Compute to Play; a caloric internet

  • Spam — The receiver is burdened by messages that are extremely low cost for the sender to send and which come in such volume that they occlude real information that the receiver is attempting to listen to. Spam is akin to noise and error, and interpreting spam for signal can cause serious problems especially for those who are older or less tech savvy. It’s a form of predation that we’ve grown used to but still causes us all grief.
  • Monetization of work — If I build a compelling game or user experience on the web it is difficult to collect money from users. I can build a business, or license my product through an online service (such as Steam) but these are additional hoops which have a chilling effect on creativity. As well intermediaries take a cut of revenue and can chill freedom of speech.
  • Apps — Apple and Android specifically played a healthy role in breaking down barriers to mobile experiences but mobile apps are missing features that are vital to an open web; urls, cut and paste, interoperability, open standards. As well apps don’t play well in emerging tech sectors such as Augmented Reality — where the user interface is just a thin layer over a shared data set rather than a vertical silo. As above as well, Apple and Android capture revenue and can chill freedom of speech.
  • DDOS attacks or ‘kiss of death’. Online services such as your own web site or massively multiplayer online video games (MMOs) such as World of Warcraft can only sustain so many simultaneous visitors at one time. When too many visitors arrive all at once their clamor can cause slowdowns or even bring the experience to a grinding halt for everybody. Bad actors can exploit fundamental design flaws of our Internet protocols by creating many fake visitors at once — this is known as a distributed denial of service attack or a Sybil attack. Equally, online experiences can simply become very popular very fast and be crushed by their popularity (the virtual equivalent of launching a groupon and not being prepared for customers). These events reflect an asymmetrical burden on centralized game servers. Entire businesses such as cloudflare.com exist to sit in front of services and protect them. And many MMOs require new connections to do small amounts of ‘proof of work’ to connect — which hints at grander solutions for the whole class of problems here.
  • Pay to play. Now with the FCC ruling there may also be new financial burdens for new services which we cannot conceive and which have not yet emerged. In a sense the ruling freezes the Internet in time where it is. Because new services won’t have a user base they won’t be able to pay the fees required to route their packets. This pattern is known as a self-induced criticality; a huge log jam has to build up to overcome the incumbents and when it does it creates disruptive influences on the rest of the system. It’s also reflected on forest fuel loads, gerrymandering and several other places where we build laws or structures that block strong natural forces.
  • Trust — there is no way to easily filter clusters of bad actors today. Like a DDOS attack a large group of bad actors are often sock puppets for a single actor. Bad actors can conspire on Twitter to create visibility for themselves by engaging in an internal dialogue and this becomes mis-interpreted by the network as real chatter, and they surface all manners of disgusting fictions, opinions and yellow press to distort public will to their own less visible agenda.
  • Centralization — Facebook and services like it offer efficiencies of scale, monetizing off of incidental consumer behavior. While these services offer high quality consistent user interfaces they in fact reduce the kinds of freedoms that individuals should have to choose how to filter, organize and evaluate their world. Their strength reduces incentives to strengthen federated solutions such as RSS, blogs and the like as a broader ecosystem.
  • Advertising — Advertising is largely out of control. It’s ubiquitous and the primary means by which the beast is fed. We all acknowledge that advertising is grossly inefficient, and in fact we’re neurologically trained at this point to not even be able to see advertisements.
  • Recaptcha for example can be thought of as a kind of proof of work. A task is chosen that is hard to automate. Humans are forced to expend energy to participate, and thus reduce the likelihood of bad actors entering the network. A bad actor can try to enter but they have to spend money to do so. Often bad actors try to work at scale, and this makes it expensive to mass an attack. The problem with these approaches is that they are irritating to human users and create impedance bumps. If an automated gate-keeper sets a task that is too hard in some way it blocks user access.
  • MMO Currencies. Many massively multiplayer online games (as mentioned) face serious attacks from bad actors who want to subvert the whole network for one reason or another. The basic attack is a ‘SYN flood’ to saturate low level protocol traffic. But it occurs at all levels. One strategy is to force new clients to use proof of work to log into game sessions. This is a recommended practice such as for example by Amazon and others. In this case they’re trying to prevent higher level DDOS attacks, where fake users attempt to create many sessions and thus slow down the game for all the other players. At this level join events can be made asymmetric or balanced in such a way that the server doesn’t bear disproportionate costs. When system becomes busy due to attackers hitting the server the proof of works increase. On good actors this is a small cost to do once, but on a DDOS actor this becomes a high cost to do often. There’s been a lot of discussion about connecting this to a token or currency system such that a DDOS attack becomes an income moment for a system rather than a cost moment. With a currency system many other attacks also become completely benign services that benefit the network. See https://kotaku.com/upcoming-mmos-cryptocurrency-marketplace-was-inspired-b-1797874103 and https://bitcoinmagazine.com/articles/cryptocurrencies-in-video-games-preview-roundup-1416609489/ and https://steemit.com/blockchain/@darkhog/why-we-need-blockchain-based-mmos — but a question or issue with these approaches is are they too high up the stack to prevent fundamental attacks on the physics of their network? Would they benefit from a new lower level protocol? Or could a new protocol work in concert with existing methods to round out their stability?
  • Valuable connections. Rather than requiring proof of work, or other machinery at a higher level, the parties can exchange actual money (in the form of a crypto-currency) for each others consideration.
  • Asynchronous proof of work. The money can be earned at some other time asynchronously — so there are no hiccups or delays at connection time (such as occurs when solving a proof of work on demand or solving a captcha on demand). Since these are small amounts of money a client browser or app can generate them in the background.
  • Commitment on connection. The party initiating the connection (or client) loads a connection packet with money and sends it to the other party (or service) as a proactive payment for a service offered.
  • Compute to play. Since this is a small amount of money the sender will not be reimbursed if the connection fails or if the receiver chooses to not provide a service.
  • Dynamic Load Balancing. In a series of successive negotiations, or possibly at a higher protocol level, the service provider can demand more payment for the service — such as when the service is is overwhelmed.
  • Scheduled Load Balancing. The service provider can encourage clients to follow a schedule.
  • Dedicated Filter Hardware. This can happen inside the router or some kind of helper hardware so that content developers can focus on core experience.
  • Paying for attention. The client can proactively pay more money for more attention.
  • Distributed Revenue Moments. The more attention the service gets the stronger it becomes. A DDOS attack becomes a revenue moment.
  • Anonymity. Tokens are a way to form a common language between different parties. We often track identity often because we’re attempting to track accountability. With actual tokens the identity is less critical. People can be sensitive about having their identity tracked in ways they don’t fully understand and a token based economy circumvents this; allowing interactions and privacy.
  • Alternative currency production options. Mobile devices and IOT devices may not want to spend CPU on generating tokens. There should be multiple ways to generate tokens or load tokens onto devices.
  • Currency Servers. I can also see patterns where you talk to a currency server and resolve a fee and then get a certificate that you then bring to the service… and it is clearly worth writing test implementations of various approaches to try them out.
  • Fungibility. Today there are many separate token markets.
  • Expensive. Tokens themselves are expensive to produce — certainly mobile devices cannot generate bitcoin to prove participation for example.
  • Too rigorous. The idea of a global blockchain may be too high a bar for an IOT device or other low power / low memory device to deal with; it may have to have a pile of naked one time keys that are basically small amounts of money.
  • No interfaces. Our browsers and tools don’t offer ways for actual humans to add or remove tokens from the system; there are many plugins (such as metamask) but they don’t induce confidence in novices.
  • Multiple currencies. It would be nice if there were more options around what constitutes proof of work. Solving captchas is very hard for some people… contributors should be able to approach a system with a request for the kinds of proofs they are willing to solve (or they should be able to bank trust elsewhere and then spend it on that service they want to connect to).
  • Eco Tokens. Having more kinds of proofs of work would also allow a possibility for proofs of work that are not pure entropy losses (as bitcoin is criticized for) — such as solving protein folding problems, or solving mmo game decision points, or solving rendering engine issues — so that the proofs of work can themselves become markets.. however that can be externalized from the system as a fungible currency accumulated elsewhere.
  • Spam. If for example you were compensated for each email you received then spam would probably be reduced (and people who really felt that you may be interested in what they have to say might put more thought into their spam). This is easily accomplished by setting a nominal price of say the caloric equivalent of a cube of sugar on each email sent to you. This may also be true of SMS spam and phone calls from telemarketers.
  • Rewarding content creators. Right now incentives for content creators are perverse. The best way to foster good content is to pay people. People hosting a site or service should be able to be paid for that work and time based directly on the attention they receive. A direct low level token based payment system can do this possibly more easily than credit cards.
  • MMO DDOS attacks. Clearly this is an ideal use case and seems like it would benefit this kind of content provider. Each connection pays money into the MMO which helps them pay for their service.
  • Net neutrality circumvention. Without net neutrality new services will be charged at the higher rate than existing services — and new services cannot compete. Instead here new services are paid directly for their attention.

