Language Log ([syndicated profile] languagelog_feed) wrote2025-07-19 06:17 pm

Cattle raiding in medieval Ireland (and elsewhere)

Posted by Victor Mair

Cattle raids were often depicted in Irish mythology, such as the famous Táin Bó Cúailnge (The Cattle Raid of Cooley).

Cattle raiding is the act of stealing live cattle, often several or many at once. In Australia, such stealing is often referred to as duffing, and the perpetrator as a duffer.  In other areas, especially in Queensland, the practice is known as poddy-dodging with the perpetrator known as a poddy-dodger. In North America, especially in the Wild West cowboy culture, cattle theft is dubbed rustling, while an individual who engages in it is a rustler.

(Wikipedia)

TIL cattle thievery still goes on in a big way in Pakistan, where it is sometimes referred to as "lifting".  See here. I wonder if its roots go back to pre-Islamic (i.e., Indo-Iranian) times.

Oh, I forgot to draw attention to the video narrator's pronunciation of "cattle".  Mea culpa.

 

Selected readings

[Thanks to Sunny Jhutti]

Language Log ([syndicated profile] languagelog_feed) wrote2025-07-19 11:59 am

Replication of failure to replicate

Posted by Mark Liberman

Today's xkcd:

Mouseover title: "Maybe encouraging the publication of null results isn't enough–maybe we need a journal devoted to publishing results the study authors find personally annoying."

Actually, there's a long history of scientific and scholarly publications based on personal annoyance — my favorite is the 1955-1961 back-and-forth between Herb Simon and Benoit Mandelbrot, discussed in "The long tail of religious studies?", 8/5/2010. And I have to confess that an occasional bit of annoyance has motivated some LLOG posts.

Anyhow, there's been some progress in relevant attitudes at journals, scientific and technical societies, and funders, towards promoting (and even requiring) the replication-friendly open publication of data, code, etc. — though there's still a long way to go…

A few relevant past posts:

"Open Data and Reproducible Research: Blurring the Boundaries between Research and Publication", Berlin 6 Open access Conference (11/12/2008)
"Human Language Technologies in the United States:Reflections 1966-2008", MYL Berlin 6 slides, 11/12/2008
"Reproducible research", 11/13/2008
"Reproducible Science at AAAS 2011", 2/18/2011
"Replication Rumble", 3/17/2012
"Textual narcissism", 7/13/2012
"Textual narcissism, replication 2", 7/14/2012
"Literate programming and reproducible research", 2/22/2014
Statistical Challenges in Assessing and Fostering the Reproducibility of Scientific Results”, NRC Workshop 2/26/2015
"Reliability", 2/28/2015
"Replicability vs. reproduciblity — or is it the other way around?", 10/31/2015
"Replicate vs. reproduce (or vice versa?)", 2/15/2018

Update — We should note that publishing open data and code is only one step towards a solution. In honest and intelligent research, there are still the problems of parameter choices, analysis method choices, and uncontrolled co-variates. And across the spectrum of motivated, biased, and less honest research, those problems get worse.

Still, access to data and code makes it easier to detect and fix such problems.

 

Language Log ([syndicated profile] languagelog_feed) wrote2025-07-19 10:21 am

Anti-bilingualism in the news

Posted by Victor Mair

Complaint upheld against Belgian ticket inspector who said ‘bonjour’ in Flanders
Ilyass Alba also said ‘goeiedag’ on train in Dutch-speaking region but he breached country’s strict language rules
Jennifer Rankin in Brussels, The Guardian (16 Jul 2025)

Go figure!  The train was in Flanders and nearing Brussels, which is officially bilingual.

A complaint against a Belgian ticket inspector who gave passengers a bilingual greeting in Dutch-speaking Flanders has been upheld, shedding light on the country’s strict language laws.

The conductor, Ilyass Alba, said Belgium’s Permanent Commission for Linguistic Control  [sic, a quasi-judicial body in Belgium] had upheld a complaint made by a commuter in 2024. The passenger had objected to Alba’s use of the French word “bonjour” while the train was in Dutch-speaking Flanders.

I asked AIO whether Ilyass Alba is a Flemish name.  It answered:

No, Ilyass Alba is not a typically Flemish name.
    • Ilyass is a masculine given name with Arabic, Turkish, and Persian origins derived from the Arabic name Elias, which refers to the prophet Elijah.
    • Alba is a surname that can be Spanish, Italian, Romanian, or Scottish Gaelic in origin. While Alba can be a surname of Belgian origin, the surname is not among the top 10 most common surnames in the Flemish Region of Belgium.
Therefore, the combination of these names makes Ilyass Alba not a typically Flemish name.
 
Merci beaucoup | Hartelijk dank, AIO!
 
 
Selected readings

 

Dinosaur Comics! ([syndicated profile] dinosaur_comics_feed) wrote2025-07-18 12:00 am
Language Log ([syndicated profile] languagelog_feed) wrote2025-07-18 09:12 am

A dashing wizard

Posted by Mark Liberman

From Jesse Sheidlower:

I hereby offer to supervise an MA thesis focused entirely on this one passage.

#linguistics

[image or embed]

— Jesse Sheidlower (@jessesword.com) July 17, 2025 at 2:02 PM

The cited passage is from Terry Prachett's 1987 novel Mort.

Here's the context:

    Three men had appeared behind him, as though extruded from the stonework. They had the heavy, stolid look of those thugs whose appearance in any narrative means that it’s time for the hero to be menaced a bit, although not too much, because it’s also obvious that they’re going to be horribly surprised.
     They were leering. They were good at it.
     One of them had drawn a knife, which he waved in little circles in the air. He advanced slowly towards Mort, while the other two hung back to provide immoral support.
     “Give us the money,” he rasped.

After some back-and-forth:

     “I think we kill you and take a chance on the money,” he said. “We don’t want this sort of thing to spread.”
     The other two drew their knives.
     Mort swallowed. “This could be unwise,” he said.
     “Why?”
     “Well, I won’t like it, for one.”
     “You’re not supposed to like it, you’re supposed to—die,” said the thief, advancing.
     “I don’t think I’m due to die,” said Mort, backing away. “I’m sure I would have been told.”
     “Yeah,” said the thief, who was getting fed up with this. “Yeah, well, you have been, haven’t you? Great steaming elephant turds!”
     Mort had just stepped backwards again. Through a wall.
     The leading thief glared at the solid stone that had swallowed Mort, and then threw down his knife.
     “Well, —- me,” he said. “A —-ing wizard. I hate —-ing wizards!”
     “You shouldn’t —- them, then,” muttered one of his henchmen, effortlessly pronouncing a row of dashes.
     The third member of the trio, who was a little slow of thinking, said, “Here, he walked through the wall!”

