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Role Playing (Games)

70 New Text Adventures Written For 28th Annual 'Interactive Fiction Competition' (ifcomp.org) 11

Long-time Slashdot reader destinyland writes: 70 new text adventures are now online and available for playing — as a long-standing tradition continues. The 70 new games are the entries in the 28th annual Interactive Fiction Competition (now administered by the Interactive Fiction Technology Foundation, a charitable non-profit corporation).

With wacky titles like "Lazy Wizard's Guide" and "Elvish for Goodbye," each game offers its own original take on the classic choice-based text adventures, sometimes augumented with ambient background noises and even music. Each of the 70 games has some kind of fanciful "cover art" — one even generated using OpenAI's image-generating tool DALL-E.

And you're invited to help judge the games! Just create an account, and then play and rate at least five of the games by November 15...

Slashdot first covered the competition back in 2004. (And in 2006, Slashdot editor Hemos called interactive fiction games "some of the best I've ever played.") But this year the competition raised over $10,000 (so far!) to be distributed among the top two-thirds of entries, with the first-place finisher receiving $489 and each subsequent finisher receiving a little less, with the lowest-finishing prize recipient awarded $10. (And in addition, top entrants are each allowed to choose one prize from a pool of donations.)

Game on!

PlayStation (Games)

PlayStation VR2 Release Date and Price Revealed (ign.com) 38

PlayStation VR2 will officially be released on February 22, 2023, for $549.99, and pre-orders will begin on November 15. IGN reports: As revealed by the PlayStation.Blog, PlayStation VR2 will include the PS VR2 headset, PS VR2 Sense controllers, and stereo headphones. There will also be a PlayStation VR2 Horizon Call of the Mountain bundle that will retail for $599.99, and it will include everything from the standard edition plus a PlayStation Store voucher code for Horizon Call of the Mountain. Also launching on February 22 will be the PlayStation VR2 Sense controller charging station, which allows players to charge their controllers "through a simple click-in design, without having to connect to a PS5 console -- freeing up the console's USB ports."

Sony also revealed 11 new titles headed to PS VR2 in 2023, and they include The Dark Pictures: Switchback VR, Crossfire: Sierra Squad, The Light Brigade, Cities VR - Enhanced Edition, Cosmonious High, Hello Neighbor: Search and Rescue, Jurassic World Aftermath Collection, Pistol Whip VR, Zenith: The Last City, After the Fall, and Tentacular. While we don't have a full launch line-up quite yet, Sony did confirm that it is "expecting more than 20 titles" on February 22.
You can preorder the system on November 15. Those interested can register today to get ready.
Games

Call of Duty: Modern Warfare II Breaks Franchise Record (venturebeat.com) 26

Activision's Call of Duty: Modern Warfare II has had record sales of $800 million worldwide in sell-through following the first three days from its release. VentureBeat reports: The full title debuted on October 28 after hitting early-access release for the single-player campaign on October 20, breaking all previous three-day sales records since the franchise debuted in 2003. The blockbuster opening tops any of the biggest worldwide box office openings of 2022, surpassing Top Gun: Maverick, and Doctor Strange in the Multiverse of Madness worldwide box office openings combined, Activision Blizzard announced (based on data from boxofficemojo.com). The company didn't say the exact number of copies sold, but it beat out the titles from the past two years as well as 2019's hit Call of Duty: Modern Warfare's opening.

Modern Warfare II also set a new franchise opening-weekend record as the No. 1 top-selling Call of Duty digital opening through its first three days. Developed by Infinity Ward (and nine other Activision studios), the release of Modern Warfare II represents a revival for the entertainment franchise, which will continue with the upcoming release of Call of Duty: Warzone 2.0 on November 16. [...] Modern Warfare II's opening topped the previous five-day franchise record set in 2011 by Modern Warfare 3 in sell-through, to become the biggest opening ever in Call of Duty. That title sold $650 million in its opening five days, with the primary lower price of $60 compared to today's $70.
Further reading:
Microsoft Promises Eternal Support for Call of Duty on PlayStation
Physical 'Copies' of the New Call of Duty Are Just Empty Discs
Games

