'll
try
to
kind
of
drop
some
information
about
the
projects
and
the
teams
in
there
as
we
go
along
today
and
I.
Think
that's
enough
housekeeping
stuff.
Are
you
feeling
good
good
to
go
all
right
so
could
I
get
a
warm
round
Applause
for
Justin?
Who
leads
up?
C
Thank
you
who
leads
up
the
autonomous
world's
wing
of
zero
X
Park
and
also
leads
lattice,
and
that's
enough.
Intros
I
think.
G
All
right,
hey,
everybody
got
stuck
in
traffic,
but
here
I
am
so
yeah.
My
name
is
Justin
I'm
co-founder
of
zurich's
Park,
and
today
we
have
a
lovely
self-led
session
about
autonomous
worlds,
so
before
I
kind
of
give
it
away
to
the
people
who
are
going
to
go
through
demos
and
talks
and
panels
today,
I
want
to
give
a
little
bit
of
context
about
okay.
What
is
what
is
your
export?
What
is
autonomous
worlds?
G
Why
are
you
folks
here
today
so
kind
of
like
the
story
of
xerx
Park
is
really
simple:
there
were
a
bunch
of
people
working
on
this
on-chin
game
called
Dark,
Forest
and
I
happen
to
go
to
Mexico
after
a
Twitter
DM
and
live
with
them
for
three
months
and
we're
like
okay,
let's,
let's
start
something
together
and
so
myself
and
a
subset
of
the
people
there
created
this
foundation
called
Xerox,
Park
Remy
joined
us
like
a
week
in
and
then
a
bunch
of
Michael
is
here
too
he
works
with
us.
G
So
we
have
a
couple
of
like
awesome
people
trying
to
essentially
Advance
the
block.
So
what
we
mean
by
Advanced,
the
plot
is
doing
things
that
push
the
industry
forward
in
a
way
that
is
basically
kind
of
like
nonlinear
step
function.
So
how
usually
I
would
say
the
way
you
kind
of
like
make
things
move
forward
is
by
running
conspiracies,
so
you
bring
people
together.
G
You
kind
of
try
to
instigate
a
scene
and
you
make
sure
that
everybody
feels
like
the
work
they're
doing
matters,
but
also
that
they're
on
to
something
that
people
are
not
aware
of.
So
the
first
three
wings
of
Xerox
spark
when
it
started
was
applied
cryptography.
So
we
funded
a
bunch
of
people
and
coordinated
a
lot
of
learning
groups
around
ZK
and
stuff,
like
that,
we
had
I
haven't
worked
on
Dark
Forest,
so
they
were
shipping
nuke
dog
first
rounds.
G
Andy,
who
is
here,
was
working
with
Ivan
as
well,
just
basically
grinding
the
game
out
for
like
six
seven
eight
months
and
they
did
very
cool
stuff
and
we
had
two
people,
so
Alvarez
and
I
are
working
on
lattice.
So,
for
a
long
time
it
was
just
like
nine
months
of
research
and
soul
searching
our
goal
was
to
advance
the
plot
of
on-chain
gaming.
So
how
do
we
get
more
people
to
be
able
to
build
those
large
evm
applications?
G
How
do
we
figure
out
the
design
patterns
that
allow
for
those
things
to
become
way
more
interesting,
that
they
are
right
now
and
like
our
two
outputs?
After
that
research
was
a
blog
post,
trying
to
Define
what
we
mean
by
autonomous
worlds
and
a
piece
of
technology
called
Mud.
So
that's
that
mud
is
a
is
a
game
engine
for
on-chain
games
and
shortly
after
that,
we
built
two
kind
of
like
cool
products
that
we're
gonna
show
you
today
during
the
demos.
G
So
what
we
mean
by
autonomous
words,
basically
is
any
large
Unchained
system
where
autonomy
and
sovereignty
is
important
for
emergence
to
happen
so
kind
of
like
the
way
I
talk
about.
It
is
I.
Think
ethereum
mainnet
is
the
best
MMO
out
there,
but
it
only
caters
to
homoeconomicus,
so
people
are
obsessed
with
like
money
and
competition,
and
one
thing
I'm
like
really
I
really
care
about
is
the
fact
that
I
want
I
would
like
Society
to
be
a
bit
more
playful.
So
how
do
we
create?
G
Basically
systems
for
homologous
instead
of
homo
economicus
and
and
the
way
we
Define
autonomous
autonomous
words
is:
are
systems
that
have
autonomy,
formalized
rules
and
emergence.
So
if
you
think
about
ethereum
mainnet,
it
has
those
those
properties
but
ethereum
mainnet
is
like
a
very
kind
of
like
non-steomorphic
alien
place
to
most
of
us.
I
think
that
is
interesting
with
ethereum
mainnet
is
it's
multi-modality.
I
can
interact
with
that
MMO
by
doing
a
swap
on
unit
Swap
and
coexist
with
Mev
Bots
and
a
lot
of
horrible
stuff
that
happens
there.
G
Nobody
has
any
idea
about,
so
it's
a
pretty
great
system,
but
how
do
we
create
more
things
like
that?
That
feel
slightly
more
human
and
are
slightly
more
pro-social,
because
ethereum
mainnet
I,
think
I
mean
we're
all
here
together
because
of
ethereum
mainnet
to
some
extent,
but
I
I
would
argue
that
we
can
build
systems
that
get
people
to
make
more
friends
and
build
more
relationships,
and
the
reason
why
I
think
Thunder
scores
are
quite
important
is
because
just
like
a
lot
of
people
make
fun
of
nfts.
G
But
the
one
thing
that
is
interesting
with
NFC
is
that
their
on-chain
values,
like
most
tokens
out
there,
actually
have
references
to
off-chain
value,
and
the
thing
that's
interesting
is
an
nft
is
valuable
for
the
sake
of
it
right
and
kind
of
like
if
you
keep
building
those
systems
that
are
more
and
more
complex
and
have
more
and
more
like
emerging
into
them.
It's
like
real
unchain
value,
real
unchain
drama,
real
launching
history,
and
we
think
that
this
is
going
to
unlock
a
lot
of
applications.
G
That
first
will
need
that,
like
trustless
Oracle
to
those
Data
before
becoming
more
useful.
As
an
example
to
like
off-chain
stuff,
so
as
an
example,
identity
makes
way
more
sense
for
autonomous
words
at
first,
because
you
don't
need
this
ugly
kind
of
like
meet
space
cyberspace.
Bridge,
you
can
refer
to
things
that
happen
on
change
that
can
be
verified.
You
can
refer
to
real
relationships
that
have
been
like
that.
G
We've
reached
consensus
over
in
the
evm,
so
it's
kind
of
like
a
way
to
bootstrap
a
bigger
ecosystem
when
it
comes
to
like
ethereum
technology
and
like
pushing
the
envelopers
and
basically-
and
my
belief
is
I-
think
autonomous
words,
a
shot
of
being
the
biggest
usage
of
gas
in
the
tractor
of
attention
in
ethereum
over
the
next
cycle
of
technology.
So
basically
the
technology
we
have
right
now
caters
to
hey.
G
How
do
we
get
Define
nfts
to
work
right
like
roller
companies
today,
they're
a
go-to-market
strategy
is
stick
the
stuff
that
works
on
ethereum
in
it
right
now
make
it
cheaper.
What
happens
if
we
push
the
envelope
further
right,
like
what
happens
if
we
live
in
the
future
and
we
unlock
new
affordances,
so
yeah
I
think
that
if
you
want
to
build
autonomous
words
today,
you
need
to
live
in
the
future,
which
basically
means
you
need
to
kind
of
like
cut
corners
or
give
up
some
form
of
security
or
whatever.
G
But
you
need
to
project
yourself
to
a
place
where,
as
an
example,
we'll
have
a
trillion
gas
per
second
right
like
what
does
the
world
look
like
when
you
have
a
trillion?
Gas
per
second
I
think
that
right
now,
a
lot
of
like
applications.
Ideas
are
kind
of
like
driven
by
scarcity
of
on-chain
computation,
so
people
do
super
crazy
stuff
with
like
scaling,
ZK,
fhe,
MPC
and
stuff,
like
that.
G
But
I
think
that
one
thing
that
is
going
to
be
quite
interesting
is
what
happens
when
we
level
up
from
an
Apple
II
computer
to
an
IBM
Mainframe,
that
is
Byzantine
fault,
tolerant,
we're
going
to
have
quite
interesting
applications.
But
today,
if
you
want
to
do
that,
you
have
to
cut
Corners
a
future
with
unchain
physics.
So
what
happens
when
we
can
kind
of
like
simulate
rules
that
have
conservation
laws
that
can
be
verified
on
chain
right
like?
Can
we
go
towards
something
that
looks
like
a
digital
Planet?
G
You
know
like
kind
of
like
Mars,
but
it's
digital,
and
it
has
always
been
there.
Nobody
can
shut
it
down
and
people
can
go
there
and
do
stuff
like
what
what
I
think
they
learned
would
be
more
interesting.
If
we
get
there,
I
think
we
also
need
to
live
in
a
world
where
we
have
multi-modal
interactions.
So
right
now,
when
you
think
about
video
games
they're
mostly
like
they
have
one
modality.
So
if
you
play
fortnite
you
can
you
play
fortnite
the
client
and
that's
it.
G
You
can
talk
about
it
with
your
friends
on
Discord,
but
that's
all
you
can
do
I
think.
The
one
thing
that
is
interesting
when
you
build
systems
of
rules
that
don't
necessarily
have
goals
is
that
you
have
this
multi-modality
that
come
in
where
people
can
interact
with
those
set
of
rules
in
various
different
ways
to
go
back
to
the
ethereum
mainnet
as
like
the
best
MMO
right
now.
It's
multimodal
I
can
coexist
with
the
Mev
Bots.
The
unit
swap
developers
and
the
client
developers
were
just
like
different
types
of
people
that
interact
with
the
system.
G
So
yeah
like.
Let's
try
to
live
in
the
future
and
pretend
that
we
have
the
design
patterns.
We
need
to
get
that
multi-modality,
so
kind
of
like
what
happened
after
we
instigated
this
little
like
autonomous,
World
wing
of
Xerox
Park.
We
got
a
bunch
of
people
that
showed
up
and
we
started
funding
them.
So
dear
friend,
lares
have
been
there
since
the
beginning,
but
we
started
funding.
G
Df
Dao
we've
been
doing
a
really
good
job
on
kind
of
like
extending
dark
for
us
and
trying
to
make
it
more
playful
and
simpler
for
normal
people.
Nalin
built
ex
gratia,
which
is
basically
kind
of
like
2D
DNS
for
smart
contracts.
You
can
deploy
smart
contracts
on
the
grid
and
interact
with
them,
so
we
started
having
a
bunch
of
little
experiments
and
then
we
kind
of
grew
further.
G
So
we
brought
more
and
more
people
to
London
where
we're
running
an
autonomous,
World
residency,
and
we
started
doing
essentially
this
thing:
where
hey:
let's
try
to
create
a
scene
together
and
build
things
for
each
other
like
how
do
we
create
interdependence
amongst
this
ecosystem?
There's
a
lot
of
cool
stuff
that
is
coming
out.
G
A
bunch
of
people
are
going
to
talk
about
what
they've
been
working
on
today,
so
I'm
not
going
to
spoil
anything
but
yeah,
solid
team,
and
really
the
thing
we're
trying
to
do
right
now
is
how
do
we
instigate
a
seniors?
A
seniors
is
like,
if
you
add
genius
to
sin,
it
gets
genius.
Brian
Eno
came
up
with
that
term.
G
So
cenus
is
basically
like
the
the
like
the
intelligence
of
a
whole
group
of
people,
which
is
more
often
than
not
greater
than
some
of
its
parts,
because
no
single
company
or
group
can
create
an
entire
industry
and
if
they
do
most
of
more
often
than
not,
they
suck
up
all
the
oxygen
in
the
room
and
it
becomes
very
boring.
So
how
do
we
coordinate
in
a
way
that
is
like
basically
positive
sum
and
I
Know
This?
This
term
is
kind
of
a
meme
today,
but
I
think
it's
really
important
so
yeah.
G
What
are
we
doing
right
now?
How?
How
are
we
actually
advancing
the
plot
of
autonomous
forms?
Well
through
toolings?
So
where
is
going
to
talk
about
mud
today,
other
people
are
going
to
talk
about,
like
maybe
other
things,
but
through
tooling,
better
applied
cryptography,
better
design
patterns,
better
scaling
coordination
and
funding.
We're
trying
to
essentially
bring
this
model
to
a
place
where
there's
not
just
one
cool
project
out
there.
G
That
like
satisfies
this
different
definition
of
autonomous
words,
but
many
so
yeah
we're
just
starting
to
advance
the
plot
and
the
agenda
today
is
you're
going
to
see
demos,
some
talks
a
panel
and
lighting
talks.
There
would
be
a
lunch
break
in
the
middle
and
yeah
enjoy
folks.
C
So
we're
just
going
to
take
a
few
minutes
here
to
get
all
of
our
demo
Folks
up
here,
who
are
demoing
for
the
next
session
and
get
their
computers
set
up
we're
running
a
little
bit
ahead
of
schedule,
but
I
think
we'll
just
we'll.
Just
roll
with
that
had
a
schedule
is
better
than
behind
schedule.
C
E
C
So
we're
gonna
do
three
kind
of
fast
paced
demos
and
the
first
one
is
going
to
be
alvarius
with
opcraft,
so
I'm
just
gonna
hand
it
off
to
him.
E
D
Thank
you
all
right,
I'm
gonna
show
you
op
craft,
which
is
a
little
game
that
we've
developed
over
the
last
couple
of
weeks
using
Mont
use
using
mud
because
we
use
mud.
It
was
possible
to
implement
this
game
in
a
couple
of
weeks
and
the
best
demo
is
actually
to
just
go
to
opcraft.mod.dev.
If
you
have
your
laptop
here
and
try
it
out
yourself-
and
this
is
a
this-
is
a
world
that
is
procedurally
generated
and
infinite,
and
everything
happens
on
chain.
D
So
if
I,
if
I
go
here
and
mine
a
block,
then
that
is
a
transaction
that
is
going
to
be
sent
on
chain
and
then
here
you
see
it
got
executed
successfully.
So
now,
I
have
this
item
in
my
inventory.
I
can
mine
some
more
blocks
and
I
can
of
course,
also
place
blocks
and
then
the
last
thing
I
can
do
is
craft
stuff,
but
I
need
both
hands.
So
I'll
just
put
this
here.
D
D
I
can
go
over
here
to
the
woodwork,
I
I
just
mind
a
little
wool
block,
and
now
I
can
open
my
inventory
and
place.
The
wall
block
here
place
a
little
flower
here.
Oh
there
we
go
and
you
can
create
a
diet.
Flower
there's
a
bunch
of
other
recipes
in
this
world.
This
has
nothing
to
do
with
Minecraft
by
the
way.
D
So
the
recipes
are
not
the
same
as
in
Minecraft
in
case
you're
wondering
but
yeah
feel
free
to
check
it
out
it's
on
opcraft.mount.dev
and
we're
very
excited
to
see
what
you
come
up
with.
E
E
H
All
right,
hello,
I,
am
kushaba
I
work
at
lattice.
Making
video
games
on
chain
I
was
previously
working
at
dark
forest,
and
this
is
a
demo
of
an
on-chain
RTS.
We
call
skystrife,
which
will
be
launched
soon,
and
this
is
is
a
fully
on
chain
game.
Each
time
you
move
a
unit
or
attack
something
it
is
a.
It
is
a
transaction
and,
as
you
can
see,
I'm
battling
my
co-worker
right
now.
H
There
we
go
okay,
so
this
is
built
using
mud.
I
feel
like
I've,
been
Shilling
mud
all
week
and
I
just
want
to
explain
that
even
if
they
fired
me
tomorrow
and
told
me,
I
could
never
work
on
mud
ever
again.
That
I
would
still
do
it
and
see
them
in
court.
Like
that's
how
good
this
game
engine
is
and
I
coming
from
Dark
Forest,
like
Dark
Forest,
is
a
monolithic
code
base.
It's
an
amazing
code
base
like
it
is
it's
the
first
usage
of
ZK
in
a
video
game,
but
it's
not
extendable.
H
It's
very
difficult
to
add
new
features.
Every
time
you
add
Like,
A,
New
Concept
of
an
entity
in
that
game.
It
requires
changes
throughout
the
entire
stack
and
that
that
became
frustrating.
For
me
as
a
game
developer
like
you,
want
to
be
pushing
content
out
to
your
users
like
you,
want
it
to
be
able
to
add
content
really
really
easily
by
just
making
a
solid
foundation
and
then
all
the
content
adheres
to
that
foundation
and
I.
Think
that's.
H
The
beauty
of
of
mud
like
for
the
first,
like
this
game
has
been
in
development
for
three
months.
The
first
month
was
basically
making
the
game.
All
the
on-chain
functionality
was
done
within
the
first
month
and
the
last
two
months
was
just
polish
like
making
a
good
client
making
new
units
like
game
design
play
testing.
H
So
that
to
me,
is
the
the
power
of
this
engine
like
the
power
of
ECS
in
general,
it's
like,
if
you,
if
you
take
these
like
limiting
constraints
of
defining
everything
as
a
component,
and
you
make
your
game
with
that.
You
kind
of
free
yourself
up
to
have
a
much
more
powerful
development
experience
and
just
to
Showcase
like
what
this
game
is
composed
of,
like
we
actually
have
a
Unity
style
sidebar
here
where
I
could
say.
Oh,
let
me
check
out
this
Rider
here.
H
Here
are
all
the
components
that
this
Rider
is
composed
of
and
like
the
most
generic
component,
you
can,
you
can
think
of
as
position
right.
It
has
an
X
and
Y
position.
So
these
two
components
here
position
and
movable
anything
with
these
components
can
move
right
if
I
add
a
dragon.
If
I
add
a
Golem,
if
I
add
a
villager,
if
I
want
them
to
move.
I
just
add
position
and
movable
I.
Don't
need
my
move
system
to
know
what
a
villager
is.
It
doesn't
care.
All
it
cares
about
is
that
this
is
movable.
H
It
has
a
position
and
there's
nothing
in
my
way
and
yeah
just
to
go
through,
like
kind
of
the
complexity
of
this
game.
I've
been
amazed
at
how
not
limited
I've
been
in
my
game.
Design.
Ideas
like
the
only
limiting
factor
right
now,
is
probably
the
fact
that
the
the
blockchain
does
not
have
a
tick
function
right
like
if
I
wanted
to
make
an
NPC
that
walked
around
yeah.
H
That's
pretty
weird,
because
someone
is
going
to
need
to
tick
that
NPC,
but
other
than
that,
like
I've,
been
able
to
make
all
my
game
design
dreams
come
true
with
this
with
this
engine
and
it
looks
like
I'm
getting
attacked
right
now.
H
Yeah
this
little
chain
icon
means
the
the
transaction
is
getting
submitted
when
I'm
attacking
or
moving-
and
this
is
basically
it
is
fully
real
time.
But
we
have
this
concept
of
a
of
a
turn.
So
every
60
seconds
each
unit
regenerates
its
action
points
and
those
action
points
are
used
to
do
anything
in
the
game
and
that's
kind
of
just
a
limiting
factor
for
Bots
right,
because
since
it's
a
non-chained
game,
it's
client
agnostic.
You
could
write
a
smart
contract
to
play
this
game.
H
If
it
was
completely
unlocked,
you
could
make
any
transactions
you
wanted
at
any
time.
Bots
would
dominate
right.
They
would
just
be
filling
up
blocks
with
all
their
their
movements
and
moving
perfectly
predicting
everyone.
H
Yeah,
so
if
you
join
the
Discord
I'm
running
like
play
tests
pretty
frequently
it's
a
pretty
competitive
game
right
now,
if
you've
played
Starcraft
before
you'll
feel
at
home,
you
should
probably
have
a
mouse.
It
gets
pretty
intense
if
you
want
to
play
but
yeah.
This
is
this
is
what
I've
been
doing
and
I
hope
this
inspires
you
all
to
make
your
own
on-chain
games.
Thank
you.
H
I
Everybody,
my
name
is
Tony
and
I'm,
one
of
the
founders
of
the
Dark
Forest
Dao.
We
are
a
community
of
players
who
started
playing
Dark
Forest
last
summer
and
got
so
inspired
by
playing
this
first
fully
on
chain,
mmor
RTS
game
that
we
decided
to
start
building
on
it
ourselves.
So
what
we're
seeing
right
now
is
a
live
game
of
dark
force
between
valorum
and
Jim
Jim
in
this
game
you
control,
planets
and
you're,
trying
to
send
energy
between
them
to
achieve
specific
objectives.
J
I
This
Dark
Forest
universe,
one
of
the
first
things
we
did
was
make
a
single
player
game
called
the
Grand
Prix,
which
is
the
speed
run
on
top
of
the
Dark
Forest
universe.
I
So
players
tried
to
get
from
point
A
to
point
B
as
fast
as
possible,
but
we
missed
some
of
the
large-scale
Warfare
that
was
super
fun
with
the
traditional
MMO,
Dark
Forest,
and
so
for
this
conference
we
put
together
a
new
game
mode
that
we
were
calling
the
race
or
the
Quest
for
the
antimatter
Cube,
which
is
this
new
artifact
that
Nerfs
planets
that
it's
on.
So
it
makes
it
harder
to
move
when
you
have
this
artifact
in
the
game.
I
So
right
now
we're
seeing
a
battle
for
this
cube
in
the
center
of
the
universe
and
I'm
not
sure
which
player
this
is.
But
their
goal
is
to
try
to
send
this
Cube
to
one
of
their
extraction.
Points,
which
is
one
of
these
planets
right
here,
called
a
space-time
rip.
So
can
we
get
a
cube
move
from
our
players?