One quasi-linguistic note, for anyone who takes Jesse up on his offer: I presume that the image in Jesse's skeet comes from a printed book, because the Kindle version (inappropriately) eliminates the spaces corresponding to the boundaries of the bleeped words:

That's a typographical convention that annoys me when it eliminates spaces next to punctuational dashes. In Jesse's image, there are spaces on both sides of all of the dashes, except after the ones preceding "ing". That also strikes me as inappropriate to context — in the text reproduced above, I've added spaces around each bleeped word, but not between the intra-word letter-bleeping dashes.

Another linguistic question is how the readers of the Audible audiobook version render the dashes. However, I'm not willing to spend $23.24 to learn the answer (or even the special Audible-member price of $10.49), since my master's thesis days are long past.

In related news, there's a new-ish edition of The F-Word ….

 

Language Log ([syndicated profile] languagelog_feed) wrote2025-07-18 12:35 am

The impact of different languages on our thinking and doing

Posted by Victor Mair

The Weird Way Language Affects Our Sense of Time and Space
The languages we speak can have a surprising impact on the way we think about the world and even how we move through it.
Matt Warren and Miriam Frankel
This post originally appeared on BBC Future and was published November 4, 2022. This article is republished here (getpocket, Solo) with permission.

When I first scanned this article, I thought it was so lackluster, especially on contentious waters that we had successfully navigated just a few weeks ago (see "Selected readings"), I decided not to write about it on Language Log.  However, several colleagues called the article to my attention and said that it raised interesting questions, so I have gone ahead and posted on it despite my reservations.

Cognitive scientist Lera Boroditsky, one of the pioneers of research into how language manipulates our thoughts, has shown that English speakers typically view time as a horizontal line. They might move meetings forward or push deadlines back. They also tend to view time as travelling from left to right, most likely in line with how you are reading the text on this page or the way the English language is written.

This relationship to the direction text is written and time appears to apply in other languages too. Hebrew speakers, for example, who read and write from right to left, picture time as following the same path as their text. If you asked a Hebrew speaker to place photos on a timeline, they would most likely start from the right with the oldest images and then locate more recent ones to the left. 

Mandarin speakers, meanwhile, often envision time as a vertical line, where up represents the past and down the future. For example, they use the word xia ("down") when talking about future events, so that "next week" literally becomes "down week". As with English and Hebrew, this is also in line with how Mandarin traditionally was written and read – with lines running vertically, from the top of the page to the bottom.

So much for monolinguals.

Things start to get really strange, however, when looking at what happens in the minds of people who speak more than one language fluently. "With bilinguals, you are literally looking at two different languages in the same mind," explains Panos Athanasopoulos, a linguist at Lancaster University in the UK. "This means that you can establish a causal role of language on cognition, if you find that the same individual changes their behaviour when the language context changes."

Bilingual Mandarin and English speakers living in Singapore also showed a preference for left to right mental time mapping over right to left mental mapping. But amazingly, this group was also quicker to react to future oriented pictures if the future button was located below the past button – in line with Mandarin. Indeed, this also suggests that bilinguals may have two different views of time's direction – particularly if they learn both languages from an early age. 

One of the most discussed Whorfian topics on Language Log has to do with grammar and economics.

In 2013, Keith Chen, a behavioural economist at the University of California, Los Angeles, set out to test whether people who speak languages that are "futureless" might feel closer to the future than those who speak other languages. For example, German, Chinese, Japanese, Dutch and the Scandinavian languages have no linguistic barrier between the present and the future, while "futured languages", such as English, French, Italian, Spanish and Greek, encourage speakers to view the future as something separate from the present.

He discovered that speakers of futureless languages were more likely to engage in future-focused activities. They were 31% more likely to have put money into savings in any given year and had accumulated 39% more wealth by retirement. They were also 24% less likely to smoke, 29% more likely to be physically active, and 13% less likely to be medically obese. This result held even when controlling for factors such as socioeconomic status and religion. In fact, OECD countries (the group of industrialised nations) with futureless languages save on average 5% more of their GDP per year.

This correlation may sound like a fluke, with complex historical and political reasons perhaps being the real drivers. But Chen has since investigated whether variables such as culture or how languages are related could be influencing the results. When he accounted for these factors, the correlation was weaker – but nevertheless held in most cases. "The hypothesis still seems surprisingly robust to me," argues Chen. 

Despite all of their enthusiastic debates over whether some languages can make us wealthy and healthy and other languages make us poor and perilous, linguists are still arguing over whether the language we speak can leave us successful in business and robust (!) in life.  I wonder, though, whether the question has been properly phrased, and what Benjamin Lee Whorf himself would say of the economic claims that are being made on his behalf.

 

Selected readings

[Thanks to Mark Metcalf and Richard Warmington]

Renga in Blue ([syndicated profile] bluerenga_feed) wrote2025-07-17 05:06 pm

Marooned: Diamonds to Dust

Posted by Jason Dyer

(My previous posts on Marooned are needed for context.)

I have finished the game, using the time-old technique known as “reading the source code”. I am fairly sure I would have made zero progress otherwise. This just gets absurd, and not due to bugs.

I’m not going to sequence in order of how I “solved” things or in narrative order, but rather from most to least reasonable.

Money from under the big W.

Let’s start with the treasure under the trees I couldn’t get to. As I suspected, it was a straight parser issue.

Things that don’t work: DIG, DIG TREES, DIG UNDER, DIG BETWEEN, GO TREES, DIG W, FIND SPOT, FOLLOW MAP, DIG SPOT, DIG TREASURE, FIND TREASURE, LOCATE TREASURE.

The game was fishing for GO W, and then DIG.

This was the treasure with no name originally, hence the fix calling it MYSTERY TREASURE. Now I know the context, there’s a fair chance this was intended as SUITCASE OF CASH.

