Earlier quoted context omitted.
My theory for why people think they are being "shadowbanned" or otherwise targeted by a social media company is often because of bugs like this. They are weird and almost like gaslighting in the way you experience them and people who don't understand how these bugs can exist assume sinister motives.
Shadowbanning is a very real phenomenon; my current Reddit account was shadowbanned twice because I had created and posted memes which got unusually high upvotes for a new account, and the algorithm thought I was a bot reposting images to farm karma for future spamming. And from time to time I see HN users whose posts are flagged by default. I'm less sure if/how shadowbanning occurs on Twitter.
Wi Flag (2002)
81–90 of 217 posts
Re: Wi Flag (2002)
#82I thought maybe it was going to be some weird DB glitch or something far upstream from the algorithm selecting which player to attack, but it was literally the logic of the very algorithm you would first look at if you were aware of such an issue.
This was a fun read though. Finding and fixing bugs like this is some of the most satisfying work we do imo, and no one outside of tech understands =)
Re: Wi Flag (2002)
#83tl;dr: players get attacked based on monster targeting RNG that's supposed to take an interval [0,num_players], assign players to subintervals that are shorter or longer based on a bunch of factors, and then roll a random number somewhere in that full interval. Whoever's subinterval the number ends in, they get targetted. Instead, the code assigned subintervals and then rolled a number between 0 and 1, instead of 0 a…
It's also possible to write a test for this where the behavior in the test accurately tests the wrong behavior. The error is pretty subtle. There was even a “bug” in your summary of the bug ;)
Re: Wi Flag (2002)
#84What am I missing here? Unless all the devs were really bad at maths (unlikely if they're game devs) then this seems like a really easy bug to find all things considered? I thought maybe it was going to be some weird DB glitch or something far upstream from the algorithm selecting which player to attack, but it was literally the logic of the very algorithm you would first look at if you were aware of such an issue. T…
Re: Wi Flag (2002)
#85Earlier quoted context omitted.
One easy way to avoid this problem is to give each feature its own independent space of “dice rolls” by hashing the user ids with feature-specific constants before interpreting them as dice rolls: feature1_enabled = hash(user_id + "-feature1") / HASH_MAX
If you suspect some flag effects interact with each other (e.g. one flag increases button size by 10%, and the other decreases it by 10%) you can go one step further and define feature groups and hash by user-id + group-id and then assign non overlapping ranges to the flags.
But if need that kind of analysis for usability A/B testing, you most be doing something very wrong on a previous step.
Re: Wi Flag (2002)
#86Earlier quoted context omitted.
Shadowbanning is a very real phenomenon; my current Reddit account was shadowbanned twice because I had created and posted memes which got unusually high upvotes for a new account, and the algorithm thought I was a bot reposting images to farm karma for future spamming. And from time to time I see HN users whose posts are flagged by default. I'm less sure if/how shadowbanning occurs on Twitter.
The problem is that while shadowbanning is a real thing, there are lots of bugs that also appear to be shadowbans and might just be a momentary glitch or an unintended interaction between systems. In Twitter's case, there are multiple different penalties that can apply to account and people refer to them all interchangeably as a "shadowban". And some people claim to be shadowbanned when as far as anyone can tell ther…
What I find interesting is the substantial curiosity and effort people will put towards solving questions in video games, but when asked to solve problems in the game of life that we are embedded in, people often seem to have opposite instincts.
Re: Wi Flag (2002)
#87Earlier quoted context omitted.
MMOs are just so expensive to develop now that innovation is almost dead. You either make a WoW-like or you die (and many times you die anyway). They really don’t make MMOs like they used to.
> MMOs are just so expensive to develop now that innovation is almost dead. I look at this differently. I think the extreme cost of an MMO should force innovation. Take the constraints for what they are and run with them. Accepting that you can't do it the "traditional" way is the first step to figuring out a better way. There is nothing that says a high-quality WoW killer absolutely must cost 10 figures to produce.
Re: Wi Flag (2002)
#88I've seen a similar mistake in a rushed "feature flagging"/phased rollout system. User IDs were random UUIDs. Let's say we want to release a feature to ~33% of users; we take the first 2 characters of the UUID, giving us 256 possible buckets, then say that everyone in the first 1/3 of that range gets the feature. So, 00XXX...-55XXX... IDs get it, and 56-FF do not. This works fine. However, if we then release another…
00—1A: have feature flags A and B
1B-55: have feature flag A only
56-FF: have no feature flag
So the actual gotcha here is that there is no cohort for "feature flag B only", right?
This setup can actually be desirable if feature B depends on feature A.
Re: Wi Flag (2002)
#89Earlier quoted context omitted.
You stopped playing because they listened to you and fixed the bug for everyone?
After I (happily!) did their work for them, a simple "thank you", or even an acknowledgment through a closed ticket, would have entirely sufficed to make my day.
Re: Wi Flag (2002)
#90Wi came to one of the player gatherings with little printed out cards and would hand them to people and say, "You've been Wi flagged!"
The fondest of memories.