The Social Web (old posts, page 183)

Duolingo Faces Massive Social Media Backlash After 'AI-First' Comments

"Duolingo had been riding high," reports Fast Company, until CEO Luis von Ahn "announced on LinkedIn that the company is phasing out human contractors, looking for AI use in hiring and in performance reviews, and that 'headcount will only be given if a team cannot automate more of their work.'" But then "facing heavy backlash online after unveiling its new AI-first policy", Duolingo's social media presence went dark last weekend. Duolingo even temporarily took down all its posts on TikTok (6.7 million followers) and Instagram (4.1 million followers) "after both accounts were flooded with negative feedback." Duolingo previously faced criticism for quietly laying off 10% of its contractor base and introducing some AI features in late 2023, but it barely went beyond a semi-viral post on Reddit. Now that Duolingo is cutting out all its human contractors whose work can technically be done by AI, and relying on more AI-generated language lessons, the response is far more pronounced. Although earlier TikTok videos are not currently visible, a Fast Company article from May 12 captured a flavor of the reaction: The top comments on virtually every recent post have nothing to do with the video or the company — and everything to do with the company's embrace of AI. For example, a Duolingo TikTok video jumping on board the "Mama, may I have a cookie" trend saw replies like "Mama, may I have real people running the company" (with 69,000 likes) and "How about NO ai, keep your employees...." And then... After days of silence, on Tuesday the company posted a bizarre video message on TikTok and Instagram, the meaning of which is hard to decipher... Duolingo's first video drop in days has the degraded, stuttering feel of a Max Headroom video made by the hackers at Anonymous. In it, a supposed member of the company's social team appears in a three-eyed Duo mask and black hoodie to complain about the corporate overlords ruining the empire the heroic social media crew built. "But this is something Duolingo can't cute-post its way out of," Fast Company wrote on Tuesday, complaining the company "has not yet meaningfully addressed the policies that inspired the backlash against it... " So the next video (Thursday) featured Duolingo CEO Luis von Ahn himself, being confronted by that same hoodie-wearing social media rebel, who says "I'm making the man who caused this mess accountable for his behavior. I'm demanding answers from the CEO..." [Though the video carefully sidesteps the issue of replacing contractors with AI or how "headcount will only be given if a team cannot automate more of their work."] Rebel: First question. So are there going to be any humans left at this company? CEO: Our employees are what make Duolingo so amazing. Our app is so great because our employees made it... So we're going to continue having employees, and not only that, we're actually going to be hiring more employees. Rebel: How do we know that these aren't just empty promises? As long as you're in charge, we could still be shuffled out once the media fire dies down. And we all know that in terms of automation, CEOs should be the first to go. CEO: AI is a fundamental shift. It's going to change how we all do work — including me. And honestly, I don't really know what's going to happen. But I want us, as a company, to have our workforce prepared by really knowing how to use AI so that we can be more efficient with it. Rebel: Learning a foreign language is literally about human connection. How is that even possible with AI-first? CEO: Yes, language is about human connection, and it's about people. And this is the thing about AI. AI will allow us to reach more people, and to teach more people. I mean for example, it took us about 10 years to develop the first 100 courses on Duolingo, and now in under a year, with the help of AI and of course with humans reviewing all the work, we were able to release another 100 courses in less than a year. Rebel: So do you regret posting this memo on LinkedIn. CEO: Honestly, I think I messed up sending that email. What we're trying to do is empower our own employees to be able to achieve more and be able to have way more content to teach better and reach more people all with the help of AI. Returning to where it all started, Duolingo's CEO posted again on LinkedIn Thursday with "more context" for his vision. It still emphasizes the company's employees while sidestepping contractors replaced by AI. But it puts a positive spin on how "headcount will only be given if a team cannot automate more of their work." I've always encouraged our team to embrace new technology (that's why we originally built for mobile instead of desktop), and we are taking that same approach with AI. By understanding the capabilities and limitations of AI now, we can stay ahead of it and remain in control of our own product and our mission. To be clear: I do not see AI as replacing what our employees do (we are in fact continuing to hire at the same speed as before). I see it as a tool to accelerate what we do, at the same or better level of quality. And the sooner we learn how to use it, and use it responsibly, the better off we will be in the long run. My goal is for Duos to feel empowered and prepared to use this technology. No one is expected to navigate this shift alone. We're developing workshops and advisory councils, and carving out dedicated experimentation time to help all our teams learn and adapt. People work at Duolingo because they want to solve big problems to improve education, and the people who work here are what make Duolingo successful. Our mission isn't changing, but the tools we use to build new things will change. I remain committed to leading Duolingo in a way that is consistent with our mission to develop the best education in the world and make it universally available. "The backlash to Duolingo is the latest evidence that 'AI-first' tends to be a concept with much more appeal to investors and managers than most regular people," notes Fortune: And it's not hard to see why. Generative AI is often trained on reams of content that may have been illegally accessed; much of its output is bizarre or incorrect; and some leaders in the field are opposed to regulations on the technology. But outside particular niches in entry-level white-collar work, AI's productivity gains have yet to materialize.