Not terrible for a work in progress, but it still stuck me entirely. To grab from the source code, I used software called Scottdec:

141) 1 56 [GO W] /* MISSING STRING */
     ? PLAYER_IN (13 = *I’m on the west shore of a deserted island)
      ? CLEARED_BIT (22)
      -> 1 = PRINT(OK)
      -> 58 = SET_BIT (22)

This is much cleaner than trying to read off the database file directly, which has “1 56” on its own without the verb and noun linked to it. The “missing string” comment is supposed to go somewhere else, but it looks like something in the sequence of comments is out of sync.

Next up is the cave, with the tiny hole and the chisel.

I had additionally tried LOOK HOLE, FEEL HOLE, RUB HOLE, and pretty much anything on my standard verb list that seemed reasonable, but unfortunately, the game uses a brand-new verb I have never seen before in a text adventure: REACH HOLE.

This isn’t done yet! Despite the diamond being a treasure with asterisks, the treasure can be made into two treasures, via CUT DIAMOND / WITH CHISEL.

If you get greedy and try to get yet more treasures by repeating the process, the diamond gets ground into dust.

The really wacky thing here is that one is not necessarily more valuable than the other (except in a black-market sense, except we aren’t going to make it that far). No, it’s simply taking the fact that the game wants, abstractly, 7 treasures, and can only get all the way there by turning one distinct treasure into two.

There is incidentally a “clue” earlier about the diamond, but it is a complete red herring clue (in the Ferret sense of being actively misleading).

There is no boat. BOAT is listed as a noun so I wonder if the author considered this, changed his mind, and never got around to cleaning up the clue (work in progress!) as opposed to creating an intentional red herring.

Nearly to the end now, to the most absurd jump of all. I knew from the start of the Scottdec file what the goal was:

TGoal: store 7 treasures in room 24

Room 24 is a HUT, but we haven’t seen one, because you’re supposed to make it. With the leaves from the trees and the string from the dead body, you can (on the west side of the island, at the W) use the command MAKE HUT.

Now, you can GO HUT and deposit treasures. We’re one short, but after a little time here is a “quick flash of red light”; LOOK LIGHT reveals a RUBY. Amusingly, it doesn’t even need to be picked up, just revealed.

Oh, on the darkness: from the source code I found there is an overall light timer, so it wasn’t the flashlight turning off the sun, just the game being mean. It gets so dark at night you literally can’t see anything at all.

Like Strange Adventure, we are king of an island at the finale with no visible way off. Enjoy your two diamonds!

129) 52 35 [MAKE HUT] /* 2 DIAMONDS TO DUST */
     ? IS_AVAIL (65 = String)
     ? IS_AVAIL (45 = Leaves)
     ? PLAYER_IN (13 = *I’m on the west shore of a deserted island)
     ? IS_AVAIL (47 = Leaves)
     -> 1 = PRINT(OK)
     -> 73 = CONTINUE:
130) [Cont’d] /* NOTHING ELSE WORKS */
     -> 53 = MOVE_INTO_AR (63 = Hut)
     -> 59 = REMOVE (45 = Leaves)
     -> 59 = REMOVE (47 = Leaves)

If this was a published game, the hut puzzle would enter the all-time most absurd list; it gets an asterisk due to the work-in-progress nature of the game, since the author may have had some plan in mind before running out of space.

I do think, now, regarding “why this was unfinished”: it was a matter of running out of memory space. In order to fix the TAKE commands, the code went up to 19k, and that’s excluding items like the screwdriver and leaving in numerous other erroneous parts that the author clearly intended to get back to later. The game doesn’t seem large/impressive but Watt did try to write a list of features that started to extend past the game’s reach. SCREW is intended as a verb (unused); the BOAT is listed but doesn’t show; there’s ICE and a BOOK for some reason. I tried to cross-correlate with other Scott Adams games (in case one served as a template and these are “vestigial words” left in) but no dice: I’m pretty sure everything listed is something the author intended eventually. Hitting a wall like this from an original plan is bound to be frustrating for development and it is a miracle at all the game was left close to a state that could be played all the way through.

Coming up: Three Britgames, followed by games from Japan, New Zealand, and Denmark. This will be our first 1983 game in Japanese, and neither New Zealand nor Denmark have appeared on this blog before.

Language Log ([syndicated profile] languagelog_feed) wrote2025-07-17 09:03 am

Interpersonal and socio-cultural alignment

Posted by Mark Liberman

In a comment on "Alignment", Sniffnoy wrote:

At least as far as I'm aware, the application of "alignment" to AI comes from Eliezer Yudkowsky or at least someone in his circles. He used to speak of "friendly AI" and "unfriendly AI". However, the meaning of these terms was fairly different from the plain meaning, which confused people. So at some point he switched to talking about "aligned" or "unaligned" AI.

This is certainly true — see e.g. Yudkowsky's 2016 essay "The AI alignment problem: why it is hard, and where to start".

However, an (almost?) exactly parallel usage was established in the sociological literature, more than half a century earlier, as discussed in Randall Stokes and John Hewitt, "Aligning actions" (1976):

A substantial body of literature has been developed within the symbolic interactionist tradition that focuses upon various tactics, ploys, methods, procedures and techniques found in social interaction under those circumstances where some feature of a situation is problematic. Mills' (1940) concept of motive talk, Scott and Lyman's (1968) discussion of accounts, Hewitt and Hall's (1973) and Hall and Hewitt's (1970) quasi-theorists, and Hewitt and Stokes' (1975) disclaimers are among the contributions to this literature. In addition, some of Goffman's work (1959; 1967; 1971) addresses itself to a similar set of issues, and McHugh's (1968) analysis of the concept of the definition of the situation is pertinent to the question of how people deal with problematic occurrences.

We refer to these phenomena collectively as aligning actions. Largely verbal efforts to restore or assure meaningful interaction in the face of problematic situations of one kind or another, activities such as disclaiming, requesting and giving accounts, constructing quasi-theoretical explanations of problematic situations, offering apologies, formulating the definition of a situation, and talking about motives illustrate a dual process of alignment. First, such activities are crucial to the process in which people create and sustain joint action by aligning individual lines of conduct when obstacles arise in its path. Second, and of particular import for the present analysis, aligning actions can be shown to play a major part in sustaining a relationship between culture and conduct, in maintaining an alignment between the two in the face of actions that depart from cultural expectations or definitions of what is situationally appropriate.