Netflix Adds 6th Gaming Studio With Acquisition of Spy Fox (venturebeat.com) 9

Amir Rahimi, vice president of game studios at Netflix, said in a blog post that, close to the first anniversary of launching games a year ago, Netflix is announcing that Spry Fox is joining as its sixth in-house games studio. VentureBeat reports: Spry Fox is an award-winning independent studio focused on cozy, original games. Their unique approach to game development and success with titles like Triple Town, Alphabear and Cozy Grove will help accelerate Netflix's creative development in another beloved genre and add to the growing variety of Netflix's games catalog that will have something for everyone, Rahimi said.

Rahimi said Netflix looks forward to creating games with a studio whose values -- a relentless focus on employee and player joy -- align closely with its own. "Our games journey has only just begun, but I'm proud of the foundational work we've been doing to build out our in-house creative capacity so that we can deliver the best possible games experience -- including no ads and no in-app purchases -- to our members as part of their membership," Rahimi said.

Microsoft

Microsoft Promises Eternal Support for Call of Duty on PlayStation (arstechnica.com) 23

Microsoft Xbox chief Phil Spencer said he intends to continue to ship Call of Duty games on PlayStation "as long as there's a PlayStation out there to ship to." From a report: The new promise comes weeks after Sony lambasted an "inadequate" offer to extend Call of Duty's cross-platform access for three years past the current agreement and as Microsoft faces continuing scrutiny from international governments over its proposed $69 billion purchase of Activision Blizzard. "We're not taking Call of Duty from PlayStation," Spencer said directly in an interview with the Same Brain podcast. "That's not our intent."

Instead, Spencer said Microsoft's plan for Call of Duty is "similar to what we've done with Minecraft," which has remained a cross-platform staple since Microsoft's $2.5 billion purchase of developer Mojang in 2014. Since then, Spencer said, "we've expanded the places where people can play Minecraft... and it's been good for the Minecraft community, in my opinion. I want to do the same as we think about where Call of Duty can go over the years."

Games

Sega Confirms Pioneering Developer Rieko Kodama Passed Away (eurogamer.net) 28

Pioneering Sega developer Rieko Kodama has passed away at the age of 58. Eurogamer reports: A memorial message for her was spotted in the credits of the Mega Drive Mini 2 and later confirmed by Sega producer Yosuke Oskunari. Sega subsequently confirmed Kodama passed back in May, but was unable to share details in respect to her family, as reported by IGN. "We pray that the deceased will rest in peace, and we offer our gratitude for her enormous contributions to Sega," said Sega of Japan.

Kodama worked on some of Sega's most celebrated games, including Sonic the Hedgehog 2, Skies of Arcadia, and Alex Kidd. She's perhaps best known as one of the creative leads on the Phantasy Star series, directing Phantasy Star 4. In 2019 she won the Pioneer Award at the Game Developers Choice Awards for her 35-year career in an industry dominated by men.

Games

Physical 'Copies' of the New Call of Duty Are Just Empty Discs (techcrunch.com) 53

An anonymous reader quotes a report from TechCrunch: Cartridges and discs used to be how you got the latest games, but that's been changing as downloads have become more convenient and reliable. But some people prefer the sure thing: a physical copy, so they can play offline or with a bad connection. To them, Activision says "qq": the Call of Duty: Modern Warfare II disc is basically just a link to a 150-gigabyte download. Now, to be fair, games that size don't fit neatly on even high capacity Blu-ray discs, which for distribution purposes max out at around 50 gigs. Not that we haven't seen multi-disc games before (I never finished Final Fantasy VIII because the final disc was scratched someday, Edea), but clearly Activision decided it wasn't worth the bother in this case. [...] Far from having the full game on it, the disc is almost completely empty. This 72-megabyte app is basically just an authenticator and shell that initiates the enormous download process. I'd be willing to bet that most of those 72 megabytes are 4K video files of logos. There's even a pre-order steelbook bonus (that's a metal case for the disc and anything else it comes with). Players may be disappointed to find that this fancy reinforced packaging protects nothing of value.