Real,
quick.
I
In
case
you
didn't
know,
this
game
is
also
fully
on
chain.
The
smart
contracts
are
running
right
now,
live
on
the
gnosis
optimism,
blockchain
we're
seeing
real-time
transactions
taking
place
and
the
client
is
fully
open
source,
which
has
enabled
people
like
us
to
build
and
modify
further.
I
So
this
is
Dark
Forest.
Can
we
get
a
show
of
hand
through
here
has
played
Dark
Forest
before
I'm
just
curious?
Okay,
so
we
got
some
some
fans
in
the
audience.
Awesome
yeah.
A
I
Sign
yeah,
so
this
is
the
Dark
Forest
anti-matter
Cube
Edition.
If
you're
missing
some
epic
Warfare
stay
tuned,
follow
us
on
Twitter
and
maybe
we'll
have
something
that
is
large
scale
and
involves
the
cube
in
the
future.
G
Thanks
Tony,
Andy
and
alvarius
for
the
demos
now
we're
going
to
have
Arvin
gvn
on
stage
for
the
talk
Urban
given
work
on
Moving
Castle.
It's
a
very
interesting
if
we
can
say
so:
project
mixing
identity,
gaming
on
chain,
stuff,
yeah,
I'm,
I'm,
I
met
them
in
Berlin
a
while
ago
thought
they
were
very
weird
and
now
they're
here.
So
thanks
for
coming
folks
and
on
to
you,
then.
K
L
K
I
don't
know
yeah,
thank
you.
We
need
a
computer
I
think
so
I
think
we
like
to
insult
each
other.
Okay,
while
going
yeah
beautiful.
K
Okay,
I
am,
since
yesterday,
I
I,
don't
get
many
possibilities
to
brag
about
this.
He
world
champion
of
Sky,
Strife
I
won
the
tournament
yesterday
and
I.
I
think
this
is
a
good
moment
for
you
to
all
to
appreciate
that.
K
K
K
Okay,
I
am
Arthur
hi,
everyone
I
have
a
background
in,
among
other
things,
the
blockchain
space
I
also
co-founded
a
space
in
Berlin,
which
is
called
trust,
which
is
an
online
community,
a
kind
of
a
physical
workspace.
We
do
a
lot
of
lectures
and
events,
and
we've
been
talking
to
the
autonomous
world's
largest
in
Xerox
Xerox
Park
people
for
a
bit,
and
it
felt
compelling
enough
to
kind
of
come
back
into
the
space.
I
would
say
for
for
exploring
the
potentials
of
this.
M
I
am
gvn,
I
have
a
background
in
cinema
script.
Writing
storytelling
over
the
past
six
years,
I
transitioned
to
like
real-time
rendering
engine
and
video
games.
K
Yeah
Rasmus
there,
the
the
man
in
the
shirt
wave
Rasmus,
is
also
part
of
the
team,
great
okay.
So
what
we're
going
to
talk
about
is
clearly
this.
K
This
is
about
autonomous
worlds
and
decentralized.
Narratives
I
don't
have
any
notes,
no,
which
is
interesting,
but
we
can
roll
with
it.
K
We
already
did
this
part,
and
so
me
and
given
started
working
together
by
writing
this
piece,
which
seems
to
have
resonated
with
a
bunch
of
people
which
basically
tried
to
start
poking
at
the
idea
of
what
are
the
visual
and
like
representational
metaphors
or
decentralization
decentralized
organizations
can
have,
and
how
can
they
come
together
in
game
worlds
to
maybe
have
different
types
of
interactions?
That
was
the
basic
premise
of
the
piece
and
through
that
we
started
kind
of
thinking
about
game
modes,
kind
of
ways
for
different
organizations
to
come
together
using
games.
K
M
And
so
what
we
build
first
was
an
instance
of
an
Unreal
Engine
World
game
that
could
plug
into
twitch,
so
that
two
different
Discord
communities
that
we
worked
with
could
kind
of
control
the
game
through
the
twitch
chat,
and
we
also
additionally
built
like
an
identity
layer
that
would
merge
their
tweet
or
like
they
would
like
connect
their
twitch
identity
with
their
Discord
identities
and
would
give
them
like
persistent
assets
like
schemes
or
just
like
Rewards
or
any
type
of
values.
Throughout
the
streams
yeah.
M
Yeah
the
stream
looked
like
this.
This
is
the
first
one
in
the
in
the
first
one.
We
we
kind
of
try
to
like
simply
see
how.
How
can
we
have
like
individual
player
represented
and
what
kind
of
game
modes
could
these
abilitate,
and
so
the
first?
The
first
task
we
did
was
like
kind
of
like
a
Pachinko
like
game
in
which
you
would,
through
the
chat,
you
would
control
a
character.
The
character
would
fall
down
this
Labyrinth.
M
Eventually,
if
you
were
lucky
enough,
you
would
make
it
into
like
a
cave
room
where
the
skin
that
you
have
randomly
generated
would
lock
in,
and
you
would
have
it
into
your
persistent
in
persistent
database,
so
you
could
play
with
it
in
every
game.
It's
funny
to
see
that,
although,
like
the
very
simple
mechanics
that
we
tried,
they
were
already
like
and
like
quite
some
lore
coming
up
like
you
know,
people
started
like
spamming.
The
chat
obviously,
and
they
like
clocked
the
the
entrance
and
then
all
at
once
they
fell
down
so
yeah.
K
Funny
to
see
it's
also
worth
mentioning
that
we
saw
this
initial
infrastructure
as
a
way:
prototype
kind
of
large
scale,
game
modes
or
communities
that
involved
Collective
governance
mechanisms.
So
we
always
saw
it
as
like
almost
like
interface
experiments
or
on-chain
Logics.
But
this
way
of
building
it
just
allowed
us
to
prototype
very
quickly.
M
Right
so
this
was
another
another
game
mode
in
which
all
the
players
would
control
an
individual
character
and,
of
course,
when
we
had
like
around
250
con
like
players
per
session
and
it's
obviously
a
mess
when,
like
250
people,
try
to
write
left
right
or
like
move,
move
a
character
randomly
it's
it's
very
funny,
but
also
very
complex,
and
obviously
we
needed
some
governance.
Mechanics
to
like
make
this
a
bit
more
efficient,
a
bit
more
playable
yeah.
K
M
In
the
in
the
next
stream
we
kind
of
like
refined
some
of
these
mechanics.
This
was
like
a
game
mode
in
which
the
community
would
create
their
their
Avatar
representing
them.
So
all
together
there,
there
were
like
basically
two
scale
of
governance.
One
was
like
the
individual
scale,
so
every
player
could
control
the
camera
movements
and
the
pieces
that
were
swapping.
So
this
was
like
a
modular
modular
character.
M
This
was
the
last
stream
we
made,
which
was
the
most
complex,
because
both
Community
came
together
to
play
against
each
other.
There
was
also
like
that
character
in
the
back.
It's
ARB.
M
A
motion
capture
rig
and
yeah,
and
here
we
had
like
again
like
different
governance
model,
but
we
divided
into
like
turns,
let's
say
so.
The
first
one
was
like
Anarchy
mode
in
which
everything
that
you
would
write
would
trigger
an
action.
So
there
has
been
cases
where,
like
after
collecting
a
lot
of
points,
one
idiot
in
the
chat
would
spend
them
for
the
dumbest
action
and
they
were
like
we
we
it
was.
It
was
fun.
We
also
had
another
mode.
K
What
was
interesting
with
the
whole
process,
I
would
say
is
that
if
you
kind
of
make
governance,
part
of
gameplay,
the
failures
of
governance
create
the
most
fun
experiences,
I
would
say,
I
think,
there's
a
very
different
design
space
and
then
like
what
we
may
be
used
to
in
the
blockchain
space.
More
generally,
where
it's
very
frustrating.
M
So
this
is
a
realistic
portrait
of
us.
After
four
months
of
development,
we
made
six
games
in
total
produce
more
than
150
modular
3D
assets.
We
had
custom
soundtrack,
we
had
like
yeah
like
motion
capture
rigs.
We
had
collaborate
with
more
of
eight
artists
for
the
production
of
all
these
Assets
in
a
decentralized
manner,
and
we
also
work
with
the
community
themselves
to
generate
the
lore
and
like
how
the
world
would
look
like
what
kind
of
assets
should
be
produced
and
it
was
I.
Don't
do
it.
It's
extremely
stressful,
but.
K
M
Do
it
yeah
you
just
have
to
embrace
fail,
I
mean
one
thing
we
learn
is
like
how
to
turn
failure
into
like
lore
I.
Think
that's,
actually,
a
very,
like
I
think
it
became
like
a
like
a
core
mechanic
of
the
the
the
next
things
we
are
producing
but
yeah,
but
we
did
learn
some
things
we
did.
There
were
some
like
inherent
limitations
in
these
formats,
yeah
yeah.
M
You
can
go
okay,
so
the
first
one
was
that,
although
we
built
like
these
persistent
identity
for
the
players,
the
worlds
themselves
would
not
be
persistent
between
the
streams.
So
it
was
basically
like,
kill
the
world
every
time
and
like
restart
the
unreal
instance
and
yeah
and
yeah
another.
Another
problem
was
also
exactly
that,
although
we
collaborated
with
the
communities
to
develop
all
the
World
building
of
these
games.
In
the
end,
we
were
the
sole
owners
and
the
Soul
gods
of
these
worlds.
M
They
didn't
really
have
access
to
restructure
the
rules
of
the
games
and
the
third
one
was
what
we
call
group
emergence.
So
we
basically,
we
were
designing
tools
for
existing
communities,
but
we
were
more
interested
in
pivoting
into
like
an
environment
from
which
the
community
could
grow
from
within.
M
So
we
decided
the
only
way
to
go
beyond
this
limitation
was
to
produce
another
game
that
we
called
it
for
now,
like
a
tragic
comic,
NPC
survival,
Sim
and
yeah,
we
decided
that
it
should
be
on
chain.
You
may
ask
why
so
here's
a
good
graph
explaining
it.
So
if
we,
if
we
take
these,
these
are
like
all
work
in
progress,
so
don't
take
them
too
seriously,
but
take
them
seriously.
So,
on
the
left
side
of
this
screen
of
the
player
agency
graph,
we
have
like
worlds.
M
There
are
bills
from
Gods
from
within,
like
a
room.
There
is
an
inaccessible
to
players.
The
world
that
is
produced
is
basically
a
dead
World.
Once
it's
created,
It's
Never,
Gonna,
Change
yeah.
Some
examples
are,
for
example,
Disney
movies
or
the
Bible.
The
only
way
you
can
the
players,
the
only
way
players
or
viewers
or
users
deal
with
this
or
engage
with
these
worlds,
is
through
consumption
or
through
fan
fiction.
M
If
they
really
want
to
change
something,
the
second,
it's
let's
say
like
similar
process,
but
thanks
to,
like
mostly
like
real-time
rendering
engine,
there
is
now
the
ability
to
change
the
world
itself,
so
the
gods
are
still
producing
the
world,
but
the
world
this
time
is
alive.
It
can
be
through
the
interaction
with
the
players.
It's
kept.
It's
it's
changing
and
a
good
example
of
these,
like
World
of
Warcraft
or
Twitter.
The
players,
though,
still
don't,
have
access
to
the
core
functioning
of
the
world.
They
are
still
outside
the
play.
M
The
Gods
room,
the
third
one
is
I,
think
Dark,
Forest
and.
K
M
I
always
make
me,
do
the
hard
work,
so
the
third
one.
Let's
say
that
this
time
the
players
are
in
the
same
room
as
the
gods,
so
potentially
they
have
access
to
the
chain.
Changing
the
world
itself.
The
the
world
itself
has
agency
over
its
over
itself.
M
Yes
right,
it's
it's
very
perfect,
no
I
mean
this
is
like
definitely
the
model
that
we
are
interested
in
and
it
seems
like
it's
solving
a
lot
of
solutions,
so
we
yeah,
we
thought
it
was.
Definitely
that's
the
way
to
go.
Everything
is
going
to
be
smooth,
but
of
course
no
it's
not
smooth.
We
we
did
when
we
started
developing
the
game.
We
did
find
some
some
interesting
question.
M
We
need
to
answer,
especially
when
we
produce
well,
especially
producing
like
like
an
open
and
a
narrative
game
so
for
for
now,
there's
gonna
be
more
I'm
sure,
but
for
now
we
have
three
questions
that
we
are
trying
to
answer.
Yeah.
K
There
are
three
problems
that
have
arised
from
the
process
of
trying
to
build
an
autonomous
World,
especially
under
the
assumption
of
like
player
agency,
which
is
a
paradox
in
itself.
Somehow,
and
we've
outlined
three
problems
and
kind
of
our
proposing
at
least
our
solutions
to
it
or
poking
at
solutions
to
it.
K
The
first
is
the
input
complexity
problem,
which
is
that
if
Dark
Forest
and
Xerox
Monaco,
in
our
opinion,
are
maybe
the
best
kind
of
examples
of
what
online
gaming
can
be
because
they
allow
creative
permissionless
input
to
solve
problems,
we
don't
really
make
all
players
Gods.
We
make
solidity
devs
Gods,
which
I
mean
good
for
all
of
you
that
are
solidity.
Death
I
am
not
one.
K
K
The
second
problem
is
the
rule
definition
problem.
If
we
want
a
world
with
full
agency-
and
we
want
players
to
define
the
rules
of
the
world
itself,
how
do
who
establishes
the
initial
rules?
And
why
do
people
care
like
why?
Why
do
I
care
about
a
world
which
has
no
narrative?
Why
do
I
care
about
the
world
where
I
can
change
the
rules
arbitrarily
and
there's
a
paradox?
If
anyone
can
change
the
rules,
no
one
can
change
establish
anything
because
everything
is
up
in
constant
kind
of
flux
right.
K
So
we
are
designing
this
in
the
way
that
you
start
with
a
single
agent
that
you
can
program
similar
to
early
artificial
life
games
like
technosphere
or
as
they're
called
ecosystem
simulations
and
then
over
time,
as
you
kind
of
scale
up
in
like
organizational
size
or
in
group
size
or
in
governance,
you
get
more
and
more
agency
over
the
world,
so
the
game
itself
is
the
governance
over
the
world
and
by
winning
the
game
or
going
further
in
the
game.
You
get
more
and
more
governance
over
the
world.
K
It's
very
clear
that
that,
like
if
a
narrative
is
evocative
enough,
you
can't
actually
prevent
people
from
participating
in
it.
It's
impossible
like
it
like.
Even
if
we
have
like
a
closed
world
like
Twilight
people
spend
thousands
of
hours
writing,
fan
fiction
about
it
and
participate
in
that
world
because
they
feel
so
strongly
about
the
narrative.
So
it's
super
important
to
have
a
foundational
narrative,
but
how
do
we
make
that
narrative
open?
K
Okay,
this
is
a
tough
one
and
also
the
most
exciting
one
to
us.
It's
we're
kind
of
presenting
it
as
a
problem,
but
it's
it's
more
of
an
interesting
narrative
kind
of
angle,
which
is
that
if
you
have
a
world
that
anyone
can
change,
how
do
you
cope
with
the
possibility
of
them
ending
the
world
at
some
point
and
Ultima
Online
the
famous
example
of
the
ecosystem
collapse
where
they
established
this
great
ecosystem?
They
went
a
lot
of
planning
into
it
and
then
very
quickly.
K
The
place
has
killed
all
the
animals
right
and
the
the
game.
Devs
panicked,
re-reverted
and
kind
of
set
protections
around
the
animals.
What
they
should
have
done
is
just
said
yeah,
they
killed
all
the
animals.
Now
this
is
a
world
without
animals.
You
know
that
you
accept
the
kind
of
Horrors
that
the
players
do
to
the
world
as
a
lore,
and
you
base
your
narrative
around
it,
and
there
are
games
that
do
this
really
well,
both
Dwarf
Fortress
and
rimworld
really
lean
into
this
kind
of
logic.
K
M
Right
and
as
a
as
a
quick
note
since
we
use
the
world
three
body
problem,
which
we
absolutely
do
not
copy
from
the
famous
sci-fi
book,
it's
it's
interesting
in
that
book.
There's
you
know
scientists
are
playing
a
game
and
like
where
they
have
to
solve
this
very
complex
problem
to
keep
the
game
to
keep
the
world
of
the
game
alive
and
they
up
and
every
time
the
world
is
like.
M
So
back
to
the
game,
so
that's
again
like
our
definition,
but
what
does
it
practically
means?
Well,
we
kind
of
already
explain
it
a
bit,
but
what
we
imagine
this
game
to
be
is
basically
that
you
will
control
an
NPC.
Maybe
you
can
turn
the
slide
yeah.
M
M
So
the
the
the
main,
the
the
beginning
of
the
game
is
basically
going
to
be
about
survival.
It's
on
the
individual
level.
You
control
one
NPC
and
you
will
try
to
survive
in
this
world.
M
There's
resources
you
can
Farm
and
you
know,
stay
alive,
it's
some
sort
of
rust,
like
environment
and
then,
as
you
proceed
with
the
with
the
game,
you
will
be
able
to
create
more
and
more
complex
operations
that
you
can
do
and
more
and
more
complex
social
structures,
and
this
will
allow
you
to
unlock
different
type
of
gameplays
and
eventually,
if
you
spend
enough
time
in
the
game
or
if
you're
good
enough
for
the
game,
you
will
be
able
to
reach
the
the
world
scale
and
potentially,
basically
take
over
the
role
of
game
developer.
K
Yeah
I
mean
at
this
point:
this
is
a
very
ambitious
project,
we're
aware
of
that.
So
we're
going
to
start
in
the
first
part
down
here.
Our
first
prototype
is
down
here
and
we're
gonna,
see
and
fail,
probably
a
bit
and
then
learn
from
that
and
Bim
build
out
in
this
direction.
K
I
mean,
but
we
felt
like
it
would
be
good
to
show
something
that
kind
of
points
towards
what
an
early
prototype
could
look
like,
and
here
you
basically
have
an
NPC.
You
have
a
certain
amount
of
resources
and
you
can
basically
sequence
a
behavior
by
a
drag
and
dropping
operation
from
the
right
side.
If
you
want
to
write
your
own
operations
that
interact
with
the
resource
logic
of
the
world,
you
can
do
that.
K
We
also
want
to
have
something
similar
to
the
dark
force,
plugin
logic
that
then
custom
operations,
kind
of
repopulate
in
the
the
front
end
of
other
players
and
on
the
right
side,
you
kind
of
every
time
you
come
back.
There
is
a
log.
There
is
a
narrative
that
has
been
generated
when
your
character
is
interacted.
Your
NPC
has
interacted
with
the
world
independently,
and
that
might
be.
You
know
it
has
died
because
it
didn't
find.
E
M
K
Yeah,
so
we
end
up
where
we
started.
We
hope
this
has
been
a
somewhat
interesting
exploration
of
some
of
the
tensions
of
agency
within
the
idea
of
autonomous
worlds.
Kind
kind
of
are
poking
at
some
of
the
solutions
that
we
find
have
potential
for
this,
and
our
goal
is
to
have
a
prototype
by
December
January
yeah
that
you
all
can
Palin.
Thank
you
thanks.
C
Right
we're
very
far
ahead
on
the
schedule
over
there
before
I
continue
talking,
maybe
just
another
quick
Round
of
Applause
for
everybody
who
presented
in
the
last
little
bit.
Thank
you
guys,
yeah.
So
we're
we're
gonna
stick
with
our
schedule
because
we
don't
want
to
you
know
for
people
who
are
planning
on
showing
up
on
these
times.
We
don't
want
to
push
anything
up
and
mess
with
that.
So
it's
kind
of
an
early
break,
we're
at
the
lunch
break
super
early.
It's
like
11,
10
or
something
like
that.
C
But
I
was
just
talking
to
Justin
and
he
was
saying
you
know
if
any
of
the
presentations
or
the
demos
you
just
saw
were
interesting
to
you
kind
of
the
whole
crew
of
people
who
just
made
those
presentations
is
right
there
in
the
corner
hanging
out.
So
we
are
gonna
break.
But
mingle
talked
to
the
different
folks
on
the
team
and
we
will
come
back
at
one
o'clock
for
the
frontier
of
autonomous
world's
panel.
C
So,
yes,
thank
you
guys
for
coming
out.
I
know
it's
the
last
day
of
the
conference,
and
maybe
some
of
you
guys
were
out
late
or
just
tired
from
a
full
week.
So
thanks
for
coming
to
a
to
a
morning
session
on
the
first
day
and
we'll
see
everybody
formally
back
here
at
one
but
yeah
feel
free
to
meet
the
team
and
and
mingle
and
get
yourself
some
food
and
coffee
and
we'll
see,
you
then
cheers.
C
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C
Tests,
hello,
everybody
thank
you
for
coming
back
for
round
two
of
the
aw
self-led
sessions.
If
you
were
here
with
us
in
the
morning,
thanks
for
coming
back
for
the
afternoon,
if
you're
just
joining
us,
welcome
we're
gonna,
kick
it
off.
With
our
panel
discussion,
I'm
really
quickly
going
to
introduce
our
two
moderators,
our
co-moderators.
We
have
ayush
and
Xerox
Hank.
They
are
going
to
give
a
quick
little
opening
remarks,
introduce
you
to
our
panel
and
then
we're
getting
started.
So,
let's
give
a
round
of
applause
for
our
co-hosts.
O
Today's
panel
is
called
frontiers
of
autonomous
worlds.
Now
the
frontier
of
autonomous
worlds,
maybe
three
years
ago,
didn't
really
exist.
Until
Dark
Forest
happened,
and
it
was
largely
the
same
for
a
couple
of
years.
Until
now,
when
there's
been
a
huge
explosion
in
what
we
can
do
with
these
Technologies,
and
so
we
want
to
ask
a
lot
of
questions
about
what
is
coming
forward
and
how
can
we
predict
what's
coming
next
yeah.