More from later in the paper:

Much, though not all, that is problematic in everyday life can be conceived in terms of a metaphor of alignment, a term that has a double meaning in the present analysis. First, alignment is a central metaphor in the interactionist analysis of conduct formation. Social interaction is con- ceived as a process in which people orient their conduct toward one another and toward a common set of objects. In this mutual orientation of conduct, an effort is made by participants to align their indi- vidual acts, one to another, in the creation of joint or social acts. 

[…]

The second meaning of alignment — and in the present essay the more crucial one  — revolves around the fact that problematic situations often involve misalignment between the actual or intended acts of participants and cultural ideals, expectations, beliefs, knowledge, and the like. "Alignment" in this sense has to do with perceived discrepancies between what is actually taking place in a given situation and what is thought to be typical, normatively expected, probable, desirable or, in other respects, more in accord with what is culturally normal.

That second sense is exactly what is now meant by alignment in the "AI alignment" discussion, or so it seems to me.

Yudkowsky's 2016 essay doesn't cite the sociological usage, and there's no bibliography to check — according to footnote 1 , "This document is a complete transcript of a talk that Eliezer Yudkowsky gave at Stanford University for the 26th Annual Symbolic Systems Distinguished Speaker series". I don't find a reference in a quick scan of his other publications  either, so presumably he perceived the term as just a normal part of the language of intellectual discourse.

Also unclear to me is the connection between the sociologists' alignment and the D&D version.

But anyhow, as the earlier post noted, "alignment, like journey, is an old word that has been finding new meanings and broader uses over the past few decades".

Language Log ([syndicated profile] languagelog_feed) wrote2025-07-16 02:38 pm

Tracks

Posted by Mark Liberman

In a comment on "Alignment", Bob Ladd wrote:

I was also curious about "track" in the announcement quoted in the OP. I don't think I've ever been to a conference where you can focus on a specific "track". Is this a tech thing? An AI thing? Or have I just not been paying attention?

The portion of the AAAI-26 page in question [emphasis added]:

AAAI-26 is pleased to announce a special track focused on AI Alignment.

Similar language can be found in the pages for AAAI-25:

AAAI-25 will feature technical paper presentations, special tracks, invited speakers, workshops, tutorials, poster sessions, senior member presentations, competitions, and exhibit programs, and a range of other activities to be announced.

And the same sentence in the page for  AAAI-24:

AAAI-24 will feature technical paper presentations, special tracks, invited speakers, workshops, tutorials, poster sessions, senior member presentations, competitions, and exhibit programs, and a range of other activities to be announced.

A similar usage can be found in the announcements for "Special Sessions" at Interspeech 2024 and Interspeech 2025:

Inaugurated for Interspeech 2024, the BLUE SKY track will again be open for submission this year. The Technical Program Chairs would like to encourage authors to consider submitting to this track of highly innovative papers with strong theoretical or conceptual justification in fields or directions that have not yet been explored. Large-scale experimental evaluation will not be required for papers in this track. Incremental work will not be accepted. If you are an 'out-of-the-box' thinker, who gets inspiration from high-risk, strange, unusual or unexpected ideas/directions that go purposefully against the mainstream topics and established research paradigms — please consider submitting a paper on this challenging and competitive track! Who knows you might launch the next scientific revolution in the speech field? Please note that to achieve the objectives of this BLUE SKY track, we will ask the most experienced reviewers (mainly our ISCA Fellow members) to assess the proposals.

Like may similar conferences, IEEE ICASSP 2025 has an "Industry Track". Here's a similar list from ACL 2025.

And back in 2013, the IEEE published a page on "Conference tracks" in the "2013 7th IEEE International Conference on Digital Ecosystems and Technologies (DEST)", which lists tracks A ("foundations of digital ecosystems and complex environment engineering") through K ("Big data ecosystems").

So without further delving, we can conclude that "track" has been widely used for a while to mean a set of conference presentations that are temporally and spatially diffuse, but topically coherent. This is  useful for participants finding their way through multiple parallel sessions, and (at least sometimes) it also plays a role in the refereeing of submission.

The cultural orbit of this usage is not clear to me — I don't see it in materials for LSA or MLA meetings, but it's certainly common in conferences like AAAI, Interspeech, IEEE, ACL, and so on. Before thinking about Bob's question, it never occurred to me that it was not a natural and universal usage.

 

 

 

Language Log ([syndicated profile] languagelog_feed) wrote2025-07-15 07:57 pm

Alignment

Posted by Mark Liberman

In today's email there was a message from AAAI 2026 that included a "Call for the Special Track on AI Alignment""

AAAI-26 is pleased to announce a special track focused on AI Alignment. This track recognizes that as we begin to build more and more capable AI systems, it becomes crucial to ensure that the goals and actions of such systems are aligned with human values. To accomplish this, we need to understand the risks of these systems and research methods to mitigate these risks. The track covers many different aspects of AI Alignment, including but not limited to the following topics:

  • Value alignment and reward modeling: How do we accurately model a diverse set of human preferences, and ensure that AI systems are aligned to these same preferences?
  • Scalable oversight and control: How can we effectively supervise, monitor and control increasingly capable AI systems? How do we ensure that such systems behave according to predefined safety considerations?
  • Robustness and security: How do we create AI systems that work well in new or adversarial environments, including scenarios where a malicious actor is intentionally attempting to misuse the system?
  • Interpretability: How can we understand and explain the operations of AI models to a diverse set of stakeholders in a transparent and methodical manner?
  • Governance: How do we put in place policies and regulations that manage the development and deployment of AI models to ensure broad societal benefits and fairly distributed societal risks?
  • Superintelligence: How can we control and monitor systems that may, in some respects, surpass human intelligence and capabilities?
  • Evaluation: How can we evaluate the safety of models and the effectiveness of various alignment techniques, including both technical and human-centered approaches?
  • Participation: How can we actively engage impacted individuals and communities in shaping the set of values to which AI systems align?

This reminded me of my participation a few months ago in the advisory committee for "ARIA: Aligning Research to Impact Autism", which was one of the four initiatives of the "Coalition for Aligning Science".

Alignment, like journey, is an old word that has been finding new meanings and broader uses over the past few decades. I suspect a role for Dungeons & Dragons, which has been impacting broader culture in many ways since the 1970s:

In the Dungeons & Dragons (D&D) fantasy role-playing game, alignment is a categorization of the ethical and moral perspective of player characters, non-player characters, and creatures.