Obviously there is great waste entailed in the production of perhaps millions of discs (though the numbers are likely much lower than they used to) for no reason. But waste is endemic in consumerism. The bait and switch of it is the galling thing -- that Activision is taking the worst of both worlds. There's literally no point in even providing a physical version of the software if none of the reasons for doing so are fulfilled by it. It's the equivalent of the next season of Stranger Things coming on a disc that just loads up Netflix and starts streaming. Why bother? It's worth asking whether Activision could have built a version of the game that fit on a disc at all. Considering how proudly they've been advertising the realism of the graphics, probably not. A single 4K texture unit, say for a building front or character model, may be scores of megabytes, and any AAA game will have countless such textures. Meanwhile the audio and video assets also have to fit on there, and they can only be compressed so far before they degrade.

XBox (Games)

Age of Empires 2, 4 Are Headed To Xbox Next Year (ign.com) 11

Over two decades after its initial release, Age of Empires 2 is finally headed to consoles, alongside the significantly more recent Age of Empires 4. IGN reports: Announced today during the Age of Empires 25th Anniversary Broadcast, we learned that Age of Empires 2: Definitive Edition will launch on Xbox consoles on January 31, 2023, while Age of Empires 4 will follow later in the same year. We're also getting Age of Mythology Retold, a definitive edition of the original 2002 Age of Mythology. The game is currently in development with "updated graphics, features and more" but we have no further details on when we might finally see it. Other announcements during the presentation included a teaser for Age of Empires on mobile, and the launch of Age of Empires 4: Anniversary Edition out today alongside an anniversary update with new civilizations, challenges, achievements, and features.
Nintendo

Apple Devices Now Support Nintendo's Classic Game Controllers (theverge.com) 12

Apple snuck a nice little surprise in its round of Mac, iPhone, iPad, and Apple TV updates yesterday with the addition of support for Nintendo's updated classic game controllers. From a report: As spotted by developer Steve Troughton-Smith and confirmed by MacStories, Nintendo's modern SNES and N64 controllers now work with updated Apple devices with macOS 13, iOS 16, and tvOS 16 and up, whether using a wired or Bluetooth connection. While neither MacStories nor Troughton-Smith was able to test whether the Sega Genesis and NES controllers work with Apple's devices, we're assuming Apple added the same functionality.
Science

Kids Who Play Video Games Score Higher on Brain Function Tests (theverge.com) 47

Kids who play video games have better memory and better control over their motor skills than kids who don't, according to a new study looking at adolescent brain function. From a report: Video games might not be responsible for those differences -- the study can't say what the causes are -- but the findings add to a bigger body of work showing gamers have better performance on some tests of brain function. That lends support to efforts to develop games that can treat cognitive problems. "This study adds to our growing understanding of the associations between playing video games and brain development," said Nora Volkow, director of the National Institute on Drug Abuse, in a statement.

The study used data from the Adolescent Brain Cognitive Development (ABCD) study, which launched in 2018 and is tracking brain development in thousands of children in the United States as they grow into adulthood. Participants periodically go through a battery of assessments, including brain imaging, cognitive tasks, mental health screenings, physical health exams, and other tests. To study video games and cognition, the research team on this new study pulled from the first set of assessments in the ABCD study. It included data on 2,217 children who were nine and 10 years old. The ABCD study asked participants how many hours of video games they played on a typical weekday or weekend day. The research team divided the group into video gamers (kids who played at least 21 hours per week) and non-video gamers (kids who played no video games per week). Kids who only played occasionally weren't included in the study. Then, the research team looked at the kids' performance on tests that measure attention, impulse control, and memory.

Games

30 Million Gamers Were Logged Into Steam Today (kotaku.com) 51

Steam launched in 2003 — and as recently as 2015, its record for concurrent users logged into the service was 10 million people, reports Kotaku (growing to 14 million in 2017, and by March of 2020, rising up to 20 million).