P
The
frontier
is
looking
bright
and
I
think
we're
all
excited
to
see
what's
coming,
but
it's
also
somewhat
unknown.
A
lot
of
this
technology
is
really
nascent
and
it's
unclear
what
it's
going
to
look
like
in
even
two
or
three
years,
let
alone
five
or
ten.
So
we
really
want
to
push
you
guys
today
uncover
your
long-term
Visions
as
well
as
what's
just
been
going
on
recently.
P
Q
Hello,
I'm
Kevin
part
of
the
founding
team
of
optimism,
building
the
optimism
Collective
and
nowadays,
I
spend
most
of
my
time
thinking
about
how
to
build
the
next
version
of
optimism
made
net,
which
is
called
bedrock
and
then
how
we
extend
that
to
the
op
stack
to
empower
autonomous
worlds.
D
Hello,
everyone,
I'm
alvarios
and
together
with
Justin
I,
started
lattice
18
months
ago,
approximately
we
started
building
a
specific
on-chain
game
at
first,
but
then
ran
into
a
bunch
of
very
general,
like
very
general
problems,
and
so
we
decided
to
build
a
key
missing
piece
of
infrastructure,
a
game
engine
for
autonomous
Worlds
at
the
beginning
of
this
year.
Approximately-
and
that
was
my
main
focus
since
then.
Cool.
G
Hey
my
name
is
Justin
approximately,
like
two
years
ago,
I
ended
up
in
Mexico,
with
good,
cheap
working
on
Dark
Forest,
and
then
from
that
we
kind
of
like
started.
Zurich's
Park,
together
with
another
friend
I,
was
working
on
chain
game.
With
this
gentleman
it
was
really
hard
we
gave
up.
We
started
the
game
we
gave
up
again
and
then
we
were
like
okay,
we
have
to
solve
some
like
fundamental
problems.
First,
so
we
we
hid
in
the
cave.
O
O
N
Can
kick
things
off
and
I'm
actually
curious
to
toss
it
over
to
folks,
because
I
think
that,
honestly,
like
the
the
three
of
you
on
stage
right
now,
have
been
thinking
much
more
deeply
about
this
back
in
2019
and
I
mentioned
this
a
little
bit
in
a
talk
I
gave
earlier
this
week,
I
think
that
the
idea
of
like
a
fully
on-chain
game,
that
was
more
than
like
an
nft
collectible
game,
didn't
necessarily
seem
like
it
was
like
technologically
feasible
or
like
worth
exploring
and
I.
N
Think
the
takeaway
from
this
probably
shouldn't
I
mean
like
there's.
One
thing
which
was
like.
Oh,
you
know
like
in
retrospect,
like
this
makes
sense
as
an
area
of
exploration,
and
we
should
pursue
it.
But
I
think
that
the
like
slightly
more
interesting
thing
to
think
about
is
like
what
kinds
of
things
three
years
out
from
now
like
let's
say
it's
2025
and
we're
having
this
panel
and
we're
like
asking
about
like
mud
in
2022.
N
N
Maybe
on,
like
a
you
know,
more
concrete
note,
one
of
the
things
that
has
been
one
of
the
biggest
takeaways
for
me
from
the
last
couple
of
years
is
this
idea
of
like
emergence
I
guess
like
this
idea
of
like
you
build
the
substrate
for
them
the
community
to
build
itself
and
I'm
actually
curious
to
hear
about.
Like
I
mean
you
know,
I'm
sure
that
there's
a
lot
of
really
interesting
stuff
going
on
optimism.
That's
like
unpredictable
and
even
in
the
first
couple
weeks
of
mud
being
live
I'm
I'm
very
curious
to
hear.
Q
I
mean
I
feel
like
from
2020
2021
like
I.
Remember,
we
spent
a
lot
of
time
talking
about.
Like
can
Dark
Forest
run
on
an
optimistic
roll
up
and
at
the
time
it
was
just
too
expensive,
like
we
kept
like
brainstorming,
we're
like
oh,
can
we
make
it
work
other
ways
that
we
can
like,
like
oh
we'd,
have
to
like
spin
up
a
brand
new
chain,
and
we
were
still
like
we're
still
working
on
optimism,
mainnet
and
getting
it
to
a
point
where,
like
it
was
production
ready
and
I
feel
like
we're.
Q
Finally,
at
a
stage
now,
where
the
way
we've
constructed
optimism,
mainnet
can
be
easily
repurposed
to
spin
up,
not
just
like
one
game
chain
for
dark
force,
but
just
like
hundreds
or
thousands
of
chains
very,
very
easily,
so
I'm
excited
that,
like
I
feel
like
we're.
Finally,
at
a
place
where
like
can
we
run
Dark
Forest
on
a
roll-up
and
the
answer
is
going
to
be
yes
very
very
soon.
G
Cool
hi
yeah
I
mean
when,
like
I
mean
you
folks
had
were
working,
had
been
working
on
dark
first
for
two
years,
when
we
started
doing
stuff,
it
was
also
very
hard.
I
think
the
main
thing
that
people
are
missing
is
not
necessarily
the
tools
in
the
technology,
but
the
mental
models.
G
I
think
that
when
you
kind
of
like
so
again,
you
come
from
D5
like
hyper,
optimization
surfaces
for
auditability
and
then
try
to
build
something
like
Dark
Forest.
Well,
what
you
do
is
like
you,
make
one
step
forward,
but
you
still
kind
of
like
keep
the
infrastructure
you've
seen
before
so
like
the
doc
first
contracts,
look
like
D5
contracts.
G
The
difference
is
that
they're,
not
gas,
efficient
and
not
audited
and
like
way
more
crazy
and
like
fast
forward
to
now,
I
think
that,
from
from
the
perspective
of
like
the
ethereum
protocol
and
and
solidity,
not
much
changed,
but
something
like
mud.
Where
are
we?
Okay
sat
down
and
decided
to
give
up
all
constraints
and,
like
think
about
a
novel
architecture?
G
That's
actually
one
of
the
things
that
like
pushes
the
envelope
forward
and
it's
interesting
how
it's
all
of
those
different
dimensions
and
like
you,
need
to
get
all
of
your
cards
right
in
order
to
be
able
to
like
create
a
product
that
is
like
a
step
function
advancement
compared
to
the
things
before
so
I
think
that,
right
now,
what
we're
seeing
is
better
toolings,
better
models
and
better
scaling.
Solutions
will
probably
like
bring
us
to
like
kind
of
like
a
different
era.
P
So
continuing
on
just
thinking
about
what
has
already
come,
what
are
the
lessons
that
we
could
learn
from
things
like
Dark
Forest,
some
of
the
really
new
Builds
on
top
of
mud
like
Sky
Strife,
the
new
game
and
op
craft,
which
is
kind
of
like
the
tech
demo
game?
Are
there
any
properties
of
those
worlds
that
we
could
see
carrying
forward
as
these
worlds
get
more
complicated
and
get
more
interesting
and
More
Alive.
G
So
I
think
that
one
thing
that
so
one
thing
I
like
to
say
is
that
like
ethereum
mainnet
is
the
best
MMO
right
now,
but
it
only
caters
to
like
a
very
specific
type
of
people
and
what
we
realize
is
that
I
mean
what
everybody's
realizing
is.
You
can
have
a
very
simple
set
of
rules
plus
like
some
observability
into
the
system
and
autonomy,
and
then
you
get
crazy,
emergent
behaviors
to
happen
like
things
like
Mev
is
a
it's
an
emergent
property
of
like
a
public
block
market
and
so
yeah
like
I'm
curious.
G
N
Yeah,
actually
I
can
talk
a
little
bit
about
some
of
the
like
design
decisions
that
went
into
the
like
initial
versions
of
dark
force.
I
still
have
all
these
like
old
spreadsheets
with,
like
you
know,
a
bunch
of
formulas
that
eventually
made
their
way
into
the
dark
force.
N
Smart
contracts,
I
think
that
alvarius
and
Justin
have
been
talking
a
lot
about
this
idea
of
digital
physics
and
though
we
didn't
really
have
like
a
great
like
term
for
this
at
the
time,
I
think
that
actually
captures
very
well
like
the
intuition
behind
what
we
felt
might
make
for
a
viable
on-chain
game,
because
the
chain
is
such
an
adversarial
environment.
You
know
like
Justin,
said
ethereum.
Is
this
massive
MMO,
where
pretty
much
like
anything
goes?
It's
like.
N
You
know,
Anarchy
out
there
what
we
the
way
that
we
tried
to
design
dark
force
from
the
beginning
was
well.
There
was
a
few
principles.
For
example,
one
was
scale
invariance,
which
is
kind
of
another
way
of
saying,
like
civil
resistance.
So
because
you
have
like
you,
because
you
have
this
world
where
you
can't
like
we
don't
want
to
like
kyc
or
something
every
player
coming
onto
Dark
Forest.
N
It
should
be
the
case
that,
like
you,
know,
having
three
accounts
playing
Dark
Forest
should
not
give
you
more
of
an
advantage
than
having
one
account,
that's
playing
at
3x
the
scale.
So
if
you've
played
Dark,
Forest,
you'll
notice,
that,
like
you,
know,
there's
this
continual
geometric
progression
where
you
start
off
at
like
a
level
zero
planet
and
then
every
planet
level
up
on
the
hierarchy
gets
four
times
more
rare,
but
also
like
approximately
four
times
more
like
strong
or
powerful.
N
And
this
is
something
then
that
like
gives
the
game
almost
this,
like
sense
of
physics
around
like
what
is
the
maximum
like
rate
of
resource
harvesting,
that
you
can
get
like
what
is
the
maximum
speed
of
light
was
also
another
question
here
that
we
tried
to
tune
around
like.
Basically,
the
maximum
speed
of
movement
in
the
game
is
another
thing
that
we
tried
to
tune
around
the
relative
Planet
sizings
and
like
what
are
the
scales
that
different
players
are
going
to
be
playing
at
so
I.
N
Think
thinking
about
things
from
like
this
really
like,
grounded
like
first
principles.
Physics
level,
which
is
kind
of
you
know,
like
argue
I,
know
that,
like
some
folks
in
in
game,
in
like
traditional
game
design
might
like
want
to,
you
know
really
push
back
against
that,
but
at
least
for
getting
something
on
the
board.
That
was,
that
was
I.
Think
a
good
choice
for
us.
G
Yeah,
because,
usually
you
have
a
good
player
promise
you're,
like
I,
want
the
players
to
feel
this
way
and
you
reverse
engineering,
the
rules
from
the
player
promise,
and
here
it's
more
like
hey
here's,
a
world
that
is
kinda,
okay,
like
it
self-regulates
and
we
don't
promise
you
anything
and
and
I
think
I.
Remember
there
is
a
someone
who
texted
me
on
Discord
back
when
one
of
the
dark
first
run
was
running,
saying
that
that
was
the
coolest
thing
they
had
ever
done
on
the
internet,
because
most
everything
was
emergent.
Essentially.
D
Yeah
and
I
mean
that's
kind
of
also
the
one
of
the
base
principles
we
put
into
opcraft,
where
it's.
If
in
case
you
haven't
seen
it
yet,
it's
like
an
on-chain
voxel
game.
That
kind
of
looks
like
Minecraft,
but
it's
not
really
Minecraft
and
that's
exactly
the
thing
you
have
to
keep
in
mind
like
if
you
think
of
this
as
Minecraft,
then
it's
just
a
shitty
Minecraft,
because
it
doesn't
have
the
same
features.
It
doesn't
have
like
the
same.
D
Basically,
people
can
just
send
transactions
directly
and
there's
some
things
that
are
not
enforced
in
the
physics,
but
instead
we
wanted
to
make
the
physics
very
simple
such
that
other
things
can
be
built.
On
top
of
that,
like
speaking
of
this
emergent
behavior
and
yeah,
that's
we
just
launched
that
basically
soft
launched
it
on
Wednesday
and
we're
very
curious
to
see
what
people
actually
come
up
with.
O
N
Yeah
I
mean
I,
think
a
big
thing
up
till
now
has
really
just
been
the
tooling,
and
this
is
where
I
think
like
you
know,
mud
and
the
particular
infrastructure
that
Kevin
mentioned
for
being
able
to
like
launch
game.
Specific
plasma
chains
is
so
important.
Every
single
feature
that
we
added
to
Dark
Forest
was
really
like.
We
were
fighting
an
uphill
battle
like
we
would
have
to
thread.
N
Like
I
mean
you
know,
Andy
spent
a
lot
of
the
last
like
you
know,
like
first
six
months
of
this
year,
it
was
just
like
it
would
take
a
month
to
add
in
this
feature
of
like
spaceships,
which
should
be
this
really
simple
thing.
If
you're
working
with
like
Unity
or
Unreal
Engine,
here,
you've
got
to
go
through.
You've
got
to
like
wire
this
through,
like
the
contracts,
the
ZK
snarks,
like
the
interface
to
the
client,
the
various
different
like
open
source
packages.
N
D
Yeah
I
mean
that's
exactly
what
we
went
through
when
we
started
working
on
a
launching
game
beginning
of
last
year,
and
we
basically
spent
like
five
months
or
something
building
the
the
core
physics
and
then
we
play
tested
for
the
first
couple
of
times,
and
we
realized
it's
actually
not
that
fun.
And
so
we
wanted
to
add
some
content.
But
then
adding
content
would
have
meant
refactoring
the
entire
code
base
and
like
editing
like
hundreds
of
files
to
just
add
one
new
type
of
entity.
D
N
Yeah
I
think,
like
you
know,
just
add
on
to
that,
like
one
of
the
crazy
things
when
I
look
at
the
difference
between
something
like
Sky
strife
and
Dark
Forest
is
the
level
of
complexity
in
the
amount
of
content.
Dark
Forest
essentially
has
like
five
types
of
entities
in
it:
total
there's
like
planets,
there's
I
guess
like
two
types
of
resources,
energy
and
silver,
and
then
there's
spaceships
I
guess
there
might
be
four
four
types
of
entities
really
in
Dark
Forest
and
Sky
stripe.
P
P
I
kind
of
want
to
start
pushing
you
guys
a
little
bit.
Obviously
we
call
mud
autonomous
worlds,
game
engine
and
autonomy
is
a
huge
part
of
it
kind
of.
On
the
other
end
of
the
spectrum.
We
have
this
company
called
meta,
which
is
kind
of
building
like
uber,
centralized
worlds,
and
so
I'm,
curious
and
I'm
sure
other
people
out
there
are
curious
as
well.
Really,
why
is
autonomy
so
important
for
these
worlds?
What
does
it
bring
that
Zuckerberg
will
never
bring
to
the
table.
G
Yeah
so
one
way
I
think
about
this
is
there's
this
book
called
emissary's
guide
to
worlding
and
it
kind
of
like
looks
at
okay.
So
if
you
want
to
build
a
world
that
is
alive
and
they
Define
aliveness
as
the
inverse
of
the
time
that
the
Creator
needs
to
put
into
the
world
to
keep
making
it
cool
right,
like
as
an
example
ethereum
actually,
Bitcoin
is
maximally
alive
because
a
Satoshi
is
not
contributing
anymore.
G
So
maybe
one
way
to
think
about
it
is
if
a
word
is
autonomous.
Essentially
it
like
it's
gonna
bring
essentially
different
kind
of
affordances
and
people
are
going
to
relate
with
them
in
a
different
ways,
so
to
kind
of
like
compare
it
with
meta.
G
Basically,
if
you
want
to
build
autonomous
system
that
lasts
for
a
long
time,
you
need
to
essentially
give
up
the
mask
of
director.
You
can't
say:
hey,
I
have
I
know
what
is
best
for
this
world.
Therefore,
I
will
bring
the
thing
that
it
needs
to
remain
interesting,
because
that
is
essentially
like
shutting
down
pluralism.
You
have
a
single
group
of
people
that
think
they
know
what's
best
and
then
you
end
up
with
like
Marvel
movies,
and
you
end
up
with,
like
all
of
those
like
things
that
are
like
maximally
dead.
G
Basically
in
terms
of
like
from
that
perspective,
on
the
other
side,
if
you
build
a
system
that
one
as
claims
to
autonomy
and
two
has
rules
in
such
a
way
that,
like
there
is
no
difference
between
the
people
that
add
the
content
that
the
people
that
experience
the
world
like
this
reality
is
a
great
example
like
I
do
not
need
to
get
a
certificate
from
God
to
build
a
house.
I
just
build
my
house,
and
nobody
needs
to
tell
me
hey.
G
You
can
do
that,
but
at
the
same
time,
the
fact
that
we
all
have
to
comply
to
the
same
kind
of
like
lower
level
rules
means
that
we
can
live
together.
G
I
think
that
one
thing
that
is
really
crazy
with
all
of
those
like
metaverses,
like
Roblox
blah
blah,
where
like
people,
can
create
different
experiences,
is
that
they're
really
lonely.
They
feel
like
theme
parks,
you
move
from
one
place
to
another
and
essentially
they're
dead
right.
So
I
think
that
yeah
that's
how
it
could
come,
but
also
it's
a
bit
like
a
mystical
answer,
so
maybe
not
the
best,
but
I'm
also
curious
what
other
people
think
and
I
think.
Even
you
also
think
about
autonomy.
Q
Sure
yeah
I
feel,
like
autonomy,
is
actually
really
important,
like
also
layer
down
in
terms
of
like
building
the
actual
chains
in
the
infrastructure.
So
I
think
like
a
couple
years
ago,
when
gupsheep
and
I
were
talking
about
like
can
we
run
a
dark
Forest
chain.
It
was
like
Well,
we'd,
probably
have
to
spin
up
a
new
chain
with
different
parameters.
You'd
probably
have
to,
like
maybe
we'd
have
to
swap
out
the
data
availability
layer,
and
we
were
such
a
small
team
at
the
time
it's
like.
Oh
my
God.
Q
We
need
to
hire
like
two
more
devops
people.
We're
gonna
need
to
like
have
a
brand
new
product
like
this
would
be
so
much
effort,
but
I
think
the
big
realization
we
had
is
like
right
now.
A
lot
of
a
lot
of
blockchain
companies
are
like
currently
they're
trying
to
like
build
the
the
the
infrastructure
for
like
app
chains,
for
you
know
app
specific
chains,
but
you
have
to
go
to
them
and
like
ask
them
to
go
spin
it
up
for
you
like,
you,
should
be
like
hey,
like
X
or
Y
company.
Q
Can
you
please
spin
up
a
chain
with
these
parameters
for
me,
and
then
you
probably
have
to
pay
them
a
bunch
of
money
and,
like
you
also
don't
have
autonomy
over
like
the
infrastructure
that
you're
building
on
top
of
I
think
one
of
the
big
realizations
I
think
lattice
really
opened
us
up
to
was
like
without
us
even
like
talking
to
you
guys.
You
guys
already
had
like
forked
bedrock
and
we're
running
your
own
chains
and
like
because
we
have
an
MIT
license,
because
we
designed
it
in
this
modular
way
where
it's
like
maximally
simple.
Q
You
guys
were
already
like
autonomously,
taking
this
infrastructure
and
spinning
it
up
for
your
use
case
yeah,
despite
like,
like
you,
guys,
spun
up
a
test
that
before
we
had
a
test
net
running
for
Bedrock
like
I,
don't
know
how
you
did
it,
you
guys
are
insane,
but
yeah
I
think
what
we've
realized
is
like
if
we
design
the
the
the
software
stack
for
these
chains
in
a
way
that
is
maximally
modular
and
maximally
simple,
that,
like
any
chain,
could
just
go
and
like
any
any
app
can
go
and
like
take
this
infra
and
and
spin
it
up
in
their
own
way,
have
full
autonomy
decide
what
their
gas
limit
is
decide.
Q
What
their
data
availability
layer
is
decide.
What
their
proof
is.
You
know
decide
what
their
VM
is.
I
feel
like
that
unlocks
just
like
that
will
unlock
just
this
I,
don't
know
Cambrian
explosion
of
just
like
apps.
That
cannot
exist
on
chains
that
you
know
that
currently
exist
and
like
it,
it
removes
the
barrier
of
entry
from
like
needing
to
go,
create
a
partnership
with
one
of
these
blockchain
companies
to
spin
up
a
chain
for
you
and,
like
you
can
just
go.
You
can
just
like
go.
Do
it
yourself?
You
know.
N
I
want
to
also
give
maybe
another
angle
on
why
I
think
autonomy
is
important.
Just
from
like
some
empirical
observations
that
we
saw
with
like
the
dark
force,
Community
one
cool
thing
that
autonomy
does.
Is
that
like,
when
you
see
an
autonomous
system,
that
autonomy
is
almost
a
credible
claim
to
the
system's
longevity?
So
like?
What
does
that
mean?
Well,
concretely,
you
know
dark
force
would
run
in
these
like
super
ad
hoc
rounds.
That
would
be
like
you
know.
N
Every
couple
of
months
we've
just
like
dropped
like
a
week-long,
dark,
Forest
round
and
we'd.
Have
these
like
fantastic
periods
and
bursts
of
activity
like
during
the
week
of
the
round
and
like
the
week
right
after,
but
then
you
know
afterwards.
There
wasn't
really
any
like
credible
commitment
that
was
made
by
like
the
core
Dev
team
or
the
system
that
this
world
would
continue
running
and
being
alive
and
being
interesting.
N
D
Yeah
and
just
one
more
one,
more
thought
to
add
is
basically:
if
you
want
to
have
a
world,
that's
interesting
enough
for
people
to
believe
in
then
it's
of
course
much
more
like
much
much
easier
to
create
that
if
there's
many
people
contributing
to
it
right
like
if
there's
only
Facebook
building
this
like
metaverse,
then
it
sounds
kind
of
boring
and
it's
the
way
I
think
about.