Most versions of the game feature a system in which players make two choices for characters. One is the character's views on "law" versus "chaos", the other on "good" versus "evil". The two axes, along with "neutral" in the middle, allow for nine alignments in combination. […]

The original version of D&D (1974) allowed players to choose among three alignments when creating a character: lawful, implying honor and respect for society's rules; chaotic, implying rebelliousness and individualism; and neutral, seeking a balance between the extremes.

In 1976, Gary Gygax published an article title "The Meaning of Law and Chaos in Dungeons and Dragons and Their Relationships to Good and Evil" in The Strategic Review Volume 2, issue 1, that introduced a second axis of good, implying altruism and respect for life, versus evil, implying selfishness and no respect for life. The 1977 release of the Dungeons & Dragons Basic Set incorporated this model. As with the law-versus-chaos axis, a neutral position exists between the extremes. Characters and creatures could be lawful and evil at the same time (such as a tyrant), or chaotic but good (such as Robin Hood).

For some metaphorical extensions, see "Alignment charts and other low-dimensional visualizations", 1/7/2020.

A quick scan of Google Research results shows a steady increase in references including the word alignment, though 2014 or so. (I've included counts for the word results to check for general corpus-size increases).

  YEARS   ALIGNMENT RESULTS  RATIO
1970-1974   19000   200000   10.53
1975-1979   31700   350000   11.04
1980-1984   56900   355000    6.24 
1985-1989  119999   305000    2.54 
1990-1994  207000   362000    1.75 
1995-1999  363000   546000    1.50
2000-2004  644000   799000    1.24 
2005-2009 1080000   856000    0.79 
2010-2014 1220000   760000    0.62 
2015-2019 1200000  1260000    1.05 
2020-2024  967000  1800000    1.86

And a graphical version:

It would be interesting to track the evolution, across the decades in various cultural areas, of meaning and sentiment for alignment and aligning.

Renga in Blue ([syndicated profile] bluerenga_feed) wrote2025-07-15 06:18 pm

Marooned: Into the Glitchiverse

Posted by Jason Dyer

(Continued from my previous post.)

I’m not done with the game yet. It is a unique experience in that I normally would be wildly upset at the number of bugs if this was a published product — it has more than even our worst offenders — but as-is, I consider something of a window in time. In terms of history of game design: what limits did authors have they were running into? What was the fault of bad design and what was the fault of authors just working with what they had? What concepts did they have that ended up undercooked just because of technical issues? My most comparable other playthrough was Irvin Kaputz which was a game abandoned because of running out of memory space, where adding even one more character to the text causes a crash; the author there had some ambitions of object-modeling that were rare for the time, but the fact this extra detail caused failure is a good lesson in why bare-bones was more the norm.

Scott Adams stated with Adventureland the reason the game has the span it does he kept writing until he ran out of space (versions vary of the data file, but they all are around ~16000 bytes).

I’m not sure if the memory issue applies here. Mr. Watt certainly had access to 32k (see: his Microsoft Adventure copy program) but he may have still had 16k as a target goal. There are actually two versions of the data file for the game, one at 12576 bytes and one at 15588 bytes, the former having spaces taken out for compression purposes. This suggests he realized he was reaching his limit and did a pass, but was still running short accounting for everything else to make this feel like a polished product. I’ll study the issue more once I’m done with the game.

After Kim Watt went to Texas, Super Utility was published in partnership with Powersoft. Cover of catalog via Ira Goldklang.

My progress essentially involved combing over everything seen and finding extra items along the way. To start with, when grabbing the seat as a floatation device from the plane, it turns out LOOK PRESERVER reveals some batteries. Of course, the batteries don’t let you TAKE them (of course) so you can be in the middle of the ocean and have it happen and they’re just floating there. Don’t worry, they’re ok!

A flashlight turns out to be nearby as well. On the first beach I had done DIG to get the response

With what?
I don’t have a shovel.

Quite often this means a shovel is coming later, but Rob in the comments suggested trying HANDS anyway.

——-^ Tell me what to do? WITH HANDS
OK

So “With what?” is meant to be a parser prompt! Also noteworthy: unlike some games that include the WITH syntax, you have to get the DIG-prompt first for the WITH HANDS to work. So there’s also a diggable item on the next beach you come across (a rusty knife) but I originally just tested WITH HANDS and only discovered later DIG was required first.

Back to the first beach, digging gets a hole and the hole has a flashlight. I took the flashlight back to the ocean and was fortunately about to LOAD FLASHLIGHT / WITH BATTERIES and it worked. The unfortunate thing is that this starts the light timer (…sometimes?…) and when the timer goes off, everything goes dark, including if you are outside in sunlight. The better thing to do is to wait for until you are next to the cave later to LOOK PRESERVER so the batteries get dropped close to where they are used. (Having said all that, one of my test-playthroughs the flashlight timer just didn’t seem to cut off at all even after many turns. The timer is just busted generally.)

That’s still not everything in the first area; in the ocean where you land you can DIVE.

OPEN CHEST results in

I can’t
it’s locked.

Getting stumped here, I got around to making my verb list. Notice neither LOCK nor UNLOCK are understood verbs.

Having noting in the way of HIT verbs, I kept trying around things until I realized the game lets you refer to LOCK as a noun (…just assuming a visible lock on the locked chest…) and CUT LOCK / WITH CUTTER works to pop it open, yielding *GOLD COINS*.

All this being done while floating in the middle of the ocean since you can’t take the chest, of course.

Just to recap, I had newly-found: FLASHLIGHT (from beach), RUSTY KNIFE (from other beach), and GOLD COINS (from chest). The progression is to land at the first beach, swing through the jungle to the second beach, then go into the ocean again, where yet again DIVE works to find something.

The smeared map, if you wait enough turns, will clear up enough that it dries out and you can read it. (I think the smearing would not undo itself? It felt clever anyway.)

Unfortunately, DIG doesn’t work like it did before. I have no idea what parser command to use here.

It’s pretty clear what movie is being referenced, though. From It’s a Mad Mad Mad Mad World, near the ending under the “big W” where the treasure is buried.

As implied earlier, the flashlight/batteries now allow entrance into the cave on the south side of the island.

There’s a large cavern with hole (that you can enter), a small cavern with a hole (that you can enter), and a tiny cavern with a hole (that is too tiny to enter). In the third room LOOK AROUND reveals a CHISEL (not takeable). I haven’t been able to use the chisel on anything. It is possible there is a HAMMER that goes with it but I haven’t found it.