But now it's jumped another 50% — just two and a half years: We got to 28 million users earlier this year — more than the entire populations of countries like Australia and Taiwan — and now, in late October, we've hit the nice round number of 30 million, with the peak number of users logged on earlier today standing at 30,032,005.

Note that this isn't the number of people playing at any one time, just the number of people logged into the platform, a feat that's often achieved simply by turning your PC on. If you want to know the number of users actually in a game at that time, SteamDB figures put the peak at around 8.5 million, which is still an enormous figure, and a big jump (proportionally) even from earlier in 2022, when the highest number of active players stood at "between seven and eight million".

Classic Games (Games)

How a Mathematician-Magician Revealed a Casino Loophole (bbc.com) 102

It's the tale of a company manufacuring precision card-shuffling machines for casinos — and a gang of hustlers who used a hidden video camera to film the shuffler's insides. "The images, transmitted to an accomplice outside in the casino parking lot, were played back in slow motion to figure out the sequence of cards in the deck," remembers the BBC, "which was then communicated back to the gamblers inside. The casino lost millions of dollars before the gang were finally caught."

So the company turned for help to a mathematician/magician: The executives were determined not to be hacked again. They had developed a prototype of a sophisticated new shuffling machine, this time enclosed in an opaque box. Their engineers assured them that the machine would sufficiently randomise a deck of cards with one pass through the device, reducing the time between hands while also beating card-counters and crooked dealers. But they needed to be sure that their machine properly shuffled the deck. They needed Persi Diaconis.

Diaconis, a magician-turned-mathematician at Stanford University, is regarded as the world's foremost expert on the mathematics of card shuffling. Throughout the surprisingly large scholarly literature on the topic, his name keeps popping up like the ace of spades in a magician's sleight-of-hand trick. So, when the company executives contacted him and offered to let him see the inner workings of their machine — a literal "black box" — he couldn't believe his luck. With his collaborator Susan Holmes, a statistician at Stanford, Diaconis travelled to the company's Las Vegas showroom to examine a prototype of their new machine.

The pair soon discovered a flaw. Although the mechanical shuffling action appeared random, the mathematicians noticed that the resulting deck still had rising and falling sequences, which meant that they could make predictions about the card order. To prove this to the company executives, Diaconis and Holmes devised a simple technique for guessing which card would be turned over next. If the first card flipped was the five of hearts, say, they guessed that the next card was the six of hearts, on the assumption that the sequence was rising. If the next card was actually lower — a four of hearts, for instance — this meant they were in a falling sequence, and their next guess was the three of hearts. With this simple strategy, the mathematicians were able to correctly guess nine or 10 cards per deck — one-fifth of the total — enough to double or triple the advantage of a competent card-counter....

The executives were horrified. "We are not pleased with your conclusions," they wrote to Diaconis, "but we believe them and that's what we hired you for." The company quietly shelved the prototype and switched to a different machine.

The article also explains why seven shuffles "is just as close to random as can be" — rendering further shuffling largely ineffective.
The Courts

Chess Grandmaster Hans Niemann Sues Champion Magnus Carlsen, Others For $100 Million Over Cheating Claim (cnbc.com) 108

An anonymous reader quotes a report from CNBC: Chess grandmaster Hans Niemann filed a $100 million lawsuit against world champion Magnus Carlsen and others for alleged defamatory statements claiming that Niemann cheated in competition. The suit claims that the defendants, including Chess.com, inflicted "devastating damages" against Niemann by "egregiously defaming him" and "unlawfully colluding" to bar him from the professional chess world. "My lawsuit speaks for itself," Niemann said Thursday in a Twitter post.

Niemann, 19, has admitted to cheating on two occasions, once when he was 12 years old and a second time when he was 16. But he denied claims that he cheated in an over-the-board match against Magnus Carlsen this year. Carlsen withdrew from the Sinquefield Cup in September after losing to Niemann, and eventually came forward with concerns that Niemann had cheated in the match in which he defeated Carlsen. The suit claims that Carlsen's comments were a retaliatory attempt to keep Niemann from damaging his reputation. Chess.com subsequently banned Niemann after reporting that an internal investigation revealed evidence of more cheating than Niemann's public statements had expressed.