It
is
like
the
like:
the
parallel
between
a
plant
economy
and
a
free
market.
O
So,
while
the
autonomous
worlds
are
very
interesting,
it
seems
that
current
infrastructure,
like
the
L1
mainnet,
is
not
really
possible
to
run
these
autonomous
worlds
on.
And
so,
if
we
really
want
to
unlock
like
the
infrastructure
layer
that
can
support
these
autonomous
worlds
like
what
are
the
changes
that
need
to
be
made?
And
what
are
the
technologies
that
we
can
look
forward
to
for,
say
a
100
000
person,
MMO
or
even
bigger.
Q
I
think
like
the
first
step,
is
like
making
it
incredibly
easy
to
spin
up
your
own
chain
right
and
I.
Think
like.
We
definitely
vastly
underestimate,
like
what
it
means
to
spin
up
a
chain
like
there's
so
many
components
external
to
the
chain
itself.
That
people
now
just
assume
is
part
of
a
chain
like
a
chain
is
not
actually
live
until
you
have
a
good
block.
Explorer,
like
you
can't
actually
like
like.
If
you
give
someone
an
RPC
endpoint
for
like
a
node,
it's
like
oh
yeah.
Q
Here's
a
chain
like
nobody's
gonna
know
what
to
do
with
it,
and
people
are
like.
Oh
well,
where's,
the
Explorer
like
that's.
This
is
a
very
fundamental
piece
of
like
what
makes
a
chain
a
chain
today,
I
think
there's
all
sorts
of
all
sorts
of
other
pieces
of
infrastructure
like
that
like
having
having
an
amm
having
like
gnosis
safe,
like
I,
think
we
would
start
to
expect
that,
like
any
autonomous
world,
would
you
know
it
would?
Q
It
would
be
really
helpful
for
the
builders
in
that
world
to
know
that
they
have
these
basic
Primitives,
that
they're
used
to
in
the
ethereum,
L1,
MMO
and
so
I.
Think,
like
the
vision
with
the
op
stack
and
like
we're
not
there
yet
is
like
literally
just
being
able
to
to
instantly
spin
up
a
chain
that
has
all
these
components
right.
You
spin
up
a
chain.
It
automatically
has
a
hosted
block
Explorer.
Q
It
has
a
hosted
bridge
where
you
can
like
Bridge
tokens
in
nfts
in
and
out
it
has
an
amm
already
launched
with
the
front
end.
It
has,
you
know,
gnosis,
safe
and
maybe
even
like
tenderly,
maybe
even
it's
it
comes
with,
like
you
know,
a
few
extra
info
providers
like
infuria
or
Alchemy
yeah,
exactly
so
I
feel
like
that's
what
we
need
to
be
able
to
enable
like
thousands
of
chains
and
like
the
scale
that
you
guys
need
for
like
these
autonomous
worlds
will
require
like
thousands
of
chains.
You
know.
G
Have
to
go
even
more
d-gen
and
basically
I
think
that
right
now
kind
of,
like
the
assumption
is
hey.
We
need
like
Atomic
composibility
between
everything
like
every
contract
should
be
able
to
call
another
contract
like
within
the
same
synchronous
call,
but
I
think
that
kind
of,
like
that
assumption,
breaks
down.
If
you
think
about
embodiment
like
in
this
universe,
I
cannot
actually
like
impact
Alpha
Centauri
right
now.
G
I
have
to
wait
a
couple
minutes,
even
if
like
travel
at
the
speed
of
light,
so
if
you
bring
embodiment
in
some
form
of
like
essentially
like
I
mean
it's,
it's
like
a
symmetries.
It's
like
you
have
like
a
maximum
speed
limit.
You
can
start
shorting
things
geographically,
and
a
car
I'll
give
a
talk
about
this
about
the
super
chain.
G
What
you
can
do
is
you
can
have
many
of
these
running
in
parallel
and
true,
you
break
composability
between
them,
but
if
you
make
everything
embodied,
it
doesn't
actually
matter
so.
The
other
kind
of
like
interesting
side
effects
from
this
is
markets
are
going
to
become
extremely
inefficient
because
there
is
no
such
thing
as
a
global
market
and
I
think
that
that's
going
to
be
quite
fun
and
interesting.
G
It's
going
to
level
up
the
MAV
game
like
yeah,
it's
gonna,
be
insane
like
the
methods
of
the
future
are
going
to
be
the
industrialists
of
autonomous,
Wars
they're,
going
to
build
trains
and
stuff
like
that.
Just
like
move
resources
fast
and
and
do
Arbitrage
so
I
think
it's
kind
of
interesting.
If
you
go
away
from
the
use
cases
of
like
extreme
efficient
D5
markets
and
like
really
composable
like
nft
Primitives,
everything
goes
right.
It's
this
this.
G
It's
kind
of
like
this
new
scene
that
unlocks
a
design
space
and
ideas
that
people
left
on
the
floor
and
like
didn't,
bother
picking
them
up
anymore
because
they
didn't
cater
to
like
the
existing
market.
So
I'm
pretty
excited
to
just
be
able
to
do
like
stuff
that
wasn't
done
before,
because
nobody
needed
it.
O
So
one
note
on
the
composability
is
that
so
far
we've
only
talked
about
gains
existing
in
their
individual
silos,
but
it
seems
that,
if
everything's
built
on
a
shared
infrastructure,
then
there
might
be
interoperability
between
these
games.
I'm
curious
what
you
guys
think
that
looks
like
in
the
future
and
how
the
things
that
you're
building
might
enable
that.
D
So
this
is
again
one
of
the
like
key
principles
that
we
put
into
maths
is
like
interoperability
between
all
the
different
games.
If,
if
you
build
mods
and
I'm
later
after,
like
later
to
later
today,
I'm
going
to
give
a
talk
about
mods
in
case
you're,
not
familiar
with
it,
but
in
just
a
few
sentences,
there's
components
and
there's
systems
that
are
registered
on
the
central
world
and
there
can
be
multiple
games
actually
on
the
same
world
or
multiple
layers
of
augmented
reality.
D
Basically
on
the
same
world
and
then
the
clients
decide
which
components
and
which
systems
they
want
to
interact
with,
and
that's
kind
of
already,
one
like
level
of
interoperability
like
different
games
within
the
same
game
right
but
then,
at
the
same
time,
different
worlds
are
also
interoperable
with
each
other,
because
they're
all
use
the
same
like
way
of
storing
the
data.
So
the
way
you
query
your
own
world
is
exactly
the
way
the
same
way.
D
You
could
query
any
other
world
yeah
and
basically,
you
can
read
from
anything
and
you
can
only
write
to
the
things
that
that
you
have
access
to
and
yeah
what
people
will
come
up
with
it.
I
don't
know
we're
just
here
to
build
the
infrastructure
and
to
enable
people
but
yeah
I'm,
very
curious.
G
Super
quick
note
for
this,
so
I
think
that,
like
interoperability,
like
the
naive
way
of
think
about,
it,
makes
no
sense
like
what
does
it
mean
to
bring
a
Lamborghini
in
order.
World
of
Warcraft
like
this
is
like
super
dumb,
like
the
only
thing
that
actually
can
go
like
from
one
place
to
another.
Context-Free
is
identity,
money
and
reputation,
because
those
things
are
actually
like,
truly
General
enough,
like
from
our
like
kind
of
like
subjective
experience
that
we
can
bring
them
to
other
places.
G
Yeah,
as
Alvarez
said,
I
think,
like
interoperability
within
the
same
world,
is
going
to
be
quite
important.
The
same
way
like
in
this
world,
like
you,
can
drive
and
you
play
tennis
and
those
are
like
completely
different
rules
and
like
kind
of
like
share
hallucination,
we
have
on
top
of
the
world
and
that
works,
but,
like
let's
see
we
have
the
Multiverse
and,
like
I,
bring
my
Lambo
to
like
a
place
that
has
like
four
dimension,
like
what
does
that
even
mean
so
I
think
that
this
thesis
of
interoperability
between
like
different
games?
G
Actually,
it's
like
a
bit
silly
to
me,
but
things
within
the
same
world
where,
like
some
core
team,
brings
very
low
level
rules
that
don't
even
include
things
like
capitalism
and
competition
and
stuff
like
that,
and
you
have
other
people
that
brings
that
I
think
that's
the
thing
that
I'm
actually
really
excited
about
and
that's
where
we
that's.
What
we're
already
seeing
with
is
your
main
net
right.
We
have
interoperability
between
the
things
that
have
the
same
kind
of
like
platonic
class.
You
know
like
money
or
like
Identity
or
stuff
like
that.
N
I
mean
you
know,
I
think
that's
a
great
point,
and
it
makes
me
think
about,
like
you
know,
for
example,
the
the
phrase
or
like
the
term
nft
is
used
to
refer
to
like
a
bunch
of
different
classes
of
things.
N
One
thing
that
it
is
used
to
refer
to,
like
specifically,
is
you
know,
digital
art
ownership
rights,
for
whatever
definition
of
ownership
you
might
care
about.
Another
might
be
like
you
know,
a
representation
of
a
position
on
some.
You
know
decentralized,
exchange
or
Marketplace
or
anything
else,
and,
like
you,
you
end
up
with
like
a
lot
of
problems
when
you
like
try
to
like
mix
these
classes,
and
you
have
to
be
like
very
intentional
and
deliberate
about
like
exactly
like
what
terminology
and
what
mental
model
you're
building
around
like.
P
Yeah,
so
just
you
just
said
that
there
are
only
really
a
few
things
that
need
to
be
interoperable
and
I
kind
of
want
to
ask
about
that
on
the
canonical
side
as
well.
G
Before
letting
my
friends
answer
just
little
context,
nopecraft,
so
people
kind
of
understand
the
question
in
opcraft
breaking
a
block
dropping
about
crafting
something
inventories.
All
of
those
are
verified
on
evm,
but
one
thing
that
the
chain
is
not
aware
of
is
where
you
are
so
this
was
like
a
we
did
this
on
purpose.
G
We
had
a
version
of
opicraft
where
position
was
on
chain
and,
like
you
could
do
things
only
in
the
trunk
around
you,
you
had
to
provide,
like
some
form
of
like
a
star
proof
that
you
were
moving
according
to
the
right
way.
Anyway.
The
reason
we
didn't
do
this
is
because
it
was
like
a
social
experiment,
and
so
what
what
Xerox
Hank
is
referring
to
is
that
when
you
play
opiccraft,
you
can
see
how
the
players
go
around
and
run
around,
but
that
is
actually
not
going
through
the
chain.
G
It's
going
through
a
peer-to-peer
layer
so
yeah
we
have
like
those
kind
of
like
two
different
kind
of
hardness
in
like
George,
Stark
term
and
yeah
I
mean
I'm.
Sure
you
two
thought
about
this,
so
I
mean
even
Kevin
today.
G
They
think
that
it's
crazy
is
like,
if
you
look
at
like
open,
C
there's
a
lot
of
things
that
is
actually
just
like
derived
state
from
what
is
actually
on
chain
and
like
the
kind
of
like
the
design
principle
of
all
of
those
apps
is
like
put
the
least
amount
of
things
on
chain
possible
which
breaks
composability
but
like,
like
brings
scaling,
says
number
smart
contracts
can't
buy
nfts
and
open
C,
and
so
you're
always
have
this
kind
of
like
trade-off
like
when
can
humans
participate?
When
can
like
autonomous
agents
participate.
D
Yeah
I
mean
so,
to
put
it
simply,
a
blockchain
is
basically
just
a
consensus
engine
right.
D
So
if
you
wanna,
if
it's
important
that
one
transaction
is
like,
if
the
order
of
the
transactions,
for
example,
is
important
or
if
the
physics
are
somehow
enforced
in
the
in
the
game
rules,
then
of
course
it
would
have
to
be
on
a
blockchain
and
even
if
we
didn't
have
blockchain,
and
we
wanted
to
build
something
to
enable
that
kind
of
stuff,
then
probably
we
would
end
up
at
a
blockchain
in
the
end
and
yeah
for
p-craft
some
of
the
things
that
just
make
it
nicer
for
people
like
you
see
where
other
people
are,
you
see
them
moving
around,
you
see
where
they
look
and
what
block
they
have
in
the
hand
stuff
like
that,
it's
it's
not
relevant
for
the
game
or
like
for
the
physics
and
that's
why
we
decided
to
not
put
it
on
a
chain,
but
rather
on
a
like
signed
message.
D
N
Oh
yeah,
actually,
so
we
had
a
really
early
experiment
with
this
in
dark
force
as
well,
where
like,
if
you
owned
a
planet,
you
could
like
put
a
little
like
Emoji
flag
on
top
of
it,
and
that
was
not
something
that
was
stored
on
chain.
It
was
actually
like
our
I
mean
we
could
have
put
it
on
chain.
It
actually
might
have
been
slightly
simpler
too,
but
we
ended
up.
N
We
designed
a
pathway
for
that
to
end
up
being
stored
on
a
web
server
the
same
web
server
that
also
stores
the
mapping
between
like
addresses
and
Twitter
handles,
and
the
reason
there
was.
We
wanted
to
start
opening
up
the
pathway
to
have
like
these
auxiliary
gameplay
elements
that
did
not
like.
Even
if
people
were
adversarially
oriented
towards
those
gameplay
elements,
the
underlying
game,
mechanics
themselves
would
still
function
and
the
idea
of
you
know
who
is
like
winning
the
game
or
who
has
x
amount
of
resources.
N
That
stuff
is
really
important
to
come
to
consensus
on.
But
if,
for
example,
like
the
you
know,
Twitter
address
mapping
goes
down
or
like
the
Emoji
G,
you
know,
Planet
mapping
goes
down
like
that's,
not
a
huge
deal,
but
it
actually
does
add
another
layer
of
of
interestingness
to
the
game,
because
people
can
use
those
as
communication
channels.
D
Yeah,
actually
one
one
more
thought
to
add
on
that
is
also
in
opcraft.
We
have
the
like
a
linking
between
the
address
and
Twitter,
and
now
we
wanted
to
also
show
that
in
the
game,
but
we
didn't
have
it
on
chain
yet,
and
then
we
thought
about
how
to
do
it
and
we
could
have
written
a
like
custom
like
integration
with
the
server.
Q
I
also
think
we
might
want
to,
we
might
have
to
to
add
Nuance
to
the
term
like
on
chain
right,
like
as
it
becomes
easier
to
spin
up
like
all
these
different
chains
like
you
can
have
an
incredibly
d-gen
chain
that
just
like
hosts
data
in
an
AWS
server
and
like
has
a
thousand
X
ethereum's
throughput,
and
you
can
also
have
like
a
chain.
That's
as
secure
as
optimism,
mainnet
and
so
like
ongen
can
mean
very
different
things.
So
maybe,
like
player
position,
is
less
critical
and
goes
in
one
of
these.
Q
You
know
hyper
D,
gen
chains
and,
like
sure,
maybe
like
you,
lose
some
data
along
the
way,
or
it's
really
hard
to
run
a
node
that,
like
actually
you
know,
calculates
everyone's
everyone's
position
but,
like
I,
feel
like
you
can
have
like
secure
on-chain.
You
know.
Gameplay
transactions
like
insecure
on-chain
transactions
and
like
with
the
super
chain,
I
feel
like
there
will
be
this.
Q
This
design
space
of
like
okay,
like
maybe
this
user
travels
to
this
planet
and
now
they're
in
this
DJ
and
chain
and
like
they
can
send
a
crazy
amount
of
transactions,
and
it's
super
insecure.
But
they
they
opt
into
it
and
they
know
they're
in
the
wild
west
here.
But
then
they
like
fly
back
to
this
other
chain,
where
now
they're
they're
in
a
safe
place
where
they
hold
all
their
money.
And
like
you
know
this
is
this-
is
the
secure
the
secure
Planet
you
know
still
better.
Q
N
I
have
one
more
thing
to
add
on
this.
This
is
another
example
actually
of
a
thing
that
I
know
like
folks.
Thinking
about
blockchain
infrastructure
have
talked
about
a
lot
previously,
which
are
even
if
you
don't
have
a
consensus
engine
there's
actually
still
a
fair
amount
of
security
that
you
have
through
the
use
it
like
through
the
correct
usage
of
cryptographic,
Primitives.
N
So,
for
example,
like
one
thing
that
you
know,
despite
the
fact
that
the
Dark
Forest
admin
server
stores
and
provides
sort
of
as
an
optional
service,
it's
like
Twitter
to
address
mapping
we
still
like
attach
to
all
of
those
key
value
pairs.
N
A
signature
from
the
ethereum
account
that
this
is
indeed
their
Twitter
handle
and
a
verified
tweet
that
tweets
out
that
signature,
so
that
you
know
linking
can
go
both
ways
and
we
can't
forge
that,
like
we
can't
convince
you
that
this
address
is
connected
to
this
Twitter
account
if
they
haven't
done
that
signature,
so
there's
still
a
cryptographic
guarantee
there.
I
think.
The
thing
that
you
know
blockchains
really
provide
is:
is
data
availability
at
the
end
of
the
day
and
that's
you
know,
sort
of
what
we've
realized
over
the
last
couple
of
years.
N
So
again,
like
you
need
to
distinguish
between
all
these
different
Notions
of
security.
There's,
like
you,
know,
questions
about
like
correctness
and
forgeability.
There's
also
questions
around
like
data
availability
and
censorship,
and
these
are
all
like
different
dimensions,
and
so
it's
not
just
a
one-dimensional
trade-off
curve.
Either
it's
multi-dimensional
and.
O
Interesting
to
think
about,
like
as
New
cryptographic,
Primitives
emerge,
new
on-chain
gaming
or
autonomous
World
ideas
also
emerge
in
a
similar
way,
as
new
infrastructure
emerges,
our
new
chain
primitive,
the
merge
we'll
see
new
things
that
are
able
to
happen
so
I'm
curious,
like
over
the
next
five
or
ten
years.
What
are
like
certain
new
ideas
or
Primitives
that
you're
excited
to
see
happen
and
how
might
those
change,
how
autonomous
worlds
operate?
O
N
I
can
start
on
this
one,
so
me
and
Justin
did
a
little
like
lightning
talk,
kind
of
thing
in
the
hacker
basement
a
couple
of
days
ago,
where
we
speculated
about
how
some
New
Primitives
might
enable
new
mechanics,
I'm
personally
pretty
interested
in
how
like
Primitives
like
fully
homomorphic
encryption
or
multi-party
computation
or
witness
encryption.
These
things
that
are,
like
you
know,
even
stronger
cryptographic
Primitives
than
what
we
have
today
that
are
still
sort
of
at
the
academic
level,
but
hopefully
going
to
productionalize
over
time
what
that
might
unlock.
N
So,
to
give
an
example,
a
lot
of
folks
here
might
be
familiar
with
this
idea.
That
ZK
enables
you
to
now
put
hidden
States
into
games,
and
this
is
a
powerful
primitive,
because
previously,
you
might
not
have
been
able
to
play
to
build
like
a
card
game
where
people's
cards
were
private
on
chain.
But
now
it's
DK.
N
You
can
one
thing
that
you
still
can't
do,
though,
in
terms
of
incomplete
information
games
is
you
can't
have
games
where
there's
interactions
between
mutually
distrusting
parties
who
are
trying
to
compute
jointly
over,
like
mutually
private
State?
Okay.
So
what
does
that
mean?
Like
maybe
you
know,
I
have
an
attack
coming
from
like
a
secret
unit
on
my
side
and
I'm
attacking
you
know
Kevin,
who
has
like
a
secret
Defender,
and
we
want
to
figure
out.
What's
the
overall
like
net
impact
of
this
attack
on
Kevin's
Health?
N
G
I'm
hyped
about
a
million
TPS
by
dropping
a
bunch
of
stuff
and
cutting
corners
and
like
going
zoom,
zoom
I
think
it's
going
to
be
really
interesting.
One
thing
I
wanted
to
add
to
the
last
question.
One
10
seconds
is
that
even
a
centralized,
evm
server
is
extremely
interesting,
because
the
evm
is
a
computer
that
is
made
for
like
Atomic,
composibility
and
also
observability
into
the
system
itself
and
like
even
if
you
were
to
build
World
of
Warcraft
today
on
a
centralized
evm.
That
would
be
like
pretty
sick.
G
So
this
is
where
I
like
to
go
back
to
Kevin's
Point
like
even,
if
maybe
we
should
say
omnivm
of
evm
instead
of
on-chain
off
chain,
but
I
mean
this.
Spectrum
is
going
to
be
milked
in
so
many
directions,
because
there's
just
a
lot
of
stuff
to
do.
There.
Q
So
one
thing
I
was
thinking
on
the
way
over
here
is
like
just
like
how
in
uniswap
there's
like
a
token
list
and
like
that
that
defines
like
what
are
the
the
list
of
like
safe
tokens
that
you
want
to
trade
like,
and
you
can
have
different
levels
of
token
lists
that,
like
coin
gecko,
has
a
token
list
that
has
like
maybe
more
risky
tokens
than
the
unit
swap
token
list.
You
can
have
like
a
chain
list
and
like
these
are
the
chains
that
you're
safe
you
feel
safe,
interacting
with
and
like.
Q
Maybe
you
can
have
like
a
more
a
more
risky
more
or
like
a
more
risk,
tolerant
chain
list
where,
like
okay,
I'm
cool,
going
to
a
place
where,
like
data
availability,
is
off
chain
like
that
could
be.
You
know
that
could
be
something
that
you
parameterize
I,
think
like
I'm
excited
for
like
there
to
be
all
the
surrounding
infrastructure
that
exists
currently
for
erc20s
as
primitive.
Q
N
Can
I
actually
pose
a
question
here
as
well
to
the
to
the
rest
of
the
panelists,
because
I
feel,
like
we've,
been
throwing
around
a
lot
of
terms,
but
some
of
them
have
been
like
imprecisely
defined,
at
least
where
this
conversation
has
been
going.