--

--

--

SFO Hacker Dad Artist Canuck @mozilla formerly at @parcinc @meedan @makerlab

Love podcasts or audiobooks? Learn on the go with our new app.

Recommended from Medium

FACE Academy: Wireless Solution Seminar

PayMe: The Future Of A Decentralized Gaming Ecosystem

Partnership Announcement: Ftribe Fighters x Red Kite

How Automation Can Create A Better Future Of Work.

Screen Technology Is Changing The World We Live In. How?

ppt for touch screen technology history of touchscreen technology touch screen technology history introduction to touch screen technology touch screen technology introduction touch screen technology is an alternative to touch screen technology applications what is touch screen technology touch screen technology documentation touchless touch screen technology abstract is ips panel better than va which technology is best is va better than ips who invented touch screen technology which touch screen

Apple app accelerator centre in Bangalore — An Overview

How to install ceiling fans

2020 Apple MacBook Air (13-inch, Apple M1 chip with 8‑core CPU and 7‑core GPU, 8GB RAM, 256GB SSD)

Get the Medium app

A button that says 'Download on the App Store', and if clicked it will lead you to the iOS App store
A button that says 'Get it on, Google Play', and if clicked it will lead you to the Google Play store
ʞooH ɯlǝsu∀

ʞooH ɯlǝsu∀

SFO Hacker Dad Artist Canuck @mozilla formerly at @parcinc @meedan @makerlab

More from Medium

Blockchain.com Ventures (BCV) Q4 Update

Strategic Partnership and Investment from Engine Visual Wave

Polygon and RedKite Partnering

Daniel and Justin’s .0002 ETH