The report from Chess.com did not find evidence of cheating in Niemann's over-the-board matches, including the match against Carlsen, though the website notes that its cheating detection is primarily used for online matches. The report does, however, allege that Niemann likely cheated in over 100 online chess games, including several prize money events. It also shows that Niemann's Chess.com "Strength Score" sits in the range of over a dozen anonymous grandmasters who have admitted to cheating. The report also notes that Niemann is by far the fastest-rising player by yearly gain in classical over-the-board chess.
The lawsuit is available in full here (PDF).
Facebook

'I Tried the $1,500 Quest Pro and Saw the Best of the Metaverse' (nytimes.com) 54

"Good news, readers: After using nearly every virtual reality headset made in the last seven years, including the latest $1,500 goggles from Mark Zuckerberg's Meta, I've seen the best of what the metaverse could offer," writes the New York Times' Brian Chen. "Yes, the best is already here, and has been for quite some time. It's video games." An anonymous reader shares an excerpt from his report: At Meta's Burlingame office, I strapped on the Quest Pro to see what was new. Meta highlighted three features: the headset's higher-definition picture, which is receiving quadruple the number of pixels of its predecessor, the $400 Quest 2; the array of cameras embedded into the headset, which can now create a real-time rendering of your facial expressions and eye movements; and new motion controllers with improved pressure sensitivity so you can squeeze a virtual object gently or grab it aggressively.

Meta employees and app developers gave me an hourlong tour through software tailored for the headset. I created a digital avatar of my face that mimicked my grins and frowns as I raised a curious brow. I made 3-D drawings and tossed virtual darts. I found the improved graphics and controllers impressive (and my animated avatar a bit creepy), but after I removed the headset and returned to reality-reality, I could only imagine wanting to use these new features to play games. My favorite virtual-reality game, Blaston, which was released in 2020 and involves players shooting one another in a virtual arena, would probably benefit from the improved motion controllers to make trigger squeezes for the different guns more realistic.PokerStars VR, where gamers gather around a virtual card table to play Texas hold 'em, would be more fun if we could pick up tells through each player's facial expressions.

By the end of the demo, I was also doubtful that I would get any work done with this headset. In a promotional video for the product, Meta suggested that the Quest Pro could be a multitasking tool for workers juggling meetings while scrolling through emails and other tasks. But the device's battery lasts only one to two hours, according to Meta. (The headset can still be used while plugged in, but using a computer is less complicated.) This is the reality on which we should base our buying decisions. Not even Meta seems to believe many people will buy the Quest Pro. It said the device's target audience would be early adopters, designers and businesses. If you fall into any of those camps, I recommend a wait-and-see approach to gauge whether useful virtual-reality applications become available for your profession.

The company left a more obvious niche off its target list: hard-core gamers willing to spend lots of money on every piece of new gaming hardware. They are in for a treat. In addition to providing access to high-resolution virtual reality games made for the Quest Pro, the headset will work with hundreds of games already made for the Quest 2. Many of those older Quest 2 titles are quite good. Games that get your heart pumping and make you break a sweat, likeBeat Saber and FitXR, which both involve swinging your arms around to hit objects, are a boon in an era when people need to wear smartwatches to remind them to stand up. None of this -- a first impression that the Quest Pro will be great for playing games and primarily be used for entertainment -- is a bad thing. The fact that we can get visually stunning, immersive gaming in a lightweight, wireless headset means virtual reality has come a long way in less than a decade. For now, that's the only reason to buy one of these.

Microsoft

Microsoft is Building an Xbox Mobile Gaming Store To Take on Apple and Google (theverge.com) 16

Microsoft is building an Xbox mobile store to directly offer games on mobile devices, challenging Apple and Google. The software giant first hinted at a "next-generation" store it would "build for games" earlier this year but has now quietly revealed details of the plans in filings with the UK's Competition and Markets Authority (CMA). From a report: The CMA is currently investigating the $68.7 billion Activision Blizzard acquisition and has asked Microsoft for context. In its filings, Microsoft says a big motivation for the purchase is to help build out its mobile gaming presence. Its plans for this space apparently include creating an Xbox mobile gaming platform and store.