So
we're
talking
about
this
world
of
like
a
lot
of
different
chains,
but
as
people
have
noted
chains
means
a
lot
of
different
things.
N
For
example,
I
think
a
thing
that
y'all
are
not
meaning
when
you
say
this
world
with
a
bunch
of
different
chains,
many
of
which
have
different
security
guarantees
is
like,
oh,
a
world
where
we're
like
you
know,
bridging
between,
like
Solana
and
avax,
and,
like
you
know,
the
multi-chain
future
is
one
where,
like
you
know,
you
take
your
soul
and
you
go
on
to
like
EOS,
and
then
you
like
Bridge
your
nft
to
finance,
like
that.
That's
like
not
really
like
the
vibe
that
I
get
here.
Q
Yeah
I
guess
a
quick
note
on
here
is
like
you
should
totally
go.
If
you
have
not
watched
Carl's
talk
or
kelvin's
talks
on
like
the
super
chain
or
the
op
stack
that'll
go
into
way
more
detail,
but
I
think
the
vision
here
is
that
you
could
have
many
chains
that
are
all
spun
up
using
the
same
the
same
set
of
apis
like
the
same
set
of
modules,
so
they
they
might
use
different
modules.
Q
You
know
in
in
ways
where,
like
as
an
end
user,
maybe
I
don't
know
what
chain
I'm
on
all
the
time.
Maybe
I
just
know
that
I'm
on
chains
that
are
in
the
list
of
chains
that
I've
like
agreed,
you
know
I
know
that
all
the
chains
they
enter
with
have
data
availability
on
ethereum
or
something
and
like
as
an
end
user.
Q
G
I
guess
the
main
difference
between
data
and
something
like
even
like
Cosmos
that
has
like
IBC
and
instant
finality
is
that
Cosmos
has
different
validator
sets
depending
on
the
different
chains,
so
you
can
have
like
lower
security
zones.
Higher
security
zones.
I
think.
The
thing
that
is
really
interesting
is
like,
even
if
we've
Roll-Ups,
with
like
different
data
availability
or
different,
different
proof
layers.
As
long
as
the
old
kind
of
like
ultimately
settle
down
on
either
a
minute.
G
You
have
this
amazing
thing
where
like,
if,
if
something
reorgs
everything
or
yours,
at
least
like
if
the
layer,
one
reworks
everything
reorgs
and
you
ultimately
use
ethereum
made
in
as
like
a
global
clock
and
that
I
think
is
going
to
unlock
way
more
than
just
like
this
super
janky
thing
with
right
now
or
yeah,
we
can
move
money
across,
but
the
bridge
get
under
collaterized
and
stuff
like
that,
like
that
is
going
to
be
needed.
If
you
want
to
send
Rich
messages
across
so
yeah
roll
ups
for
the
win.
P
All
right,
I
think
we're
running
out
of
time.
I'm
gonna
I'm
gonna
throw
one
more
question
out
there.
So
it's
really
early,
it's
2022.
P
D
Sure
so,
personally,
the
way
I
think
about
it.
Also
when
I
think
about
like
the
metaverse
is
not
that
stuff.
That's
currently
happening
in
the
real
world
would
move
there,
but
rather
that
it's
like
just
a
very
interesting
thing
to
experience.
Just
like
we
like,
we
experience,
regular
games
right
now
or
like
movies
or
other
things
like
other
kinds
of
Worlds,
that
we
currently
experience.
That's
autonomous
worlds
on
steroids.
Basically,
so
that's
the
way
I
think
about
it.
So
in
in
what
was
the
question.
P
G
Yeah,
no,
no,
but
it's
true
I
actually
think
that
playfulness
is
super
important
here,
like
Society,
is
inherently
playful
and
I.
Think
that's
something
like
as
we
go
towards
like
our
algorithmic
dopamine
future
right
now,
where,
like
things
are
becoming
more
and
more
boring
and
like
scary
I,
think
that
bringing
some
like
autonomous
chaos
to
the
internet
is
going
to
be
quite
interesting
and
I.
Think
I.
Think
that's
crazy
with
crypto.
Is
that?
Because
we
have
this
much
dollars
at
Stakes,
it
automatically
creates
like
crazy.
G
Emergent
properties
like
meth
would
not
exist
if,
like
the
tvlo,
theorem
was
like
a
thousand
dollars
like
nobody
would
care,
and
so
I
think
that
if
you
go
towards
playfulness
and
emergence
and
just
interesting
new
affordances
on
the
internet,
like
you
shouldn't
put
your
social
life
on
the
internet,
you
should
like
unlock
things
you
didn't
have
before
right.
G
People
play
Eve
online
because
they
can
control
like
Galactic
corporations,
not
because
they
want
to
like
I,
don't
know
be
a
mailman,
so
I
mean
that
there
are
games
where
you
can
be
a
mailman
to
be
fair.
So.
L
Q
I'm
personally
excited
about
like
just
accelerating
the
the
amount
of
like
talent
that
is
building
on
the
evm
like
so
many
people
that
I
know
got
started
programming
by,
like
you
know,
playing
Minecraft
and
trying
to
build
plugins
or
like
trying
to
hack
whatever
game
or
build
Bots
for
whatever
game.
They're,
building
and
I
feel
like
all.
If
all
that
is
being
done
on
the
evm
like
you're,
just
gonna
have
so
many
like
young,
so
much
young
talent
that,
like
they
want
to
win
this
game
so
badly.
Q
That
they're
gonna
like
become
the
best
solidity
programmer
in
the
world
and
like
build
some
crazy
indexing
service
and
like
run
their
own
node
and,
like
you
know,
spin
up
infrastructure
that,
like
companies
like
Alchemy
already
have
but
like
they're,
just
gonna.
Do
it
in
their
basement
because,
like
they
want
to
be
the
most
competitive
player,
I
feel
like
that's
going
to
be
super
sick.
N
Yeah,
maybe
my
answer
to
this
is
going
to
be
super
like
frou-frou,
like
I'm,
gonna,
Zoom
way
out,
I'm
gonna.
Ask
here
like
well,
you
know
what
is
the
purpose
of
life
all
right
and
I
I
say
this
kind
of
sardonically,
but
really
what
I
want
to
get
at
here
is
like
there's
all
sorts
of
games
that
we
play
in
real
life,
that
we
take
very
very
seriously.
N
You
know
like
going
to
a
university
to
get
a
degree
is
like
playing
a
game
and
in
all
of
these
cases,
like
you
know,
somehow,
I
think
that
there's
this
bias
towards
like
calling
certain
kinds
of
constructed
games,
real
and
other
kinds
of
constructed
games
like
fake
or
something
and
like
one
argument
that
people
try
to
make
is
that,
like,
oh,
you
know
like
in
the
real
category
of
things
like
participating
in,
like
you
know,
Global
Capital
markets
or,
like
you
know,
the
academic
system?
N
Well,
you
need
to
do
that
to
like
you
know,
survive.
It
eventually
boils
down
to
like
food
or,
like
you
know,
owning
property
or
like
having
a
house
over
your
head
or
having
more
like
material
possessions,
but
I
mean
if
you
really
look
at
it
like
okay.
First
of
all,
there's
a
lot
of
games
that
we
play
that
are
quite
circular.
N
You
know
everybody's,
like
probably
had
the
experience
of
being
in
some
like
weird,
like
social
bubble,
where,
for
some
reason,
a
certain
kind
of
action
that
you
go
through,
the
motions
of
is
like
encouraged
or
discouraged
for
reasons
that
aren't
actually
grounded.
The
second
thing
is,
like
you
know,
even
for
the
games
where
you're
going
to
claim
they
have
grounding
and
ultimately
like
survival
or
something
there's
a
lot
of
extra
fluff
around
those
things
like
you
actually
don't
need
that
much
to
continue
like
existing
as
a
human
being.
N
So
like
a
lot
of
the
interesting
like
I,
think
you
know
a
lot
of
the
like
what
it
means
to
be
a
human
and
participate
in
society
is
basically
to
like
be
an
agent
in
like
increasingly
complex
games,
and
some
of
these
games
live
in
the
physical
world.
Increasingly
we're
finding.
N
Like
a
lot
of
these
games
live
in
the
digital
world
and
actually
are
quite
interesting,
whether
those
are
games
like
Eve
online
or
whether
those
are
games
like
running
B2B
SAS
companies
that
you
know
like
provide
infrastructure
like
create
value
for,
like
other
B2B,
SAS
companies
and
I.
Think
that,
like
you
know,
this
is
kind
of
like.
N
Maybe
this
all
sounds
like
kind
of
nihilistic
but,
like
you
know,
I
think
that
there's
a
very
optimistic
Viewpoint
around
what
this
digital
future
holds,
because,
with
these
increasingly
composable
and
interoperable,
like
substrates,
for,
like
all
this
sort
of
emergent
complexity,
we're
going
to
be
able
to
keep
finding
new
and
more
interesting
games
to
play
with
each
other
and
and
to
me,
that's
what's
exciting
about
autonomous
worlds,
and
even
though
these
things
are
just
like
tiny
little
seeds.
N
Right
now,
who
knows
like
we
might
find
ourselves
taking
seriously
just
as
much
as
our
like
online
social
and
financial
interactions,
as
we
do
our
IRL
one.
G
I
mean
like
this
crowd
is
like
really
great
for
that
argument,
because
everybody's
here,
because
you
play
one
of
the
weirdest
game
ever
like
most
of
you-
are
paid
in
like
fake
money
or
like
fake
money
that
could
turn
into
like
fake
dollars
and
then
like
it's.
It's
pretty
insane
that
an
entire
industry
spun
around
like
again
ethereum
in
it
as
like
the
most
interesting
MMO
right
now
and
I.
Think
that,
like
yeah,
nobody
better
than
you
folks
to
get
that
I
think.
P
C
We
will
take
a
oh
sorry
guys.
We
will
take
a
mini
break
in
the
sense
that
we
have
to
get
our
lightning
talk,
Folks
up
here
and
get
some
stuff
on
screen.
But
let's
just
have
another
round
of
applause
for
everybody
on
stage.
C
Awesome
wide-ranging
talk,
I,
don't
know!
If
that's
what
you
guys
expected
when
you
were
coming
to
a
autonomous
worlds
panel,
but
it's
certainly
delivered.
Thank
you.
Guys
can
I
grab
everyone
who's,
doing
a
lightning
talk
to
to
come
up
to
the
stage
and
then
we'll
kind
of
get
you
guys
sorted
and
probably
about
three
or
four
minutes,
everybody
and
then,
and
then
we'll
start
with
the
next
piece
of
programming.
C
R
On
how
you
set
up
like
your,
you
probably
would
have
to
go
into
your
settings
and
instead
of
doing
mirror,
you
would
switch
it
to.
R
C
All
right,
everyone,
if
you
can
grab
your
seats,
we're
going
to
start
with
our
lightning
talks.
All
these
lightning
talks
are
are
coming
from
folks
who
are
participating
in
the
autonomous
worlds.
Residency
Justin
alluded
to
it
before
it's.
Basically,
a
three-month
plus
residency
that
Xerox
Parks
autonomous
worlds
division
is
running
in
London
right
now.
C
All
these
people
basically
represent
either
themselves
if
they're
on
a
solo
project
or
other
awesome
teams,
either
building
stuff
from
scratch
from
the
beginning
of
the
residency
or
bringing
in
cool
games,
they're
already
working
on
there's
a
blog
post
on
Xerox
Park.
If
you
Google,
Xerox,
Park
autonomous
resident
autonomous
worlds,
residency.
Thank
you.
You
can
read
more
about
it.
I
have
the
pleasure
of
being
out
there
in
London
with
them,
and
it's
a
it's
an
awesome
group
of
guys,
so
I'm
really
stoked
for
these
talks.
First
up
is
Fraser
with
rollups
as
shared
hallucinations.
S
Hello,
hey
everyone,
yeah,
hey
I'm,
Fraser
I'm,
one
of
the
residents
at
the
autonomous
Wells
residency,
the
Zurich
Park
is
hosting
and
yeah
I'm
really
grateful
to
be
working
with
such
awesome
people
and
to
talk
in
front
of
you
guys
today.
So
yeah
Roll-Ups
as
shared
hallucinations.
S
Don't
worry
it's
like
a
clickbait
title.
I
just
use
it
to
get
your
attention,
but
hopefully
it'll
make
more
sense
as
we
go
through
it.
So
what
is
this
talk?
It's
kind
of
a
first
principles,
look
at
Roll-Ups
for
gaming.
Basically,
the
story
was
that
I
tried
to
build
the
game
and
it
was
like
very
gas
intensive,
so
I
just
kept
optimizing
it
by
adding
more
and
more
ZK
and
more
and
more
validity
proofs
and
basically
just
end
up
with
a
roll-up,
and
it's
also
not.
S
This
talk
is
also
not
a
master
class
in
game
networking.
So
if
any
of
these
ideas
kind
of
suck
just
like-
let
me
know
after
yeah,
so
yeah
I
guess
one
thing
you
might
wonder
is
like.
Why
use
Roll-Ups
the
first
thing
which
everyone's
probably
pretty
familiar
with?
Is
you
get
lower
gas
fees?
But
you
maintain
the
security
of
ethereum
and
somewhere
you're
like
moving
computation
off
chain
and,
like
perhaps
batching
up
in
some
way,
that's
like
cheaper,
but
the
other
thing
which
I'm
much
more
excited
about
is
new
affordances,
so
I
think.
S
The
key
thing
is
that
the
design
space
for
Roll-Ups
is
really
big
and
as
long
as
you're
just
like
maintaining
that
L1
security
you
can
like
do
whatever
you
want,
basically
and
build
new
games,
but
anyway,
yeah
like
just
for
now.
Let's
forget
about
Roll-Ups
and
just
try
and
build
games
and
see
where
we
end
up
so
the
first
one
I
want
to
work
out
is
just
this
basic
on
chain
game.
S
Of
course
all
gen
games,
like
you,
guys,
have
probably
heard
all
this
stuff.
It's
just
you're
using
smart
contracts
to
enforce
the
game
rules.
The
games
just
live
forever
on
the
blockchain.
It's
really
cool
emergent,
whatever
the
one
we're
going
to
look
at
here
is
an
on-chain,
auto
Butler.
So
basically,
these
two
nft
characters
are
gonna
Duke
out
for,
like
a
thousand
rounds,
just
kind
of
repeatedly
punching
each
other
and.
Q
S
Has
the
most
health
at
the
end
wins?
What
might
the
contract
look
like
for
this?
Basically,
you
just
have
this
battle
function.
You
take
the
health
for
each
player
and
then
you
Loop
through
a
thousand
times
and
every
time
you
detract
the
health
of
player
one
by
the
strength
of
player,
two
vice
versa,
but
at
the
very
end
we
kind
of
set
this
winter
variable,
which
is
telling
the
rest
of
the
blockchain.
This
is
the
winner
like
this
is
the
best
nft
I'd
like
yeah.
This
is
what
lifetime
would
look
like.
S
You
just
deploy
the
contract,
and
then
you
call
this
function
and
then
the
game's
over
kind
of
boring
I'd
like
there's.
Obviously
one
facial
flow
with
this
program
program
contract
if
you've
done
any
blockchain
programming,
which
is
like,
of
course,
maybe
this
for
loop.
It's
like
a
total
gas
guzzler.
Every
one
of
those
operations
cost
some
gas
and
energy
a
thousand
times.
It
probably
won't
even
fit
within
the
gas
limit,
and
it
just
will
fail.
S
S
Ideally,
we
want
to
try
and
remove
that,
and
but
if
we
do
like
what
do
we
replace
it
with
and
if
you
work
in
ZK,
you
know
the
answer:
it's
going
to
be
a
zero
knowledge
proof,
maybe
that's
not
actually
that
obvious,
I,
don't
know
what
you
do.
Is
you
basically
take
your
battle
logic?
You
rewrite
it
as
a
circuit
so
that
it's
like
you
can
make
proofs
about
it
with
a
snark.
S
Just
trust
me
bro.
This
is
the
same
logic
as
the
contract
they're
roughly
equivalent,
except
from
some
stuff,
with
circuits
and
like
field
elements
that
might
give
you
different
answers
on
different
inputs,
but
pretty
much
and
I
know
what
our
smart
contract
looks
like
it's.
Basically,
this
code
is
like
really
huge
and
probably
hard
to
read,
but
basically
now
what
happens
is
anybody
can
come
along
and
tell
the
contract
who
they
think
the
winner
is,
and
they
provide
a
proof
that
that
is
actually
the
right
winner?
S
Did
you
see
here?
We
just
called
verifier.verify
and
we
just
like
that's
it.
The
contract
just
knows
according
to
that
proof
who
the
winner
is,
and
that
obviously
has
a
much
lower
gas
cost
than
just
like
looping
a
thousand
times
and
yeah.
This
is
what
it
looks
like
to
play.
The
contract
generate
the
proof
and
then
settle
up
the
game
by
supplying
the
proof
and
the
winner-
and
this
is
like-
probably
not
a
very
accurate
graph,
but
basically
as
the
verification
cost
for
these
proofs
is
constant.
S
You
kind
of
like
did
you
reach
this
point,
where
it's
actually
worthwhile
to
bundle
everything
up
into
a
proof
and
just
verify
it
rather
than
doing
like
the
raw
CPU
compute
one
chain?
This
is
probably
not
a
very
accurate
graph,
so
like
yeah,
also
at
me
after
and
that's
the
same
diagram
twice
but
yeah.
The
problem
with
this
game
is
that
it's
just
like
really
boring
still
right.
It's
like
you,
just
generate
a
proof
and
you
just
fight
automatically
there's
like
no
player
inputs.
S
So
next
step,
let's
build
a
multi-step
game.
Basically,
I
just
made
a
game
where,
like
players
actually
have
some
like
effect
on
the
gameplay
I
do
imagine
like
we
could
have
player
actions,
so
the
contract
is
deployed
and
then
players
can
take
various
actions.
Think
of
that
in
like
Dark
Forest
right
and
then
at
some
point
the
game
will
end
and
then
maybe
we'll
look
at
like
which
player
has
the
most
points
and
they
win
like
what
are
the
insights
I?
S
So
what
we
did
with
this
is
we
try
and
use
the
blockchain
as
a
clock,
so
players
just
like
submit
their
actions
on
chain
right
now
they
submit
them
without
any
verification.
We
just
let
them
post
whatever.
They
want
on
chain
pretty
much
as
random
bytes,
but
it's
all
time
stamped.
So
we
kind
of
know
what
players
want
to
do
and
when
they
want
to
do
it,
and
then
we
maintain
this
like
on-chain
commitment
to
player
actions,
we
don't
really
need
to
read
that.
S
But
basically
the
idea
is
that
the
blockchain
is
committing
and
saying
like.
These
are
the
canonical
list
of
player
actions
and
then,
when
a
player
wants
to
move
say
this
is
like
our
smart
contract,
perhaps
like
as
I
say:
we'd
usually
have
verification.
So
we're
checking
that,
like
you
actually
own
this
character
before
you
can
move
it,
but
in
this
case
we're
just
going
to
like
remove
that
and
then
just
add
the
player's
action
to
this
list
of
actions,
and
this
slide
is
like
a
total
mouthful.
S
But
basically
what
we're
going
to
do
is
once
we
have
all
these
player
actions
we're
going
to
validate
them
with
the
ZK
proof
at
like
the
end
of
the
game.
I
have
a
good
graphic
for
this
I
think,
thanks
to
stable,
diffusion
or
or
not,
I,
don't
okay
yeah.
So
you
can
imagine
this
guy
up
on
the
top
left
is
like
our
ZK
proof
he's
like
the
judge
of.
S
S
We
just
care
about,
like
maybe
the
prizes,
so
one
player
has
like
100
die,
20
die
and
anybody
can
come
along
to
the
smart
contract
and
say
like
okay,
here's
what
I
think
the
final
state
is
and
then
the
validity
proof
will
say
yes
like
I
approve
and
yeah,
and
then
that
gets
set.
So
it's
kind
of
like
anybody
can
like
permissionlessly
finalize
this
game,
but
it's
all
validated
by
this
Eco
proof
and
then
the
reason
that
the
state
route
is
like
a
root.
S
It's
like
a
miracle
group
is
so
that
at
the
end
of
the
game,
like
users
can
come
along
and
withdraw
a
prize
or
upgrade
their
cart
or
whatever
like
that,
but
because
it's
just
a
single
commitment
on
chain,
it's
all
like
very
gas,
efficient
and
yeah.
This
is
what
the
game
might
look
like.
So
you
deploy
the
contract.
Players
take
various
actions.
S
The
game
gets
Frozen
at
a
certain
time
and
then
somebody
comes
along
and
settles
up
the
game,
and
then
everyone
can
like
withdraw
their
tokens
and
I.
Don't
know
like
prove
that
they've
won
the
game
or
something
and
yeah,
and
the
idea
here
is
that
everybody's,
just
like
simulating
the
game
locally,
but
we
use
the
blockchain
as
like
a
source
of
Truth
for
actions
and
I
think
this
might
start
becoming
clear
like
this
whole,
like
hallucination
clickbait,
title
yeah
hallucinations.
What
do
I
mean
by
that?
S
Basically
like
because
we're
using
a
we're
not
like
validating
player
actions
during
the
game,
that
data
just
like
doesn't
mean
anything
on
the
blockchain,
it
doesn't
actually
like
update
the
blockchain
state
immediately,
but
because
we
know
the
game
rules,
we
like
understand
what
that
information
means.
S
Google
Prince,
but
so
does
the
proof.
The
proof
also
encodes
and
enforces
these
roles
for
us.