I still have had no luck getting by the quicksand or overgrown bush in the jungle, or the floating jelly in the lake. I suspect I am not far from wrapping things up but the game is not even close to playing fair.

flamingsword: “in my defense, I was left unsupervised” (Default)
flamingsword ([personal profile] flamingsword) wrote2025-07-15 01:28 pm
Entry tags:

Meme stolen from @otter

What is making you smile these days? Create a top 10 list of anything you want to talk about.

1. Getting my car fixed for inspection yesterday, they found an expensive-to-fix but dangerous thing going wrong with the struts. I will soon be much safer on the road, which is good, even if it is money I wanted to spend doing a dozen other things.
2. My people are functioning and doing mostly okay despite The Horrors. Thank you for taking care of yourselves, and me, and each other. It makes me so relieved and proud and grateful to know you.
3. I am doing well at school.
4. Mom and Step-Dad are doing well as far as their physical health, and Mom’s gigantic bruise on her thigh from falling through the hole in the front porch is mostly healed now.
5. Step-Dad washed my car and it’s all shiny and cute again.
6. I am reading a smidge of BatFamily crack again, now that I have a bit of free time, and it makes me smile, giggle, and sometimes meanly snicker at Batman’s expense.
7. The couch-napping quilt is over 1/3 of the way done!
8. I made good progress on fixing Merlin’s stockings during the summer break. They should be ready to send by the end of July. 🤞
9. I have a call to make today to chatter with [personal profile] nyyki about the ten thousand things.
10. I get to talk to Merlin tomorrow night, with any luck.
Language Log ([syndicated profile] languagelog_feed) wrote2025-07-15 10:00 am

Spinach smorgasbord

Posted by Victor Mair

I want to thank Jonathan Silk (comment here) for pushing Popeye to further heights and deeper depths in our understanding of his favorite vegetable.  We're not "finiched" with spinach yet.

Now it's getting very interesting and confusing (Armenian is creeping in):

palak

English

Etymology

From Hindi पालक (pālak), from Sanskrit पालक्या (pālakyā).

Noun

palak (uncountable)

    1. (India, cooking) Spinach or similar greens (including Amaranthus species and Chenopodium album).

Turkish

Etymology

Borrowed from Armenian բալախ (balax), dialectal փալախ (pʻalax).

Noun

palak (definite accusative palağı, plural palaklar)

    1. (dialectal, Artvin) leaf
    2. (dialectal, Ahlat) a tender soft grass that grows in wet places
    3. (dialectal, Artvin) short grass that grows again after being mown
    4. (dialectal, Divriği) crop sown early that remains short and does not form ears
    5. (dialectal, Çemişgezek, Ağın, Şanlıurfa, Ankara) dry grass
    6. (dialectal, Ahlat) type of grass eaten by animals
    7. (dialectal, Ardanuç) time of crop to form ears
    8. (dialectal, Ovacık) dry grass

Related terms

References

    • palaḫ (II)”, in Türkiye'de halk ağzından derleme sözlüğü [Compilation Dictionary of Popular Speech in Turkey] (in Turkish), volume 9, Ankara: Türk Dil Kurumu, 1977, page 3382a
    • palak (IV), (V)”, in Türkiye'de halk ağzından derleme sözlüğü [Compilation Dictionary of Popular Speech in Turkey] (in Turkish), volume 9, Ankara: Türk Dil Kurumu, 1977, page 3382b
    • Dankoff, Robert (1995) Armenian Loanwords in Turkish (Turcologica; 21), Wiesbaden: Harrassowitz Verlag, § 41, page 24
    • Bläsing, Uwe (1992) Armenisches Lehngut im Türkeitürkischen am Beispiel von Hemşin (Dutch Studies in Armenian Language and Literature; 2) (in German), Amsterdam and Atlanta: Rodopi, § 101, pages 64–65

(Wiktionary)

Armenian

spanakh սպանախ, but we also have to contend with balax բալախ < Mid. Arm. balax բալախ < Old Arm. balax բալախ (common glasswort [Salicornia europaea]), which we have cited from Wiktionary several times above, without any indication of where it comes from.  Surely, though, it must be cognate with Hindi पालक (pālak) < Sanskrit पालक्या (pālakyā).  So how / when did it pass between Sanskrit and Armenian?

Japanese

Nathan Hopson:

Wikipedia gives the following for the etymology of ほうれん草
 
ホウレンソウ(菠薐草)の由来は、中国の唐代に「頗稜(ホリン)国」(現在のネパール)から伝えられたことによる[6]。後に改字して「菠薐(ホリン)」となり、日本では転訛して「ホウレン」となった[7][8]。「ホウレン」の語源は、「菠薐」の唐音とされ[6]、「法蓮草」は当て字とされる。
 
"The etymology of hōrensō 菠薐草 is from the Táng dynasty-era name Horin 頗稜(ホリン)国 (Nepal). The characters later changed to 菠薐(ホリン), which came to be pronounced hōren (not horin) in Japan… [The alternative]  法蓮草 is phonetic assignation."
 
The entry for 頗稜 includes this:
 
Compare modern Nepali पालुङ्गो (pāluṅgo, “spinach”), Assamese পালেং (paleṅ), Bengali পালং (paloṅ, “spinach (Spinacia oleracea)”). Possibly the source of 菠菜 (bōcài).

The following two Chinese blogs provide much interesting information and food for thought.

Wáng Guóliáng 王國良 (5/2/16) emphasizes the pentagonal cross section of the spinach stem to account for the lîng / ren 薐 syllable / morpheme in the Taiwanese and Japanese words for the plant.

 He was preceded in some of his ideas by Susan Plant Kingdom Blogspot (2/4/16), such as that 菠薐 was fancifully transcribed in Teochew / Chaozhou and other Southern Min topolects as bue-lóng 飛龍 ("flying dragon").

Korean

From Bob Ramsey:

sigeumchi 시금치

Korean word for 'spinach': it's 시금치. However, I confess I hadn't really thought about what the origin of the word was, so I immediately went to some reliable Korean lexical sources, and they all repeat what you'll find in a Wikipedia search, namely, that the word was borrowed from Chinese 赤根菜 'red-root vegetable', adding that it's probably borrowed from the Early Mandarin form of the word. It seems it was first attested in Korea in a 1517 Middle Korean text, where the form was written sikunchoy (transcribed in Martin's Yale Romanization).