Here's what the company says in the filings: "The transaction will improve Microsoft's ability to create a next generation game store which operates across a range of devices, including mobile as a result of the addition of Activision Blizzard's content. Building on Activision Blizzard's existing communities of gamers, Xbox will seek to scale the Xbox Store to mobile, attracting gamers to a new Xbox Mobile Platform. Shifting consumers away from the Google Play Store and App Store on mobile devices will, however, require a major shift in consumer behavior. Microsoft hopes that by offering well-known and popular content, gamers will be more inclined to try something new."

Cloud

Netflix Confirms It's Looking To Launch a Cloud Gaming Service (protocol.com) 51

Netflix wants to extend its nascent gaming efforts to PCs and TVs, and it's looking to launch its own cloud gaming service to do so, VP of game development Mike Verdu confirmed at TechCrunch Disrupt on Tuesday. Protocol reports: "We're very seriously exploring a cloud gaming offering," Verdu said. "We'll approach this the same way as we did with mobile -- start small, be humble, be thoughtful -- but it is a step we think we should take," Verdu added. "The extension into the cloud is really about reaching the other devices where people experience Netflix."

Verdu didn't share many additional details, but suggested the company was looking to launch more than just casual games on TVs. He declined to say whether Netflix would build its own game controllers like Google has done for its failed Stadia service, but he said the titles wouldn't rely on TV remotes for input. [...] Verdu called Netflix's expansion into gaming a pivotal moment for the company, but admitted that it was a slow and deliberate multiyear effort. However, the company may already be seeing some rewards from those efforts. "We're seeing some encouraging signs of gameplay leading to higher retention," the company wrote in its letter to investors Tuesday.
The report notes that Netflix has released a total of 35 games for mobile devices thus far, with an additional 55 games in its pipeline. "Fourteen of those games are being built by Netflix's own studios, Verdu said, adding that the company was going to launch an additional studio in Southern California soon."

Further reading: Netflix Password-Sharing Crackdown Will Roll Out Globally In 'Early 2023'
Graphics

How 'Homestar Runner' Re-Emerged After the End of Flash (homestarrunner.com) 28

Wikipedia describes Homestar Runner as "a blend of surreal humour, self-parody, and references to popular culture, in particular video games, classic television, and popular music." But after launching in 2000, the web-based cartoon became a cultural phenomenon, co-creator Mike Chapman remembered in 2017: On the same day we received a demo of a song that John Linnell from They Might Be Giants recorded for a Strong Bad Email and a full-size working Tom Servo puppet from Jim Mallon from Mystery Science Theater 3000.... The Homestar references in the Buffy and Angel finales forever ago were huge. And there was this picture of Joss Whedon in a Strong Bad shirt from around that time that someone sent us that we couldn't believe. Years later, a photo of Geddy Lee from Rush wearing a Strong Bad hat on stage circulated which similarly freaked us out. We have no idea if he knew what Strong Bad was, but our dumb animal character was on his head while he probably shredded 'Working Man' so I'll take it!
After a mutli-year hiatus starting around 2009, the site has only been updating sporadically — and some worried that the end of Flash also meant the end of the Flash-based cartoon and its web site altogether. But on the day Flash Player was officially discontinued — December 31st, 2020 — a "post-Flash update" appeared at HomestarRunner.com: What happened our website? Flash is finally dead-dead-dead so something drastic had to be done so people could still watch their favorite cartoons and sbemails with super-compressed mp3 audio and hidden clicky-clicky easter eggs...!

[O]nce you click "come on in," you'll find yourself in familiar territory thanks to the Ruffle Project. It emulates Flash in such a way that all browsers and devices can finally play our cartoons and even some games.... Your favorite easter eggs are still hidden and now you can even choose to watch a YouTube version if there is one.