S
So,
like
someone
comes
along
and
tries
to
submit
a
different
action,
the
code
will
kind
of
interpret
that
action
within
the
rules
of
the
game
and
then
say
like
yes
or
no
like.
Is
that
valid
so
like
the
player
on
the
right
is
like
trying
to
do
something
that
isn't
a
valid
move
within
the
game
and
then
the
proof
is
like
retroactively
saying:
no,
you
can't
do
that.
S
You
cannot
blow
up
the
whole
world,
but
you
could
write
a
proof
that,
like
makes
that
a
valid
action,
if
you
want
to
yeah.
So
as
I
say,
the
validity
proof
is
like
retroactively.
Enforcing
the
rules,
enforcing
the
history
of
our
game
and
basically
making
our
shared
hallucination,
real
and
I.
S
Think,
like
thinking
about
games
in
this
way,
is
super
efficient
because
we
just
all
just
like
believe
the
same
rules,
and
we
all
just
play
the
game
without
disagree
like
without
having
to
check
each
other,
and
then
the
proof
will
just
like
sort
things
out
after
and
actually
like.
What
do
you
think
about
it?
This
this
system
is
actually
technically
as
you
could
roll
up.
It's
not
like
the
zika
road
that
you're
used
to
it's
kind
of
like
a
fully
decentralized
rollup
without
a
sequencer,
no
offense
to
like
the
optimism.
S
People
are
still
here.
I
think
their
system
is
probably
better.
Yeah
players
are
just
committing
action,
start
Leon
chain,
yeah
I,
don't
do
I
have
like
much
time
left.
Okay,
I'll
go
through
this,
but
very
quickly,
so
basically
there's
this
problem
of
like
World,
forwarding
and
games.
S
S
Same
images,
the
moving
castles
talk
yeah,
but
the
problem
is,
it
turns
out.
It's
actually
super
hard
to
do
this
in
the
evm.
You
have
like
different
approaches
like
eager
and
lazy,
World
forwarding,
but
they're
all
basically
working
around
the
same
problem,
which
is
that
the
evm
is
like
fundamentally
an
interrupt-based
system.
Things
only
happen
on
the
blockchain
when
players
submit
actions
to
update
the
state,
but
if
you
think
about
the
real
world
or
you
think
about
traditional
games,
they
okay,
they
all
like.
S
Have
this
idea
of
a
tick
and
the
evm
just
does
not
tick,
and
it
turns
out
that
the
gamers
want
ticks.
It's
actually
really
helpful
for
games
if
they
just
like
progress
naturally,
and
you
have
NPCs
and
AI
that
just
evolve
over
the
course
of
the
game.
Basically,
the
evm
almost
did
tick,
there's
a
side,
even
an
alarm
up
code,
but
it
turns
out
there's
like
fundamental
problems
with
this
that
make
it
really
difficult
to
actually
implement
this
on
a
blockchain
and
like
if
we
did
have
that
it'd
be
really
cool.
S
But
the
problem
is:
is
that,
like
you,
only
have
so
much
processing
on
a
blockchain,
so
it's
like
who
who
gets
to
tick
basically,
and
the
only
thing
you
can
do
is
just
build
a
chain
and
like
enshrine
the
most
important
updates.
You
want
to
happen.
Every
block
like
directly
into
the
protocol
and
actually
a
Xerox,
Hank
and
Laramie
did
a
really
cool
experiment
with
this,
where
they
modified
Geth,
to
like
take
over
their
little
Game
of
Life
game
like
every
block,
I.
S
Think
and
yeah,
like
somebody
needs
to
do
this,
like
there's
so
much
fun.
You
can
help
with
like
building
just
Roll-Ups
that
aren't
evm
compatible
and
do
their
own
thing
and
with
our
rollup
it'd,
be
pretty
simple.
You
would
basically
just
rather
than
like
looping
over
every
event,
but
the
validity
proof
would
instead
do
is
like
live
over
every
block
and
then,
if
there's
certain
actions
in
that
block,
it
will
apply
them,
but
it
will
also
do
different
things
like
growing
crops,
updating
NPCs
projectiles
and
yeah.
S
So,
basically,
I
built
like
a
first
prototype
of
this
kind
of
rollup
system.
It
actually
has
nothing
to
do
with
games.
It
just
does
payments,
but
I've
never
built
a
world
before
so
it
was
kind
of
nice
to
start
simple,
that's
the
link
for
it
there
and
there
is
also
a
client
that
will
sync
you
with
the
rollup
too
and
yeah
like
next.
Steps,
for
me,
is
like
I
really
want
to
keep
thinking
about.
S
This
probably
make
a
game
that
actually
does
this
and
kind
of
like
build
these
ideas
out
and
formalize
them
into
something.
That's
like
more
of
a
protocol
more
of
a
standard,
and
do
this
pretentious
thing
of
like
making
it
easy
for
you
guys
to
spin
up
ZK,
Roll-Ups,
they're,
evanescent
and
only
last
for
a
certain
amount
of
time
when
you
want
to
simulate
really
complicated,
High
compute
games
that
are
like,
maybe
more
like
web
2
games.
You
could
say
to
employ
that
and
yeah.
Let's
all
hallucinate
digital
worlds
together.
C
That's
the
problem
awesome.
C
When
all
of
these
folks
signed
up
to
get
some
accommodations
and
work
on
games
in
London,
we
didn't
tell
them
they
had
to
also
present
at
Devcon.
So
thanks
for
putting
all
this
stuff
together
and
we'll
just
let
Flynn
get
his
AV
set
up,
and
let
me
know
when
you're
ready
and
we'll
kick
it
off.
T
L
C
Up
there
but
Round
of
Applause
for
Flynn
for
autonomous
World
Discovery.
T
Discovery
and
it's
by
it's
by
me,
so
if
I
can
go
through
all
right,
so
a
little
bit
about
me,
I'm
Flynn,
I'm,
23
and
I'm
from
Australia
over
there
I
only
probably
got
into
the
kind
of
blockchain
space
about
halfway
through
last
year,
so
that
means
I'm
still
a
cryptographic
baby.
Since
the
start
of
the
year,
I
was
working
at
a
cryptocurrency
Exchange
in
Australia
called
coinja
no
longer
and
since
about
mid-september
I've
been
participating
in
the
autonomous
worlds,
residency
in
London
and
so
far
it's
been
absolutely
incredible.
T
I
want
to
say
a
huge
thank
you
to
the
lattice
guys
and
the
Xerox
Park
Guys
Without
You,
guys
I,
wouldn't
I,
wouldn't
be
here
today
at
The
Residency.
So
far,
I've
been
working
on
a
prototype
for
a
new
game
that
does
some
cool
things
with
ZK
mechanics
and
information
asymmetry.
But
it's
not
ready
to
show
off
yet
so
I
won't
be
talking
about
that
today.
I
said
what
will
I
be
talking
about?
T
Well
Thomas,
World
Discovery,
so
for
a
while
I've
been
pretty
interested
in
the
prospects
of
a
discoverable
world
within
a
blockchain
context.
So
what
do
I
mean
by
a
discoverable
world
yeah?
So
what
do
I
mean?
Well,
players
are
not
initially
know
the
entire
state
of
the
world.
They
have
to
perform
actions
to
incrementally
gain
knowledge
of
that
world
over
time
to
know.
What's
out
there,
you
have
to
go
out
and
see
it
in
the
traditional
civil
authoritarian,
authoritative
model
or
the
god
server
model
I'll
be
calling
it.
T
You
simply
store
the
whole
map
on
the
server,
as
well
as
the
player's
positions,
and
when
a
player
moves
to
a
new
section
of
the
map,
you
simply
send
them
the
data
for
it
player
cannot
see
the
entire
map.
They
can
only
see
the
pieces
that
the
server
sends
them
as
they
move
through
the
world.
T
T
There
is
pretty
compelling
I,
think
that's
a
true
digital
Frontier,
so
Arc
Forest,
Dark
Forest
already
does
this
in
order
to
see
the
contents
of
a
specific
chunk
of
the
map
you
have
to
mine
it
using
hash
power,
pretty
cool
I
have
much
respect
for
the
dark
forest
team
and
what
they've
done.
T
But
there
are
two
aspects
that
I
contend
with:
one
map:
Discovery
Is,
Random
Access,
meaning
that
you
can
choose
which
parts
of
the
map
that
you
want
to
mine
entirely
independently
of
the
positions
of
the
planets
that
you
actually
control
and
two
the
rate
of
discovery
is
based
on
something
entirely
external
to
the
game:
world,
your
hash
power.
So
what
I
want
is
a
system
that
is
locality
dependent.
You
can
only
discover
the
world
in
your
immediate
surroundings
and
the
rate
at
which
you
can
discover
the
world.
Let's
say
it's
the
rate.
T
The
the
rate
is
bounded
by
or
determined
by,
the
rules
of
the
game
word
entirely
and
not
influenced
by
anything
external.
So
how
do
we
go
about
achieving
that?
Well,
let's
try
it
attempt
number
one.
Let's
say
we
have
a
tail-based
world
where
the
contents
of
each
tile
is
procedurally
generated,
using
pillar
noise
with
multiple
levels
of
noise
for
better
generation
variety.
T
However
yeah,
so
we've
got
that.
However,
instead
of
the
seed
being
fed
to
the
purlin
noise
algorithm
for
a
specific
tile
between
being
deterministic,
the
seed
is
taken
from
a
random
Oracle
and
is
only
determined
when
a
player
reaches
that
tile
for
the
very
first
time,
and
so
it's
like
players
venturing
out
into
a
constantly
venturing
out
forth
into
a
constantly
shifting
world
that
only
solidifies
when
they
get
there.
T
So
this
approach
preserves
the
locality
of
Discovery,
as
the
players
can
only
discover
tiles
that
they
are
physically
moving
on
to,
and
it
also
ensures
that
the
rate
of
discovery
is
not
dependent
on
anything
external
to
the
game
world,
as
the
rate
at
which
you
can
move
through
the
world
is
determined
by
the
rules
of
the
world.
T
The
this
random
seed
for
each
tile
would
then
be
saved
into
a
mapping
from
positions
to
seeds.
You
can
see
that
there
in
the
code
such
that
subsequent
players
reaching
a
tile
would
find
that
same
seed
which
ensures
that
yeah
that
same
seed,
rather
than
getting
a
new
seed
from
the
Oracle.
This
ensures
that
world
permanence
is
preserved.
T
Although
I
do
think
there
is
something
interesting
in
intentionally
breaking
World
permanence.
You
know
kind
of
Shifting
Sands
crumbling
castles
oops
too
far,
so
preserving
preserving
World
permanence
in
this
system
also
means
that
all
discovery
is
public
because
the
seeds
are
published
on
chain.
A
discovery
for
one
player
is
Discovery
for
all
players
all
right,
so
this
is
pretty
cool,
but
what
I
really
want
is
private,
Discovery
I
want
to
be
able
to
go
on
an
adventure
into
Uncharted
Territory
discover
a
dungeon
that
no
one
else
has
seen
before
now.
T
T
Is
this
even
possible,
though?
Is
it
possible
to
privately
discover
information
about
a
world
that's
publicly
hosted
on
a
blockchain?
Is
that
published
or
is
that
is
that
possible
enter
witness
encryption?
So
I
first
heard
about
witness
encryption
from
a
video
that
Justin
Drake
did
on
combating
muv,
specifically
in
relation
to
encrypted
mentals.
So
how
does
witness
encryption?
Even
work
well,
I'll
quote
JD
directly
with
witness
encryption.
T
You
can
encrypt
a
message
such
that
in
order
to
decrypt
the
message
you
need
to
provide
a
witness,
proving
that
some
statement
is
true
and
then
this
could
sorry-
and
this
could
be
any
statement.
In
other
words,
you
can
encrypt
the
message
if
you
give
it
some
snark,
basically
a
short
proof
that
some
statement
is
valid
underneath
that
right
there
is
the
that's
the
title
of
the
YouTube
video
I
highly
recommend
checking
out
it's
great.
T
So
this
is
literal
Witchcraft
and
sounds
too
good
to
be
true,
my
general
understanding
is
that
currently
practical
implementations
of
General
witness
encryption,
far
from
being
feasible,
but
my
hope
is
that
over
time
the
same
thing
happened
to
ZK
technology
will
happen
to
witness
encryption
over
the
next
couple
years,
it'll
become
dramatically
more
feasible
all
right.
So
how
does
this
relate
to
well
Discovery
Well?
T
Let's
say
that
we
have
a
world
that
consists
of
a
set
of
interconnected
rooms,
dungeon
of
sorts
a
world
architect
privately
creates
the
set
of
rooms
and
their
contents
publishes
the
data
describing
the
set
of
rooms
and
how
they're
connected
and
also
for
each
room
publishes
a
locked
tone.
They
then
cease
to
exist
that
was
their
final
contribution
to
humanity.
So
what
is
this
lock
term?
T
T
There
exists
a
valid
path
that
actually
leads
to
the
room
and
two-
and
this
is
where
it
gets
a
bit
wacky-
that
the
player
actually
committed
to
taking
that
path
on
Shane,
otherwise,
they'd
be
able
to
generate
a
proof
going
to
every
single
room
figure
out
which
rooms
hold
the
best
content
and
then
only
commit
to
taking
that
particular
path
between
those
particular
rooms
on
chain.
T
T
So
how
would
you
achieve
POC
or
proof
of
on-chain
commitment?
T
Well,
you
would
start
with
proof
of
consensus
where
you
verify
the
attestations
of
the
current
value
set
for
a
particular
block
hash,
which
is
something
that
I'm
pretty
sure
succinct
Labs
is
working
on
currently
and
then
using
that
block
hash
would
use
proof
of
storage
slot,
which
is
a
term
that
I
originally
heard
from
Fraser,
which
is
essentially
just
a
mocha
proof
that
the
commitment
to
the
path
exists
on
chain.
T
T
Well,
it
requires
the
initial
World
architect,
the
Divine
Creator,
to
bring
the
world
into
existence
it's
better
than
the
god
server
model,
because
they're
no
longer
required
after
that
initial
publish,
and
so
the
world
can
continue
without
them,
but
they
don't
if
they
don't
cease
to
exist
and
they
can
exert
undue
influence
based
on
the
fact
that
they
know
the
contents
of
all
the
rooms
kind
of
like
the
toxic
waste,
that's
created
during
a
trusted
setup
they're
just
less
deadly.
In
this
case.
T
Also
after
the
initial
creation
of
the
world,
it
essentially
remains
static
and
finite,
and
so
there
is
a
long-term
there's,
less
long-term
dynamism
in
the
discovery,
as
well
as
players
will
eventually
just
because
players
will
eventually
discover
the
whole
thing.
You
could
have
the
world
architect
continually
add
new
pieces
to
the
world,
but
then
you're
essentially
back
to
the
gods
ever
model
because
they
have
to
continually
exist.
T
So
can
we
do
better
synthesis?
We
take
the
incremental
tile
Discovery
system
from
the
first
attempt
and
we
inject
witness
encryption.
Well,
what
does
that?
Look
like
you
still
fetch
the
tow
generation
Siege
from
the
random
Oracle
when
discovering
a
new
tile,
but
now,
instead
of
publishing
that
c
directly,
you
publish
a
witness
encryption
of
the
seed
or
acquiring
a
proof
of
valid
path
and
proof
with
one
chain
commitment
in
order
for
it
to
be
decrypted
boom.
T
You've
both
achieved
private
Discovery
and
preserved
well
permanence,
without
the
need
for
persistent,
centralized
information,
holder
or
pre-definition
of
the
world.
However,
although
Word
World
Discovery
is
private,
your
position
would
still
be
public,
since
you
have
to
update
the
position
to
witness
encrypted
tile
seed
mapping
that
you
see
at
the
top
there.
T
Oh
also
did
I
forget
to
mention
whoops
wait.
One
too
far,
yeah
I
forgot
to
mention
that
when
publishing
the
witness
encrypted
doll
seed,
you
would
also
have
to
publish
a
ZK
proof
showing
that
you
actually
did
the
witness
encryption
correctly
yeah.
So
this
is
pretty
clearly
worked
out
beyond
belief
and
it's
very
far
from
being
practical
or
even
remotely
practical,
but
maybe
one
day
it
will
be.
That
would
be.
That
would
be
pretty
cool
all
right.
T
So
we're
already
at
this
level
of
ludicrousness
can
we
can
we
go
further?
T
Of
course
we
can
I,
remember
more
homomorphically,
encrypted
World
Generation
system
running
on
chain
where
you
feed
it
your
encrypted
position
and
gives
you
back
the
encrypted
World
data
for
that
position,
as
well
as
updating
its
internal
state
and
when
I
say
this
when
I
say
on
chain
what
I
really
mean
is
probably
across
a
series
of
recursive
ZK
proofs
in
order
to
minimize
Unchained
compute
cost,
but
maybe
we'll
eventually
get
to
that
point
where
onshine
all
on-chain
computation
is
done
that
way,
so
the
distinction
will
actually
break
down
while
you're
at
it.
T
Maybe
I
should
do
this
yeah
cool,
that's
that's
part,
while
you're
at
it.
You
may
as
well
put
the
entirety
of
the
world
logic
into
this
homomorphic
system,
meaning
that
the
rules
of
how
the
players
interact
with
the
world
and
each
other
then
yeah.
So
that's
the
rules
that
you
put
into
there
and
then
funnily
enough.
That
means
that
we're
effectively
back
at
the
god
server
model,
but
now
it's
running
entirely
on
chain
autonomously
and
we
can
have
confidence
in
its
robustness.
T
So
that's
that
part
with
the
system.
We
can
now
have
private
discovery
of
the
world
or
maintaining
privacy
of
your
position.
Theoretically,
you
should
also
be
able
to
do
something
that
seems
natively
difficult
to
achieve
when
positions
are
kept
private
play
Discovery.
T
How
do
two
players
know
that
they've
run
into
each
other
when
their
positions
are
private,
when
they
don't
know
each
other's
positions
and
private
play
Discovery
the
ability
for
player
a
to
discover
player
B
without
player,
B
discovering
player
a
and
while
you're
at
it,
homomorphically
encrypts
my
Consciousness
and
put
me
on
chain
that
way,
I
can
live
forever.
T
That's
the
end
of
the
talk.
Thank
you
very
much.
C
Hello,
Chuck
awesome,
as
if
any
of
you
tell
we're
running
a
little
bit
a
little
bit
behind
so
I
just
want
to
give
a
slight
update
we're
going
to
stick.
You
know
with
this
schedule
the
still
going
through
the
lightning
talks
and
we'll
end
with
the
mud
chat,
but
the
lightning
talks
will
probably
run
until
three
and
then
the
mud
presentation
will
run
from
3
to
3
30,
just
because
we're
a
little
bit
behind
schedule.
C
So
I
just
wanted
to
give
you
guys
that
update
and
will
at
least
get
set
up
here
and
start
our
next
lightning
talk.
J
Check
check.
Okay,
this
works.
Hey
there,
I
am
lithi
from
asfidel,
where
one
of
the
teams
working
at
the
autonomous
worlds
residency.
We
are
working
on
I
guess
it
would
be
best
described
as
an
autonomous,
on-chain
MMO,
but
I'm
not
going
to
be
talking
about
that
today.
What
I
want
to
talk
about
and
touch
on
here
is
I
guess
what
I
think
is
the.
J
So
what
this
means
is
when
we
design
an
autonomous
World
we're
designing
the
fundamentals
of
an
economy
of
a
human
social
system
that
can
potentially
go
far
beyond
the
game
we
build
and
as
Builders
we
Define
those
fundamentals.
We
Define
how
each
of
those
points
works.
So
we
can
Define
the
rules
by
which
players
abound.
How
do
they
move?
How
do
they
harvest
resources?
J
We
can
Define
the
degree
to
which
the
world
rewards
cooperation
versus
antagonism.
So
do
you
need
to
work
together?
Can
you
mug
people?
Is
there
an
in-game
five
dollar
wrench
attack
where
you
can
take
someone
else's
resources
and
how
do
those
resources
work?
Where
are
they
available?
What's
their
supply?
How
are
they
collected
and
when
you
put
all
these
things
together,
you
get
the
seeds
of
a
more
complex
social
system,
so
we
Define
the
rules,
but
not
the
game.
J
Users
can
build
on
top
of
these
things
they
can
play
on
top
of
these
things
and
the
really
unique
aspect
about
autonomous
worlds.
That
I
think
makes
these
emerging
social
aspects
far
more
powerful
than
a
traditional
computer
game
is
that
players
and
Community
can
build
on
top
of
those
rules,
so
they
can
literally
add
small
contracts
so
again
using
opcraft
as
an
example.
J
There's
nothing
stopping
devs
building
defy
on
top
of
Minecraft
in
this
system,
there's
nothing
stopping
them.
Creating
nft
marketplaces
that
allow
people
to
resell
blocks,
there's
nothing
stopping
them,
deploying
new
smart
contracts
that
expand
the
game,
functionality
that
might
add
new
creatures,
new
things
you
can
do,
there's
nothing
stopping
them,
creating
in-game,
dials
and
much
more
I'm
sure
there'll
be
visualization.
Services,
explorers
knowledge
Services.
It's
pretty
much
impossible
to
predict.
J
What
people
will
build
and
when
we
put
all
this
together,
we
get
a
complex
economic
system,
predefined
parameters,
rules
of
interaction
and
human
beings
as
independent
agents
within
it,
and
we
do
have
a
fairly
big
one
of
those
in
this
world.
It's
called
capitalism,
and
this
means
when
we're
designing
autonomous
worlds.
We
have
a
pretty
much
unprecedented
opportunity
to
design
economies,
so
fine-tune
rules
of
human
interaction
to
fine-tune
The
Primitives
and
then
see
what
evolves
from
them
and
the
potential
for
that
evolution
goes
beyond
anything
we've
seen
in
gaming
or
Virtual
Worlds.