There are still a lot of loose ends / fibers, so we may have to come back for a second / third helping later on.  For now, though:

Tilt Forums

 

Selected readings

[Thanks to Bob Ramsey

AO3 News ([syndicated profile] ao3_news_feed) wrote2025-07-14 04:25 pm

Updates to "No Fandom" Additional Tags, July 2025

Spotlight on Tag Wrangling

AO3 Tag Wranglers continue to test processes for wrangling canonical additional tags (tags that appear in the auto-complete) which don't belong to any particular fandom (also known as "No Fandom" tags). This post will provide an overview of some of these upcoming changes.

Previous Tag Wrangling updates can generally be found on the @ao3org Tumblr and, for No Fandom tags, AO3 News. While No Fandom tag updates are generally announced on AO3 News as well as the @ao3org Tumblr, this may not be true of all wrangling updates. Some updates may remain solely distributed via Tumblr, especially those that only affect one or two fandoms. The way we distribute updates is subject to change as we work through new processes.

During this round of updates, we began a method which streamlines creation of new canonical tags, prioritizing more straightforward updates which would have less discussion compared to renaming current canonical tags or creating new canonical tags which touch on more complex topics. This method also reviews new tags on a regular basis, so check back on AO3 News for periodic "No Fandom" tag announcements.

None of these updates change the tags users have added to works. If a user-created tag is considered to have the same meaning as a new canonical, it will be made a synonym of one of these newly created canonical tags, and works with that user-created tag will appear when the canonical tag is selected.

In short, these changes only affect which tags appear in AO3's auto-complete and filters. You can and should continue to tag your works however you prefer.

New Canonicals

The following concepts have been made new canonical tags:

In Conclusion

While all these new tags have already been made canonical, we are still working on implementing changes and connecting relevant tags, so it’ll be some time before these updates are complete. We thank you in advance for your patience!

While we won't be announcing every change we make to No Fandom canonical tags, you can expect similar updates in the future on the tags we believe will most affect users. If you're interested in the changes we'll be making, you can check AO3 News, follow us on Bluesky @wranglers.archiveofourown.org, Twitter/X @ao3_wranglers, or Tumblr @ao3org for future announcements.

You can also read previous updates on "No Fandom" tags, linked below:

For more information about AO3's tag system, check out our Tags FAQ.

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Lastly, as mentioned above, we are still working on connecting relevant user-created tags to these new canonicals. If you have questions about specific tags which should be connected to these new canonicals, please refrain from contacting Support about them until at least two months from now.


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Language Log ([syndicated profile] languagelog_feed) wrote2025-07-14 09:20 pm

Bibliographical cornucopia for linguists, part 2

Posted by Victor Mair

This research investigates the semantic change and conceptual metaphor of the Thai word prèet (/เปรต/), which originates from the Pali-Sanskrit term meaning “departed.” The primary objective is to explore how the term’s meaning has shifted in contemporary Thai society, where it is now used pejoratively to criticize behaviors such as excessive greed, gluttony, immorality, and social deviance. Data for this study are drawn from both historical texts, particularly the Traibhumi Phra Ruang (a prominent Thai Buddhist text from the 14th-century Sukhothai period), and modern Thai linguistic usage. The analysis employs conceptual metaphor theory, focusing on metaphors like SOCIAL DEVIANCE IS MONSTROSITY, MORAL FAILURE IS DEGRADATION, GREED IS HUNGER, and SPIRITUAL LIMINALITY IS MONSTROSITY. to understand how these shifts reflect changing cultural and societal values. Additionally, Impoliteness Theory is applied to examine how prèet functions as a linguistic tool for social critique. Findings show that the semantic evolution of prèet reveals an intricate relationship between language, culture, and metaphor, as it transitions from a religious concept to a vehicle for social commentary. The implications of this study highlight the dynamic nature of language in reflecting societal shifts.

The socioeconomic background of people and how they use standard forms of language are not independent, as demonstrated in various sociolinguistic studies. However, the extent to which these correlations may be influenced by the mixing of people from different socioeconomic classes remains relatively unexplored from a quantitative perspective. In this work we leverage geotagged tweets and transferable computational methods to map deviations from standard English across eight UK metropolitan areas. We combine these data with high-resolution income maps to assign a proxy socioeconomic indicator to home-located users. Strikingly, we find a consistent pattern suggesting that the more different socioeconomic classes mix, the less interdependent the frequency of their departures from standard grammar and their income become. Further, we propose an agent-based model of linguistic variety adoption that sheds light on the mechanisms that produce the observations seen in the data.

  • "Re-Examining Second Language Acquisition of English Reflexives: New Evidence for Lexical Learning Driven Process and against First Language Transfer." Zeng, Li et al. Humanities and Social Sciences Communications 12, no. 1 (July 9, 2025): 1063. https://www.nature.com/articles/s41599-025-05466-8.

This study re-examines second language (L2) acquisition of English reflexives by testing 98 first language (L1)-Chinese learners of L2 English with different proficiency levels and 12 native English speakers as controls. Using a truth-value judgment task, we systematically tapped the learners’ judgments of various types of antecedents including long-distance objects. The results show that L2 English learners’ errors in referring English reflexives to long-distance antecedents cannot be due to L1 transfer of Chinese reflexive referential pattern. Instead, these errors align with those documented in the literature on native English children’s acquisition of reflexives. Moreover, as L1-Chinese learners’ English proficiency improved, most of them unlearned the errors, and performed similarly to native English adult controls. This developmental trajectory recapitulates the pattern seen in native English children’s acquisition of reflexives. These findings cast doubt on the view of L1 Chinese transfer and provide support for the Lexical Learning Hypothesis.

  • "Metaphor Interpretation in Jordanian Arabic, Emirati Arabic and Classical Arabic: Artificial Intelligence vs. Humans." Zibin, Aseel et al. Humanities and Social Sciences Communications 12, no. 1 (July 1, 2025): 942. https://www.nature.com/articles/s41599-025-05282-0.