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New 'Doom: The Dark Ages' Already Adjusted to Add Even More Dangerous Demons

Doom: The Dark Ages just launched on May 15. But it's already received "difficulty" balance changes "that have made the demons of Hell even more dangerous than ever," writes Windows Central: According to DOOM's official website Slayer's Club, these balance adjustments are focused on making the game harder, as players have been leaving feedback saying it felt too easy even on Nightmare Mode. As a result, enemies now hit harder, health and armor item pick-ups drop less often, and certain enemies punish you more severely for mistiming the parry mechanic. It reached three million players in just five days, which was seven times faster than 2020's Doom: Eternal," reports Wccftech (though according to analytics firm Ampere Analysis (via The Game Business), more than two million of those three million launch players were playing on Xbox, while only 500K were playing on PS5.") "id Software proves it can still reinvent the wheel," according to one reviewer, "shaking up numerous aspects of gameplay, exchanging elaborate platforming for brutal on-the-ground action, as well as the ability to soar on a dragon's back or stomp around in a giant mech." And the New York Times says the game "effectively reinvents the hellish shooter with a revamped movement system and deepened lore" in the medieval goth-themed game... Double jumping and dashing are ditched and replaced with an emphasis on raw power and slow, strategic melee combat. Doom Slayer's arsenal features a brand-new tool, the powerful Shield Saw, which Id Software made a point to showcase across its "Stand and Fight" trailers and advertisements. Used for absorbing damage at the expense of speed, the saw also allows players to bash enemies from afar and close the gap on chasms too wide to jump across. While previous titles allowed players to quickly worm their way through bullet hell, The Dark Ages expects you to meet foes head on. "If you were an F-22 fighter jet in Doom Eternal, this time around we wanted you to feel like an Abrams tank," Hugo Martin, the game's creative director, has told journalists. And Doom Slayer's beefy durability and unstoppable nature does make the gameplay a refreshing experience. The badassery is somehow ratcheted to new heights with the inclusion of a fully controllable mech, which has only a handful of attacks at its disposal, and actual dragons. Flight in a Doom game is entirely surprising and fluid, and the dragons feel relatively easy to maneuver through tight spots. They can also engage in combat more deliberately with the use of dodges and mounted cannons... One of my favorite additions is the skullcrusher pulverizer. Equal parts heinous nutcracker and demonic woodchipper, the gun lodges skulls into a grinder and sends shards of bones flying at enemies. The animation is both goofy and satisfying. Another special Times article notes that Doom's fans "resurrect the original game over and over again on progressively stranger pieces of hardware: a Mazda Miata, a NordicTrack treadmill, a French pharmacy sign." But what many hard-core tech hobbyists want to know is whether you can play it on a pregnancy test. The answer: positively yes. And for the first time, even New York Times readers can play Doom within The Times's site [after creating a free account]... None of this happened by accident, of course. Ports were not incidental to Doom's development. They were a core consideration. "Doom was developed in a really unique way that lent a high degree of portability to its code base," said John Romero, who programmed the game with John Carmack. (In our interview, he then reminisced about operating systems for the next 14 minutes.) Id had developed Wolfenstein 3D, the Nazi-killing predecessor to Doom, on PCs. To build Doom, Carmack and Romero used NeXT, the hardware and software company founded by Steve Jobs after his ouster from Apple in 1985. NeXT computers were powerful, selling for about $25,000 apiece in today's dollars. And any game designed on that system would require porting to the more humdrum PCs encountered by consumers at computer labs or office jobs. This turned out to be advantageous because Carmack had a special aptitude for ports. All of Id's founders met as colleagues at Softdisk, which had hired Carmack because of his ability to spin off multiple versions of a single game. The group decided to strike out on its own after Carmack created a near-perfect replica of the first level of Super Mario Bros. 3 — Nintendo's best-selling platformer — on a PC. It was a wonder of software engineering that compensated for limited processing power with clever workarounds. "This is the thing that everyone has," Romero said of PCs. "The fact that we could figure out how to make it become a game console was world changing...." Romero founded a series of game studios after leaving Id in 1996 and is working on a new first-person shooter, the genre he and Carmack practically invented. He has no illusions about how it may stack up. "I absolutely accept that Doom is the best game I'll ever make that has that kind of a reach," he said. "At some point you make the best thing." Thirty years on, people are still making it. And in related news, PC Gamer reports... As part of a new "FPS Fridays" series on Twitch, legendary shooter designer John Romero streamed New Blood's 2018 hit, Dusk, one of the first and most influential indie "boomer shooters" in the genre's recent revitalization. The short of it? Romero seems to have had a blast.

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