J
Before
not
only
do
players
socialize
and
play
in
the
ways
that
they
wish
they
can
expand
the
technology.
They
could
potentially
build
extra
games
on
top
of
the
original
game
that
might
use
its
resources
or
interact
with
it
in
one
way
or
another,
and
so
we
find
ourselves
in
a
situation
where,
rather
uniquely,
we
can
define
a
human
economy
and
the
fundamentals
of
it
in
a
way
that
hasn't
really
been
possible
in
most
systems.
Some
D5
protocols
may
work
in
this
manner,
but
games
worlds.
J
It
hasn't
really
be
possible
in
this
manner
before
Eve
online
is
a
pretty
good
example
of
probably
the
closest
thing
in
a
traditional
video
game,
but
it's
not
decentralized.
It's
not
autonomous
and
it's
still
controlled
by
certain
centralized
aspects
that
CCP
specifically,
and
so
now
we
find
ourselves.
We
can
build
real
world
economic
simulations,
we
can
forget
about
everything
and
we
can
build
Crazy
creative
stuff,
that's
pretty
much
unprecedented
and
over
the
next
few
years,
I
think
we're
going
to
see
potentially
tens
or
even
hundreds
of
different
models
evolving
on
top
of
these
autonomous
worlds.
J
So
what
kind
of
things?
What
might
these
look
like?
What
might
we
do
so?
We
can
go
simulationist.
We
can
try
within
autonomous
world
to
mimic
real
world
economic
mechanisms.
We
can
say
the
resources
are
scarce.
Trade
is
constrained
in
certain
ways
and
we
can
attempt
to
really
replicate
the
real
world
now
some
genres.
This
works.
Naturally
RPGs
management
games
strategy
games.
In
all
of
these
examples,
simulationist
economies
can
make
sense,
but
they
also
have
potential
uses
Beyond
fun
so
consider
in
10
years
time,
when
the
autonomous
World
space
is
more.
Mature.
J
Economists
could
use
these
sort
of
mechanisms
to
essentially
prototype
and
research
new
macroeconomic
models.
This
is
something
that's
currently
pretty
much
impossible.
You
can't
a
B
test
tax
rates,
but
with
sufficiently
Advanced
autonomous
worlds,
it
starts
to
become
impossible
to
do
this,
it
starts
to
become
possible
to
do.
Those
kind
of
things
starts
to
become
possible
to
do
social
experiments,
academic
experiments
and,
in
general,
to
simulate
real-life
economies
in
a
particularly
detailed
way,
and-
and
we
can
also
go
in
the
exact
opposite
direction,
so
we
can
go
experimental.
J
We
can
do
things
a
good
if
anyone's
heard
of
Reddit
r
slash
place,
which
is
a
kind
of
collaborative
process
of
placing
pixels
on
a
screen
together.
This
in
a
way
is
almost
like
a
kind
of
proto-autonomous
world.
Independent
users
interact
with
the
world.
They
build
things
together.
They
have
a
very
specific
affordance,
which
is
they
can
place
one
pixel
every
15
minutes,
and
so
this
world
evolves
together.
J
As
a
collaborative
artistic
piece
placed
on
Reddit,
they
do
this
I
think
every
year
or
so
now
and
it
becomes
a
huge
thing:
people
compete,
thousands
and
thousands
of
people
come
and
place,
pixels
together.
There's
no
reason
you
couldn't
do
this
kind
of
thing
on
chain
using
autonomous
World
check.
You
could
do
it
in
3D
too,
you
could
do
a
Minecraft
version.
J
Wearing
a
finite
number
of
blocks
are
available,
everyone
builds
together
and
they
create
something
new
and
again
that,
then,
that's
not
really
what
we
think
of
as
traditional
economy,
but
it
is
defined
by
economic
rules,
and
we
could
also
we
can
combine
this
with
the
simulationism.
We
can
do
simulations
with
a
few
elements
off
again.
J
That
can
be
an
economic
experiment
or
it
can
be,
it
can
be
for
entertainment,
it
can
be
for
art
and
of
course,
since
this
is
crypto
I
feel
obliged
to
add,
we
can
do
competitive
autonomous
economies,
so
we
can
create
antagonistic
PVP
systems
where
in-game
resources
have
established
liquidity
with
external
markets,
and
what
I
mean
here
really
is
creating
something
that's
a
kind
of
viciously
competitive,
PVP
space.
So
in
some
way
you
bring
in
funds
from
on
chain-
and
you
essentially
bet
them
on
playing
the
game.
J
You
put
money
in,
so
you
can
steal
other
money
by
the
people's
money
they
put
money
in,
so
they
can
steal
your
money.
This
becomes
a
kind
of
hyper
aggressive,
competitive
game.
Now
this
the
interesting
thing
about
this,
the
model
that
most
closely
resembles
this
type
of
autonomous
world
is
actually
a
type
of
D5
product
called
Perpetual
futures.
So
I'm
not
going
to
try
and
explain
this
right
now
perhaps
are
infamously
difficult
to
grasp.
J
But
the
point
is
with
perps:
there's
no
underlying
asset
people,
trade
based
on
market
prices
entirely
based
on
collateral
on
each
side.
So
if
the
price
goes
up,
some
people
pay
some
other
people.
The
price
goes
down.
Some
people
pay
some
other
people,
it's
a
game.
It's
a
collateralized
game.
It's
not
actually
a
financial
product
at
all,
and
many
people
don't
realize
this,
but
perps,
which
are
essentially
a
completely
PVP
economic
simulation.
J
They're
responsible
for
some
disgusting
proportion
of
exchange
volume,
people
love
them
like
massive
massive
amounts
of
money
in
crypto
trading,
essentially
go
through.
What
is
a
collateralized
paper
trading
game?
It
is
a
video
game,
and
so
we
can
do
the
same
kind
of
thing
here
and
we
can
make
it
more
fun.
We
can
make
it
competitive.
We
can
make
it
aggressively
PVP,
we
can
add,
add
these
kind
of
elements
to
a
shooter
or
an
RPG
or
an
MMO.
And
again
you
might
combine
this
with
the
simulationist
aspects.
J
So
you
get
a
simulationist
game
in
this
way
is
also
more
viciously
competitive.
This
is
I
guess
a
trap
for
homoeconomicus
is
kind
of
like
the
perfect
simulation
for
someone's
more
competitive.
We
can
also,
as
mentioned,
go
experimental,
go
more
homologous
and
do
things
in
a
more
creative
fun
and
exciting,
and
of
course
we
can
merge
the
two
of
them.
There
are
hundreds
of
permutations
of
how
you
might
use
these
different
models
together
to
create
autonomous
world
economies,
so
this
is
pretty
much
a
completely
untouched
field.
J
No
one
has
really
worked
with
this
before
only
a
handful
of
MMOs
Eve
online
and
a
few
others
have
touched
on
this,
but
they're
not
autonomous
they're,
not
decentralized
and
they're,
not
composable.
So
we
take
all
the
economic
Firepower
of
those
games
and
we
vastly
magnify
it
and
expect
to
see
interesting
developments
here
over
the
next
few
years.
I
think
just
to
close
off
fundamentally
pretty
much.
All
autonomous
worlds
are
going
to
evolve
economies
because,
by
definition,
an
economy
is
just
a
social
system
of
human
interaction.
J
So
really
the
point
of
my
talk
here
is
that
every
autonomous
world
can
also
be
seen
as
an
autonomous
economy
to
some
degree
I
suppose
you
could
really
try
to
Stamp
Out
the
economic
aspects
if
you
wanted,
but
in
almost
every
case
these
kind
of
economic
developments
are
going
to
be
fundamental
to
every
autonomous
world
and
I'm
sure
plenty
of
you
in
the
audience.
I
hope
you've
got
some
cloaks
wearing
in
your
brains
now.
But
what
could
be
done
with
this?
Because
the
potential,
in
my
opinion
is
huge
and
yeah
I'll
close
off
that.
C
Up
next
we
have
Omar
but
I'm,
going
to
let
him
get
jacked
in
and
then
I'll
do
a
proper
introduction
and
once
again,
if
anybody's
trickled
in
since
the
last
time,
I
chatted
up
here
we're
just
running
a
little
bit
behind
schedule.
So
we've
got
two
more
lightning
talks
and
then
we're
gonna
get
to
the
mud
presentation.
So
the
lightning
talks
will
probably
take
up
the
next
about
15-20
minutes
and
then
around
three
o'clock
we'll
have
the
presentation
on
mud.
C
We
do
lose
our
our
kind
of
Av
support
and
everything
like
that
at
3
30.
But
it's
not
like
a
hard
close
where
people
get
kicked
out
of
the
room.
So
if
you've
been
inspired
by
any
of
these
talks
feel
free
to
hang
out
chat
amongst
each
other
talk
to
folks
from
the
team
if
they
don't
have
to
jet
off
and
that's
enough
time
killed.
I
think
can
I
get
a
run.
Applause
for
Omar
he's
going
to
give
us
a
presentation
on
Lessons
Learned
building
a
fully
on-chain,
auto
Valor.
U
Yes,
I
am
good.
Thank
you.
It's
a
little
high,
okay,
awesome!
Yes,
so
I
will
jump
right
into
things.
A
quick
intro
for
who
I
am
and
my
co-founder,
who
actually
just
flew
out
this
morning.
My
name
is
Omar
I,
don't
have
a
super
cool
like
Xerox
name.
I
do
have
a
sweet
tooth.
So
that's
why
it's
marzipan.
U
Some
of
you
might
have
read
my
blog
post
about
Dark
Forest,
the
Genesis
of
sort
of
the
on-chain
space.
It's
on
mirror.
Please
buy
it.
It's
my
only
source
of
Revenue
right
now,
but
me
and
my
co-founder
basically
spent
the
past
three
months.
Building
a
game
called
Magic
galacticots
I'll
talk
a
little
bit
about
the
game.
You
can
actually
play
a
version
of
it.
Today.
It's
launched
on
optimism
girly.
U
You
can't
play
it
on
mobile
though,
and
it's
essentially
inspired
by
other
on-chain
or
rather
not
on
chain
other
Auto
Battlers.
So
games
like
team
fight
tactics,
Hearthstone
Battlegrounds,
except
it
is
running
fully
on
chain.
So
one
of
the
other
cool
things
is
that
you
know
since
we're
just
a
two-person
team.
We
did
things
like
we
used
Dolly
too,
to
generate
all
the
card
art.
That's
why
it's
about
cats
in
space.
U
Dolly
two
is
very
good
at
that
sort
of
abstract
thing,
so
use
the
tools
that
exist:
don't
don't
fight
them.
U
Yeah,
inspired
by
games
like
Battlegrounds
on
the
left
or
if
you've
ever
played
the
indie
game,
inscription
excellent
game,
very
simple
card
game,
highly
recommend
it
super
quick,
just
overview
of
like
how,
or
rather
what
we
learned
basically
like
building
a
game
is
hard.
Prototyping
is
really
important,
and
specifically,
if
you're
going
to
build
on
chain,
you
really
have
to
understand
the
constraints
of
well
like
the
on-chain
back
end
as
a
as
a
design
pattern.
U
So
we'll
be
diving
a
little
bit
into
that,
so
basically
a
rough
overview
of
how
we
built
our
game,
so
it
took
place
over
the
course
of
the
summer
about
three-ish
months
we
had
a
playable
version.
After
about
a
month,
we
basically
forked
the
Dark
Forest
code
base
we
tossed
out
almost
all
of
their
contracts
and
almost
all
the
game
client,
but
we
kept
a
lot
of
their
tooling.
U
So,
for
example,
we
built
on
top
of
the
diamond
standard,
and
so
it
was
really
useful
to
sort
of
just
have
a
an
example
of
what
that
looked
like
go
ahead
and
yeah,
just
a
super
quick
overview
of
the
code
just
to
like
ground.
What
this
actually
looks
like
from
a
developer
experience
perspective.
U
Most
of
the
time
that
we
spent
was
spent
on
the
front
end,
not
the
solidity
back
end
again,
we
used
the
Dark
Forest
code
base,
so
we
had
some
really
nice
tooling
made
by
people
like
Blaine
bubblets
to
make
building
on
top
of
the
diamond
standard.
U
Super
easy
hard
hat
was
amazing,
just
coming
from
the
web
2
world,
which
is
sort
of
like
my
previous
job,
like
the
development
experience
of
hard
hat
kind
of
makes,
the
like
ethereum
ecosystem
just
feel
like
you're
building
on
a
serverless
back
end,
which
is
yeah
nice.
U
A
super
quick
overview
of
the
actual
game
design.
If
you're
not
familiar
with
games
like
Battlegrounds,
basically,
cards
can
be
played
into
slots,
players
take
turns
consecutively
and
once
all
players
have
ended
their
turn,
the
battle
takes
place,
and
then
it's
the
next
turn.
So
players,
for
example,
don't
select
which
card
attacks
which
card
like
in
vanilla
Hearthstone
that
is
sort
of
just
dictated
by
the
the
rules
of
the
Auto
Battle
engine
cool
okay.
U
So
what
was
hard
to
actually
build
again
you,
you
might
have
gotten
a
hint
of
this
based
on
the
lines
of
code
or
how
much
time
we
spent
on
the
front
end.
But
the
front
end
is
by
far
the
hardest
part
which
actually
doesn't
really
have
anything
to
do
with
the
on-chain
aspect.
U
Just
building
multiplayer
games
in
general
is
hard.
Most
most
game.
Devs
will
probably
Echo
this.
If
you
talk
to
them
and
they've
built
like
any
sort
of
multiplayer
game
distributed
systems
are
hard
games,
have
the
additional
constraint
of
trying
to
bundle,
client,
State
and
back
in
state.
So
if
you
take
a
really
naive
approach
like
we
did
where
we
just
pull
the
back
end,
you
start
running
into
issues
where
a
player
will
try
to
cue
up
actions
and
then
the
back
end
pull
will
overwrite
it.
U
So
it's
not
as
simple
as
you
know,
just
pull
the
back
end
bro.
It's
it's
actually
a
little
bit
more
nuanced
than
that,
okay
and
so
building
this
stuff
was
hard.
But
there's
a
large
body
of
just
multiplayer
Game
Dev
blogs
that
you
can
pull
from
the
actual
hardest
parts
were
just
designing,
a
game
which
isn't
that
surprising,
because
that's
also
the
hardest
part
of
building
a
game
in
general.
U
So
the
simplest
thing
that
I
would
just
Echo
throughout
this
talk
is
just
try
to
design
the
simplest
gameplay
loop
as
possible.
So
we
took
a
lot
of
inspiration
from
the
games
that
I
mentioned,
but
we
also
just
basically
ripped
off
a
lot
of
their
gameplay
patterns,
and
that
was
a
really
bad
idea
because
most
of
the
players
that
we
talked
to,
even
if
they
liked
games
in
that
genre,
they
hadn't
played
every
single
game
in
that
genre.
U
U
And
then,
of
course,
you
know,
blockchains
come
with
latency
limitations
and
I'll
talk
a
little
bit
about
those,
but
another
big
thing
was
just
you
know,
make
it
super
simple
for
players
to
actually
interact
with
the
game.
So
since
the
game
is
on
chain,
every
single
action
is
a
transaction.
We
ended
up
making
all
actions,
batched
client-side
introduce
multiplayer
bugs,
but
players
were
fine
with
the
bugs
if
it
meant
they
didn't
have
to
click
approve
on
metamask
every
single
time.
U
So
this
is
just
an
interlude,
maybe
like
hammering
in
that
point
of
really
focusing
in
on
a
simple
gameplay
Loop.
There's
this
game
that
I
love
called
dicey,
dungeons.
It
was
released
in
2019,
but
it
actually
emerged
from
like
just
like
a
seven
day:
game
Jam.
So,
on
the
left
hand,
side,
that's
the
game,
Jam
image
and,
on
the
right
hand,
side.
That's
like
the
final
game
image.
U
So
the
core
of
the
game
was,
you
know
prototyped
in
the
span
of
a
week
and
then,
of
course
it
was
fleshed
out
over
the
next
year,
but
the
guy
who
did
this
Terry
Kavanaugh,
he's
like
an
indie
game
developer.
He
has
a
great
Game,
Dev
blog
I,
recommend
it
cool,
so
understanding,
on-chain
constraints.
U
Basically,
when
we
launched
our
first
game,
we
we
didn't
know
what
chain
to
launch
it
on.
It
was
built
on
the
evm,
but
there's
a
lot
of
evm
chains,
so
we
actually
ended
up
launching
on
five
chains
and
we
had
two
design
goals.
One
we
didn't
want
it
to
be
more
than
five
cents
a
day
to
play.
That
was
basically
just
it
wasn't
pulled
out
of
thin
air
that
was
actually
benchmarked
from
the
state
of
normal
multiplayer
games.
U
If
you
look
at
a
game
like
team
fight
tactics
on
mobile,
they
only
make
about
40
cents
per
average
user
per
day,
so
you
can't
spend
more
than
that,
because
even
if
you're
one
of
the
world's
most
successful
games,
you
just
can't
expect
players
to
pay
more
pay.
More
than
that,
so
we
ended
up
benchmarking
on
a
bunch
of
chains.
The
tldr
is,
there
was
no
Goldilocks
chain,
so
we
ended
up
launching
on
a
test
net
and
that
just
means
that
playing
the
game
is
free.
U
We
also
have
a
drip
so
that
you
don't
have
to
go
through
like
test
net
weird
like
faucet
stuff,
but
it
also
has
like
reasonable
latency
for
at
least
like
a
an
Auto
Ballad,
which
is
mostly
turn
based
and
then
the
last
thing
that
was
hard
to
design
is
multiplayer,
even
though
you
do
get
multiplayer
for
free
on
chain.
It
turns
out
that
matchmaking
and
things
like
that
are
hard,
I
think.
U
Actually,
the
DF
Dow
team
echoed
that
in
one
of
their
talks
in
the
hackerspace
earlier
in
the
conference,
so
we
ended
up
building
a
PVE
mode
because
it
was
just
way
easier
for
players
to
play
test
at
their
own
pace
and
also
for
us
cool,
so
yeah,
just
super
simple
takeaways
start
as
simple
as
you
can
play
test
as
early
as
you
can
definitely
use
a
principal
design
like
architecture
for
building
your
game.
That'll
just
make
the
game
client
really
easy
to
build.
We
basically
just
had
a
spaghetti
game
game
client.
U
That's
why
they're
still
multiplayer
big
bugs
so
shout
out
to
things
like
mud
that
are
standardizing
that
approach
and
then
they
have
like
super
nice,
like
phaser
plugins
yeah,
definitely
like
put
a
little
bit
of
thought
into
picking
your
chain,
but
honestly,
like
you,
can
just
ship
it
like
the
benchmarking
was
basically
done
over
the
span
of
an
hour
like
it's
not
hard.
Once
you
have
the
game
built,
that's
the
beauty
of
like
the
evm
being
interoperable.
U
You
just
write
like
a
hard
hat
script
that
deploys
to
a
chain
ID
and
then
lastly,
yeah
definitely
consider
on-chain
limitations
like
test
it
in
in
hard
hat.
But
at
the
end
of
the
day,
the
the
simplest
thing
that
you
can
do
is
just
minimize
on-chain
actions.
U
F
P
P
Flash
Forward
to
now
and
wait
it'll
be
better.
If,
if
you
see
the
slide
because
it's
funny,
we
live
in
a
world
of
essentially
this
is
the
web
2
world.
It's
a
beautiful
web
2
world.
Where
everything
is
closed.
Source.
You
can't
really
have
access
to
building
anything.
Everything
is
designed
to
for
consumers.
P
I
just
want
to
make
it
clear
that
content
is
not
the
same
as
Canon
necessarily
I.
They
view
content
as
the
things
that
appear
within
a
game,
so
user
generated
content.
Is
me
creating
LOL
or
valorem
in
this
case,
creating
lull
in
opcraft,
but
creating
new
canon
in
a
game
is
adding
mental
health
into
Minecraft,
and
so,
if
you
don't
have
any
friends,
you
start
to
get
really
sad
and
it
just
creates
some
new
emergent
properties.
P
I
think
that
the
blockchain
is
the
best
medium
for
this
Dynamic
Canon
to
occur,
and
let's
look
at
why
so
I
think
that
there's
two
blockers
at
the
moment
to
creating
Dynamic
Canon
the
first
one
is
universality,
which
is
the
reach
that
a
rule
chains
will
create.
So
if
I
create
a
new
rule,
how
many
people
and
how
fast
will
that
spread
throughout
the
entire
community
and
the
other
one
is
access,
so
can
I
go
in
and
make
these
changes
on
the
ground
level
to
the
rule?
Set
video
games
are
really
good
for
universality.
P
A
game
developer
can
enact
a
new
rule
patch
it
into
the
game,
require
everyone
to
download
that
patch
before
they
continue
and
there
you
go.
However,
obviously
an
MMO
people
don't
really
have
access
to
it.
Right
I
can't
go
into
the
server
and
make
some
changes
to
the
rules
and
do
something
cool
myself,
because
it's
all
hidden.
P
I
guess
the
internet
is
helping
with
that,
but
it's
still
a
drawback
and
in
the
middle,
the
blockchain
is
that
going
to
help
us
I
think
it
might-
and
this
is
because
on
chain
games
before
both
universality
and
access,
when
I
make
an
update
to
a
blockchain
game
that
update
immediately
and
instantly
becomes
accessible
for
everybody
who
has
access
to
it.
A
good
example
of
this
was
in
the
last
Dark
Forest
round.
An
unnamed
developer
left
a
huge
bug
in
the
code
and
it
created
a
massive
Point
imbalance.
P
Fortunately,
the
the
dev
team
could
pretty
easily
go
in
redeploy
and
upgrade
and
fix
that
tweak.