This study examines how well humans, both Jordanians and Emiratis, and four AI tools—ChatGPT-4, ChatGPT-3.5, Google Gemini, and Ask PDF—can understand metaphors in Classical Arabic (CA) and its everyday forms in Jordanian Arabic (JA) and Emirati Arabic (EA). We tested fifty participants from Jordan and the UAE on their grasp of various colloquial and CA metaphorical expressions. Two distinct tests were employed, each comprising 40 items. Test 1 was administered to Jordanian participants and included 20 metaphorical expressions in Jordanian Arabic and 20 metaphorical expressions in Classical Arabic. Similarly, Test 2 was administered to Emirati participants and contained 20 expressions in Emirati Arabic and 20 expressions in Classical Arabic. The Mann–Whitney U test was employed to evaluate differences in accuracy and interpretation between AI tools and human participants from both regions in the contexts of colloquial and Classical Arabic. The results showed that participants from Jordan had a better understanding than the AI tools, likely due to their strong cultural background. In contrast, the Emirati participants performed similarly to the AI. The AI tools were more effective at interpreting CA metaphors compared to Emirati participants; AI tools are typically trained on diverse datasets and that usually leads to strong performance in interpreting formal or Classical Arabic expressions. These findings emphasize the need for improvements in AI models to boost their language processing abilities, as they often miss the cultural aspects required for accurately interpreting figurative language. This study adds to the ongoing discussion about AI and language interpretation, revealing both the potential and the obstacles AI faces when dealing with culturally rich and context-sensitive language.

Religions, topolects, language learning, AI — linguistics is exciting and ever changing, never boring.

[Thanks to Edward M "Ted" McClure]

Language Log ([syndicated profile] languagelog_feed) wrote2025-07-14 02:58 pm

Bibliographical cornucopia for linguists, part 1

Posted by Victor Mair

Bibliographical cornucopia for linguists, part 1

Since we have such an abundance of interesting articles for this fortnight, I will divide the collection into two parts, and provide each entry with an abstract or paragraph length quotation.

A fundamental question in word learning is how, given only evidence about what objects a word has previously referred to, children are able to generalize to the correct class. How does a learner end up knowing that “poodle” only picks out a specific subset of dogs rather than the broader class and vice versa? Numerous phenomena have been identified in guiding learner behavior such as the “suspicious coincidence effect” (SCE)—that an increase in the sample size of training objects facilitates more narrow (subordinate) word meanings. While SCE seems to support a class of models based in statistical inference, such rational behavior is, in fact, consistent with a range of algorithmic processes. Notably, the broadness of semantic generalizations is further affected by the temporal manner in which objects are presented—either simultaneously or sequentially. First, I evaluate the experimental evidence on the factors influencing generalization in word learning. A reanalysis of existing data demonstrates that both the number of training objects and their presentation-timing independently affect learning. This independent effect has been obscured by prior literature’s focus on possible interactions between the two. Second, I present a computational model for learning that accounts for both sets of phenomena in a unified way. The Naïve Generalization Model (NGM) offers an explanation of word learning phenomena grounded in category formation. Under the NGM, learning is local and incremental, without the need to perform a global optimization over pre-specified hypotheses. This computational model is tested against human behavior on seven different experimental conditions for word learning, varying over presentation-timing, number, and hierarchical relation between training items. Looking both at qualitative parameter-independent behavior and quantitative parameter-tuned output, these results support the NGM and suggest that rational learning behavior may arise from local, mechanistic processes rather than global statistical inference.

A crucial feature of language is the ability to communicate cognitive goals to a specific audience, i.e. goal-directed intentionality. Core criteria for this ability include (i) audience directedness: signalling in the presence of an attentive audience, (ii) persistence: continuing signalling until goals are met, and (iii) elaboration: using new signals following communicative failure. While intentional use has been demonstrated in individual gestures in some non-primates, primates—in particular apes—show this ability across many gestures. But is goal-directed intentionality across many gestures restricted to primates? We explored whether savannah elephants use many gestures with goal-directed intentionality. We presented semi-captive elephants with desired and non-desired items, recording their communicative attempts when an experimenter met, partially met or failed to meet their goal of getting the desired item. Elephants used 38 gesture types almost exclusively when a visually attentive experimenter was present, demonstrating audience directedness. They persisted in gesturing more when their goal was partially as compared with fully met but showed no difference in persistence when the goal was met or not met. Elephants elaborated their gesturing when their goal was not met. We find goal-directed intentionality across many elephant gestures and reveal that elephants, like apes, assess the communicative effectiveness of their gesturing.

The extensive vocal repertoire of mountain chickadees has yet to be fully documented. There are five basic categories of call types:

    • Contact calls: communicate identity, sort of like a name, and location.
    • “Chick-a-dee” calls: coordinate flock movement and communicate a variety of complex information about the environment, from food availability to predator presence and type.
    • Alarm calls: alert others of the presence of a predator.
    • Begging calls: used by chicks or females to elicit feeding behavior from males.
    • Gargle calls: advertise dominance over other individuals in a flock, primarily used by males.

“Chick-a-dee” calls contain several elements resembling the basic elements of human grammar. Essentially, the various sounds a chickadee utters mean different things, similar to words in human languages. And the way that a chickadee combines these sounds changes the meaning. Word order matters, just like grammar matters in human language. If a chickadee were to phrase its calls in the wrong note order, the call would no longer convey the same meaning, even if composed of the same elements.

The author distinguishes between the two large categories of songs and calls.  A video is included; in it you can hear the author distinguish and mimic different types of bird talk

In 2015, the editors of the Oxford English Dictionary went all-in on the still-novel phenomenon of emoji. That year, the guardians of the venerable OED named the FACE WITH TEARS OF JOY emoji ()—now, as then, the world’s most popular emoji—as Word of the Year, beating out such zingers as “ad blocker,” “Brexit,” “lumbersexual,” “on fleek,” and “sharing economy.” For emoji to be blessed in this way by the OED was remarkable enough, but it also invited a question: if was a word, did that make emoji a language?

This morning I stood out on my stoop and listened to a flock of crows conversing.  After about 5 minutes, I could distinguish a variety of different caws and calls.  Some were soft and subdued, almost like whispers, others were excited and raucous.  I was convinced that, if I listened to them for half a day and observed their behavior in relation to the caws and calls, I would be able to figure out what they were communicating to each other.

Then I sat down at my computer and wrote some messages to friends.  It has become my custom to follow my signature with the emoji for a snail, which happens to be my logo, and has been for many decades.  I don't know if it will come through in WordPress, but I'll give it a try:  VHM .  That is pronounced "snail / wōniú / ghongha / ciplēkirā / katatsumuri / etc., etc., etc."

[Thanks to Edward M "Ted" McClure]