Keep in mind, Ruffle is still in development so not everything works perfectly. Games made after, say 2007, will probably be pretty janky but Ruffle plans on ulitmately supporting those too one day. And any cartoons with video elements in them (Puppet Jams, death metal) will just show you an empy box where the video should be. But hang in there and one day everything will be just like it was that summer when we got free cable somehow and Grandma still lived in the spare bedroom.

And since then, new content has quietly been appearing at HomestarRunner.com. (Most recently, Thursday the site added a teaser for an upcoming Halloween video.)

The Homestar Runner wiki is tracking this year's new content, which includes:

And past videos are now also being uploaded on the site's official YouTube channel.


Classic Games (Games)

Man Alleging Poker Cheating Demands Better Security in Livestreamed Games (msn.com) 102

Last week the Los Angeles Times published a sympathetic portrait of Robbi Jade Lew, the woman facing unproven allegations of cheating in a high-stakes poker match.

This week the newspaper profiled the man making those accusations — Garrett Adelstein, known "as an affable guy who is known for taking even big losses in stride." "Garrett would have reacted normally if his opponent made a good, even heroic, call that cost him $100,000," said Jennifer Shahade, a pro poker player and chess champion. "I think the initial hand, the call and the situation would be suspicious under any circumstances, any gender."
In the profile we learn that Adelstein has 14 years of experience as a professional poker, and is "one of the game's best and most profitable high-stakes cash players, known to viewers of popular casino broadcasts for his loose-aggressive style of no-limit hold 'em and his willingness to buy in for enormous sums of money, bringing as much as $1 million to the table....

"On Sept. 29, Adelstein made the biggest bet of his life: risking his well-respected reputation, and possibly his poker career, when he accused rookie player Robbi Jade Lew of cheating in a $269,000 hand against him on Hustler Casino Live..." Adelstein, 36, hasn't played poker since. Whereas he once spent much of his time studying optimal strategy, reviewing past hands and appearing on streams from Hustler Casino in Gardena and Bicycle Casino in Bell Gardens, he is now hyper-focused on conducting his own investigation to prove his case. In a more than four-hour interview from his Manhattan Beach home on Tuesday, Adelstein said he was "extremely confident" that he was the target of a cheating ring involving not just Lew but other players and at least one member of the show's production crew. Lew, 37, denied the allegation, which she called "defamatory."

The drama has left Adelstein uncertain when he'll return to the poker table.... Adelstein says he has been cheated before. When he was 26, he was invited to a home game where he bought in for $100,000.... Adelstein said, he laid out his suspicions about the intricacies of the operation to the host and a business partner, and said he would go public with what happened. "They offered me a deal where they would refund me my money in exchange for my silence," he said. "And then they paid me in six installments, once a month, for a six-month period."

The incident, which he relayed on a poker podcast last year, showed Adelstein the darker side of poker and left him cautious.

He never played in a high-stakes home game with strangers again, choosing to exclusively play in casinos, where he reasoned cheating would be less likely. Still, "I'm always looking out for it," he said. "I'm not the world's most trusting guy when it comes to poker."

The article notes how major poker sites were busted 15 years ago for "superuser" accounts with cheating privileges — and a 2019 lawsuit in which dozens of pros sued a player and gambling hall accused of leaking info from the RFID-tagged cards uesd in their livestreams. "When it comes to stream security and these types of games, as professionals we're obviously always on the lookout so it doesn't happen again," poker player Matt Berkey said of the aftermath. "Garrett's one of the biggest players who plays on stream, so he himself is more of a potential target."

"Hustler Casino Live," the streaming show that hosted the now-infamous Sept. 29 game, also uses RFID playing cards. Since its first show aired in August 2021, it has become the world's most-watched poker stream, combining the drama of the game with huge amounts of cash, poker's top players, celebrities and other colorful personalities. "Hustler Casino Live" now has more than 1 million monthly unique viewers and 185,000 subscribers.

The show's games are streamed five days a week on a delay of one to four hours to prevent information from being passed to players live. But now its stream security has been called into question, with players saying tighter protocols need to be implemented. They've raised concerns over the number of employees who had access to the control room where hole cards were being monitored, and a few have said the stream should temporarily shut down while the investigation is ongoing....