P
P
Another
thing
that
really
excites
me
is
that
player
consumers
become
player
Builders
so
because
the
back-end
smart
contracts
are
exposed.
We
allow
for
radical
client
customization
since
we've
untethered
that
client
to
the
back
end
we've
allowed
for
Unstoppable,
botting
or
transaction
automation,
automation
and
we've
allowed
for
alternative
modes
of
play.
So
two
people
can
interact
with
the
exact
same
world
in
different
ways
and
that's
what
we
call
conviviality.
P
It
kind
of
works
via
natural
selection,
let's
say
I'm
playing
opcraft,
which
is
a
on-chain
game
and
I
hate.
The
fact
that
you
have
to
I
don't
know
you
can
only
craft
four
different
things
at
the
moment
and
I
really
want
to
add
some
cool
new
crafting
recipes
to
make
the
game
better,
so
I
can
easily
create
it
and
deploy
it
to
something
like
the
mud
ecosystem
which
you'll
find
out.
P
P
P
First
of
all,
Builders
have
to
embrace
permissionlessness,
it's
still
possible
to
create
wild
garden
games
by
using
things
like
non-upgradability
and
restricting
access,
and
so
try
to
keep
code
simple
and
ungated
and
easy
to
build.
On
top
of
to
allow
these
emergent
factors
to
take
place,
make
rule
changes
accessible
scratch
is
the
classic
example
of
making
code
accessible
to
people.
The
the
moving
castles
guys
touched
on
a
couple
of
other
games
that
do
this
really
well
or
you
could
use
this
thing
called
Mud
which
you'll
find
about
shortly.
P
Make
new
rules
discoverable.
This
is
also
a
difficult
challenge,
but
one
that's
pretty
necessary.
You
have
to
figure
out
a
way
to
let
people
experiment
with
new
rules
that
people
have
created
and
share
their
findings
so
that
everyone
can
narrow
down
to
something.
That's
really
compelling
and
really
fun.
P
People
don't
like
a
new
rule:
half
the
people,
don't
like
a
new
rule.
Half
the
people
like
a
rule,
someone's
gotta
win,
Something's
Gotta
happen.
It's
just
like
the
evm
right.
People
have
to
be
able
to
resolve
these
conflicts.
P
Their
consensus
has
to
be
reached,
and
if
it
doesn't,
you
got
to
allow
people
to
Fork
off
and
make
their
own
games,
or
else
it's
not
really
a
truly
autonomous
world,
slash
game,
and
so
me,
and
my
friends,
Tony
and
David
part
of
DF
Dao
we're
looking
to
explore
this
in
our
next
project,
we're
trying
to
create
a
substrate
that
allows
players
to
create
their
own
games
and
their
own
rules
as
player
Builders
and
we're
calling
it
for
now
project
Ugg,
but
that
name
is
only
temporary.
E
C
There
we
go
okay,
last
but
not
least,
and
and
thank
you
guys
for
for
hanging
out
and
and
staying
later
than
we
had
previously
anticipated
and
on
that
note,
I'm
gonna
get
off
the
stage
really
quickly.
So
if
we
get
a
round
of
applause
for
alvarius
who's,
gonna
do
mud
and
engine
for
on-chain
games.
D
D
What
is
Mutt
mud
is
an
engine
for
autonomous
worlds
or
an
engine
for
Unchained
games
that
we've
been
developing
at
lattice
and,
as
I
mentioned
earlier
during
the
panel,
we
started
out
building
a
specific
game
and
then
ran
into
all
these
very
general
problems
that
didn't
have
anything
to
do
with
the
game,
design
or
the
the
actual
game
that
we
wanted
to
implement,
but
rather
were
just
caused
by
the
fact
that
there
was
no
engine
that
we
could
build
upon,
and
so
at
some
point
we
decided
to
build
this
key
missing
piece
of
architecture
ourselves,
and
that
became
much
and
the
goal
with
the
mud
is
to
basically
solve
all
the
hard
problems
of
building
Unchained
games.
D
D
D
You
have
to
duplicate
that
struct
in
an
interface
or
something
so
that
you
can
represent
the
state
on
the
client
as
well,
and
then
you
implement
custom
getter
functions
for
each
of
your
custom,
structs
to
load
the
state
initially,
and
then
you
implement
your
game
logic
modifying
these
custom
structs
and
every
time
you
modify
one
of
these
custom
structs.
You
have
to
emit
a
custom
event
and
then
that
custom
event
has
to
be
handled
on
the
client
to
update
the
state
on
the
client,
and
that
already
sounds
pretty
pretty
annoying.
D
Obviously,
but
it
gets
even
more
annoying
when
you
want
to
add
new
content,
because
then
you
have
to
add
new
structs
and
have
to
add
you
have
to
modify
your
entire
network
stack
to
incorporate
this
new
struct.
The
events,
the
getter
functions,
the
handling
of
the
events
Etc
and
then
on
the
interoperability
side.
Basically,
all
we
have
are
existing
standards
like
erosis,
20,
721
Etc
that
were
not
made
for
games
and
that
are
very
limited
in
what
they
can
express.
D
D
Mud
is
built
around
a
pattern
called
entity
component
systems,
which
is
a
very
popular
pattern
in
traditional
game
design
or
game
development,
and,
if
you're
not
familiar
with
it,
I'm
going
to
give
you
a
super
quick
crash
course
in
ECS
in
ECS
we
have
entities
and
entities
are
basically
just
a
numeric
ID.
In
our
case,
it's
a
un256,
and
then
you
have
components
that
are
the
data
store
for
these
entities.
D
So
you
can
have
different
types
of
components
and
they
basically
are
a
fancy
mapping
from
The
Entity
ID
to
the
component
value
in
this
component,
and
they
don't
contain
any
logic.
The
logic
is
introduced
in
the
systems.
Systems
are
logic
that
edits
or
that
modifies
component
values,
but
it
doesn't
care
about
the
type
of
entity
because
there
is
no
type
of
entity
in
ECS,
but
rather
an
entity
is
just
the
collection
of
different
components.
D
So
a
move
system,
for
example,
doesn't
care
about
whether
it
moves
a
donkey
or
a
dog.
All
it
cares
about
is
that
the
entity
that
it's
currently
moving
has
the
position
component
attached
to
it
and
if
you
think
about
that,
it's
kind
of
like
ethereum,
already
Works
in
a
way
today,
where
you
can
think
of
entities
or
like
addresses
as
entities
and
then
token
contracts,
as
kind
of
like
a
combination
of
component
and
system
attached
to
them.
D
And
if
you
wanted
to
model
that
in
pure
ECS,
you
would
just
create
a
balanced
component
that
stores
the
data
for
that
address
and
then
a
transfer
system
that
modifies
the
component
value
all
right.
And
now,
if
we
have
ECS
statesync,
becomes
much
simpler.
In
maths
we
have
a
central
contract,
called
the
world
contract
and
every
time
you're
creating
that
component
gets
automatically
registered
on
the
world
contract
and
then
every
time
a
the
the
component
value
updates.
D
That
update
also
gets
registered
on
the
world
contract,
and
then
the
world
contracts
emits
like
one
single
stream
of
events
that
the
client
can
listen
to
and
then
use
that
stream
of
events
to
duplicate
the
state
on
the
client.
But
the
great
thing
is
math
handles
all
of
that.
For
you,
you
don't
have
to
worry
about.
Any
of
that.
D
So
as
an
example,
our
fighter
here
is,
in
reality
just
the
collection
of
the
health
component,
the
attack
component
and
the
movable
component,
and
now
we
want
to
add
more
strong
units.
We
can
just
modify
those
component
values
and
suddenly
we
have
a
dragon
or
we
can
recombine
existing
components
in
a
new
way
like
removing
the
movable
component
and
suddenly
we
have
a
defense
tower.
And
all
of
that
for
all
of
that,
we
didn't
have
to
write
any
new
code.
D
And
then,
if
we
add
a
new
component,
we
double
the
amount
of
entities
that
we
now
can
represent
with
the
components
we
have
as
an
example.
If
we
add
a
healing
component
suddenly
we
can
represent
a
healing
Shrine
and
a
Healer
and
a
healing
potion
with
those
existing
components
and
that
one
new
component
that
we
added
now
to
interoperability
in
theory,
everything
that
you
build
on
chain
is
already
kind
of
interoperable.
With
everything
else.
D
So,
in
other
words,
interoperability
needs
interfaces
to
scale
and
you
can
think
of
muds
as
an
interface
for
on-chain
games,
in
the
way
that
when
you
read
from
your
own
world,
it's
exactly
the
same
as
if
you
would
read
from
another
world
and
if
you
think
of
erc721
as
an
interface
of
for
ownership,
you
can
think
of
mud,
basically
as
an
interface
for
anything,
because
all
the
data
is
stored
in
a
standardized
way
and
you
can
access
it
through.
Standardized
queries
like
in
this
case
has
value
or
like
in
this
case.
D
This
is
a
query
that
gives
you
all
the
movable
entities
movable
attack
entities
owned
by
this
address,
and
this
is
the
standardized
way
how
you
can
get
any
data
out
of
any
other
world
out
there,
and
the
best
thing
about
mud
is
that
it's
completely
raw
agnostic.
In
fact,
over
the
last
couple
of
weeks,
we've
built
two
games
that
you've
already
seen.
D
For
you
and
those
two
games
are
completely
different
games
completely
different
genres,
but
they
build
on
the
exact
same
architecture
and
can
share
the
same
Tooling
in
in
Skys
drive.
A
Golem
consists
of
these
five
components
and
in
Grass,
sorry
inbox,
sorry,
NLP
craft.
A
grass
block
consists
of
just
two
components,
position
and
item,
but
it's
the
same
basic
principles
that
you
build
on
top
of.
D
So
as
a
summary,
if
you
use
mud,
you
don't
have
to
worry
about
State
sync,
because
mud
handles
all
of
that.
For
you,
you
don't
have
to
worry
about
adding
content.
Every
time
you
add
a
new
component,
you
double
the
amount
of
entities
that
you
can
represent
with
your
components
and
you
don't
have
to
worry
about
interoperability,
because
all
the
machines,
all
the
worlds
built
on
top
of
mud,
are
by
default,
interoperable
with
each
other,
and
but
that's
all.
The
problems
of
building
onshine
games
are
solved,
except
from
building
a
game.
D
D
If
you
want
to
and
it
like
I
said
it
only
consists
of
eight
components
and
seven
systems,
so
I'm
actually
gonna
go
over
every
single
component
right
now
in
every
single
system
and
explain
you
how
it
works,
I'm,
just
going
to
go
very
quickly
over
the
components
and
then
explain
them
further
when
I
explain
the
systems.
So
at
first
we
have
the
item
component,
which
is
attached
to
item
entities
and
basically
tells
you
which
type
of
block
that
that
entity
is.
D
And
then
we
have
the
own
by
component,
which
tells
you
who
owns
a
specific
block
and
it's
attached
to
the
the
item
entity
itself.
Then
we
have
the
position
component,
which
stores
the
position
of
a
certain
block,
and
it's
also
attached
to
the
item
itself,
and
then
we
have
two
more
components:
the
stake
component
and
the
claim
component,
which
are
used
for
our
chunk
protection
system.
I'm
also
going
to
go
over
that
in
just
a
second.
D
So
now
to
the
systems
we
have
the
Mind
system,
it's
obviously
very,
very
Central.
In
this
game.
It
acts
on
a
couple
of
components
and
basically,
what
it
does
is
it
checks
whether
there
actually
is.
So
you
send
a
coordinates
to
the
contract
and
a
type
of
entity
and
then
what
the
system
does
is
it
checks
whether
there
actually
is
a
block
of
that
type
at
that
position,
and
if
so
it
removes
the
position
component
and
instead
adds
the
own
buy
component
to
that
entity.
D
Then
we
have
the
build
system,
which
is
basically
the
inverse
of
the
Mind
system,
and
it
checks
whether
you
own
the
block
that
you're
currently
trying
to
place
and
then
removes
the
own
by
component
and
instead
puts
the
position
component
on
it.
Then
we
have
the
craft
system
which
acts
again
on
a
couple
of
components.
D
It
checks
whether
the
entities
that
you
sent
to
it
are
all
owned
by
you
and
then,
if
the
hash
of
those
entities
corresponds
to
the
hash
of
a
known
recipe
and
if
so,
it
creates
a
new
block
and
gives
it
to
you
and
finally
or
not.
Finally,
but
then
we
have
the
stake
and
claim
system.
Those
are
two
systems,
but
they
work
very
closely
together
with
the
stake
system,
you
can
stake
diamonds
in
a
chunk
and
then
with
the
claim
system.
You
can
claim
that
chunk
for
you.
D
If
you
have
the
highest
stake
in
the
chunk
and
then
somebody
else
can
comments,
take
more
and
claim
the
Chunk
from
you.
Then
we
have
the
transverse
system,
which
is
very
trivial.
It
just
transfers.
It
changes
the
own
by
component
transfers,
the
block
from
your
inventory
to
somebody
else's
inventory
and
now.
Finally,
we
have
the
occurrence
system,
which
is
not
really
a
system,
because
it
doesn't
act
on
any
components.
D
It
just
basically
is
a
pure
function,
but
we
still
use
the
system
pattern
in
order
to
take
advantage
of
the
entire
amount
infrastructure,
and
with
that
you
basically
have
an
overview
over
the
entire
architecture
of
opcraft.
You
could
have
totally
done
that
yourself
as
it
was
not
hard
and
now
with
two
now
I
want
to
talk
about
two
little
things
that
I
find
that
I
found
interesting
when
building
opcraft
the
first
one
is
data
versus
code
and
the
second
one
is
on-chain
terrain
generation.
D
For
the
first
part,
data
versus
code
I
just
mentioned
when
you
want
to
add
new
content,
you
can
modify
component
values
or
you
can
add
new
components.
But
every
time
you
add
a
new
component,
you
basically
also
have
to
add
a
new
system,
because
otherwise
there's
no
logic
that
handles
this
component
right.
D
Adding
in
adding
a
new
system
is
basically
adding
new
physics
to
this
world
and
whereas
adding
like
recombining
components
that
you
already
have
is
just
adding
new
content
to
the
world
and
you
kind
of
want
to
optimize
for
only
adding
content
to
It
or
Not
only.
But
you
want
to
optimize
for
adding
content
to
the
world
because
it's
easier
to
do
than
deploying
a
new
system
that
then
could
have
bugs
and
so
on.
D
So
one
example
in
opcraft
is
the
item
component.
We
could
have
gone
the
easy
way
and
just
start
like
create
a
block
type
enum
and
then
store
that
value
inside
of
the
item
component
in
order
to
represent
what
type
of
item
or
what
type
of
block
this
item
is
and
then
in
our
mind
system
in
build
system
Etc,
we
would
have
had
to
hard
code
those
this
block
enum
and
then
check
the
occurrence
of
that
block
enum
and
check
the
recipe
Etc.
D
What
we
did
instead
is
create
an
item
prototype
component
and
then
create
item
prototype
entities
and
then,
in
the
item
component,
we
can
just
point
to
those
item
prototype
entities
instead
of
a
hard-coded
value
and
to
this
item
prototype
entity.
Now
we
can
add
components
that
are
basically
shared
by
all
the
grass
entities
as
an
example,
and
there
are
two
components
that
we
add
to
those
item-
prototype
entities
that
are
one
the
occurrence
component,
which
includes
a
function
selector
to
a
function.
D
D
Here
are
a
couple
of
couple
of
images
of
the
beautiful
untrained
terrain
that
we're
generating
in
case
you
haven't
seen
it
in
the
real
game
yet
and
basically
I
just
told
you
that
all
the
blocks
in
opcraft
are
represented
as
entities
with
components
attached
to
them.
That
is
not
completely
true,
because
if
you
want
to
have
an
infinite
procedurally
generated
world,
then
obviously
you
can't
represent
every
single
block
as
an
entity
in
your
ECS
system
or
on
chain.
D
What
we
do
instead
is.
We
have
a
function,
a
closed
form
function
of
the
entire
world.
Essentially,
that
gives
you
for
as
an
input
it
takes
in
as
an
input,
the
coordinate
of
a
block,
and
that
adds
an
output.
It
gives
you
the
block
at
that
position
and
then
what
we
do
is
just
show
the
difference
to
this
world
in
ECS.
So
every
time
you
mine
a
block,
we
basically
place
an
air
entity
at
that
position
and
every
time
you
build
a
block,
we
just
place
the
block
at
that
position.
D
So
how
do
you
get
this
closed
form
function?
That
represents
the
entire
Terrain
step.
One
is
you
need
Perler,
noise.
Turtle
noise
is
a
noise
function
that
was
invented
by
Ken
perlin
and
it's
very
useful
to
generate
these
kinds
of
infinite
terrains,
and
so
the
first
thing
you
need
is
basically
a
polar
noise
implementation
in
solidity
and
a
matching
polar
noise
implementation
on
the
client,
ideally
in
webassembly
such
that
it
is
fast
enough
and
conveniently
mud
already
gives
that
to
us.
D
So
we
don't
have
to
do
anything
further
and
then
you
could
theoretically
just
use
the
purlin
output
as
the
height
of
your
of
your
world,
and
now
you
already
would
have
an
infinitely
a
procedurally
generated
world,
but
it's
not
very
interesting.
So,
let's
add
some
more
interesting
stuff
to
it
step.
One
like
step:
three
I
guess
is
adding
oceans
for
that
we
scale
up
the
Berlin,
and
now
we
have
huge
valleys
and
huge
like
oceans.
D
Basically-
and
we
say
every
time
in
our
function-
we
say
if
the
if
the
height
of
the
current
block
is
less
than
zero,
but
it's
above
the
height
of
the
purlin,
then
we
put
water
there
and
now
we
have
oceans,
but
the
terrain
still
looks
pretty
pretty
boring.
So
next
thing
is
adding
something
called
octaves,
which
is
basically
the
same
thing
as
when
you
add
different
sine
curves
with
different
frequencies
and
amplitudes
like
if
you
add
them,
if
you
add
them
up,
then
you
get
like
more
interesting
patterns.
D
D
We
need
basically
two
two
more
purlin
functions
that
we
just
for
our
own
understanding,
call
humidity
and
heat
and
then
for
every
point
in
the
world
we
can
compute
the
potent
value
for
this
heat
and
humidity
and
then
plot
it
into
this
graph
and
then
in
this
graph.
We
we
like
divide
the
graph
into
four
quarters
and
say
if
the
heat
is
high
and
the
humidity
is
low,
then
we're
in
a
desert.
D
D
Essentially,
and
then
we
can
compute
the
distance
from
these
edges
of
the
biome
to
get
a
biome
vector,
and
then
we
can
use
the
spine
to
say
like
to
in
this
case,
just
represent
the
block
types
in
a
different
way,
so
such
that
you
can
see
where
the
biomes
are,
but
we
can
do
more
interesting
stuff
like
scaling
the
terrain
depending
on
the
biome
such
that
in
the
mountain.
But
in
a
mountain
biome
you
get
like
much
higher
terrain
and
and
like
mountains
and
in
the
Savannah
Biome
you
get
much
more
flat.
D
Next
step
is
adding
valleys
and
rivers
to
make
it
again
a
little
bit
more
interesting,
and
this
is
where
something
called
a
splined
function
comes
into
place.
Blind
interpolation.
We
create
the
spline
function
and
then
we
create
a
new
Poland
function
and
don't
use
the
pollen
value
directly,
but
rather
map
it.
D
So,
let's
add
some
plans
for
plants.
We
can
just
hash
the
coordinate
the
2D
code
in
it
basically
and
then
say
if
the
coordinates,
if
the
hash
modulus
some
value
is
below
a
certain
threshold,
then
we
put
a
plant
there.
Otherwise
not,
and
we
can
do
the
same
for
hours
if
we
use
the
3D
hash
of
the
coordinate.
And
then
we
get
something
like
this,
where
you
have
at
random
positions,
plants
growing
and
now
the
final.
D
The
final
touch-
that's
still
missing
here
is
something
that's
bigger
than
just
in,
like
a
small
flower,
a
small
plant,
something
like
a
tree
but
for
trees.
It's
slightly
more
tricky
because
the
tree
is
not
only
at
one
specific
code
in
it,
but
rather
it
spans
across
like
multiple
coordinates.
So
the
trick
that
we
use
here
is
basically
use
a
structure
like
a
structure
grid
and
align
our
structures
on
that
grid,
and
then
we
can
map
each
position
like
each
individual
file.
D
Coordinate
to
one
of
these
grids
coordinates
and
then
we
can
use
the
same
trick
as
before
and
use
the
hash
of
that
structure,
grid,
coordinate
and
then,
if
it's
below
a
certain
threshold,
we
say:
okay,
there's
a
structure
at
this
position
and
if
we
know
there's
a
structure
at
this
position,
then
within
the
structure
within
the
structure
grid
we
can
say
is
we
can
we
can
figure
out
if
there's
a
block
of
this
type
at
this
position
within
destruct?
D
If
that
makes
sense-
and
that's
it
basically
now
we
have
a
beautiful
infinitely
generated
terrain
with
flowers
and
plants
and
ores
and
valleys
and
rivers,
and
this
is
basically
all
you
need
to
know
about
opcraft
now
you
know
where
all
the
diamonds
in
our
p-craft
are,
so
you
can
mine
all
of
them
and
build
something
cool.
Thank
you.
G
All
right,
we
have
10
minutes
left
before
being
kicked
out.
I
want
to
First
say
thank
you
to
all
the
speakers,
so
please
clap
again.
They
spend
a
lot
of
time
with
our
presentations
thanks
for
joining
us
today
next
year,
we're
going
to
have
the
whole
conference.
This
is
this
is
the
Genesis
of
something
super
cool,
I,
think
there's
a
lot
of
cool
technology
ideas
and
like
a
lot
of
groups
of
people
that
have
been
emerging
there.