"I thought that streamed poker was, at least by comparison to the other options, one of the last safe havens," Adelstein said. "And at this point, I have so little faith in that...."

"Live at the Bike," on which Adelstein has played several times, has been hitting him up since Sept. 29 in the hopes that he will join its stream. But he says he's not in the right headspace for it.

"There's I guess a world in the next several weeks or months where maybe I'm able to process this and want to play a poker game. But at the moment, that's not how I feel," he said.

"I'm not playing poker on a stream again unless I see tangible, noticeable, measurable differences in livestream security," he continued. "That's for my own benefit and it's for the benefit of the poker community at large."

Windows

New Apple Services and Apps Are Rolling Out On Windows 11 and Xbox (arstechnica.com) 15

Today, Microsoft and Apple announced a number of deeper integrations of Apple services on both Windows PCs and Xbox game consoles, including Music and TV apps for both platforms and the ability to browse your iCloud Photo Library within the Windows 11 Photos app. Ars Technica reports: The Apple Music app for Xbox is already available. Existing users can download the app and start listening to their playlists and stations, while new users can sign up for a one-month trial. The user interface for Apple Music on the Xbox is almost exactly the same as the one we've used before on Apple TV hardware. It doesn't add any new features we haven't seen before, but it's nice to see parity between the platforms. The Music and TV apps for Windows aren't available yet, but the companies say they'll both be available next year.

The Windows iTunes app lets users listen to songs and watch TV and movies purchased through Apple's online store. Even though Apple Music will arrive on Windows, iTunes will continue to be available, and users will still be able to access Podcasts and Books there. While you'll have to wait until next year to download the Music and TV apps in Windows, the iCloud Photo Library integration is available right now. You'll have to download the iCloud Windows app (which is already used to sync a variety of things, like browser bookmarks) and opt into syncing your iCloud Photo Library. After that, both videos and photos should be available within the Windows 11 Photos app.

Medicine

Lab-Grown Brain Cells Play Video Game Pong (bbc.com) 44

An anonymous reader quotes a report from the BBC: Researchers have grown brain cells in a lab that have learned to play the 1970s tennis-like video game, Pong. They say their "mini-brain" can sense and respond to its environment. Writing in the journal Neuron, Dr Brett Kagan, of the company Cortical Labs, claims to have created the first ''sentient'' lab-grown brain in a dish. Other experts describe the work as ''exciting'' but say calling the brain cells sentient is going too far. "We could find no better term to describe the device,'' Dr Kagan says. ''It is able to take in information from an external source, process it and then respond to it in real time."

The research team: grew human brain cells grown from stem cells and some from mouse embryos to a collection of 800,000; connected this mini-brain to the video game via electrodes revealing which side the ball was on and how far from the paddle. In response, the cells produced electrical activity of their own. They expended less energy as the game continued. But when the ball passed a paddle and the game restarted with the ball at a random point, they expended more recalibrating to a new unpredictable situation. The mini-brain learned to play in five minutes. It often missed the ball -- but its success rate was well above random chance. Although, with no consciousness, it does not know it is playing Pong in the way a human player would, the researchers stress.

Dr Kagan hopes the technology might eventually be used to test treatments for neurodegenerative diseases such as Alzheimer's. "When people look at tissues in a dish, at the moment they are seeing if there is activity or no activity. But the purpose of brain cells is to process information in real time," he says. "Tapping into their true function unlocks so many more research areas that can be explored in a comprehensive way." Next, Dr Kagan plans to test the impact alcohol has on the mini-brain's ability to play Pong. If it reacts in a similar way to a human brain, this would underscore just how effective the system might be as an experimental stand-in.
As the "mini-brains" become more complex, Dr Kagan's team says they'll be working with bioethicists to ensure they do not accidentally create a conscious brain.

"We have to see this new technology very much like the nascent computer industry, when the first transistors were janky prototypes, not very reliable -- but after years of dedicated research, they led to huge technological marvels across the world," he says.

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