If you mean just DNA analysis I suppose that's possible, but unlikely. Genealogy involves your links to specific other people and thus is impossible without storing data.
In order to use DNA tests in genealogy, you need to know every segment on every chromosome that matches. Matching is not a go/nogo proposition. There are degrees of matching that depend on the biological relationship. Ex: Parent/children average 3,700 cM (centiMorgans), siblings are 2,600 cM, first cousins 900 cM etc.
Surely that's not the whole point. Genealogy is not the only use case for genetic testing. Health information is another pretty major niche. Curiosity is the third contender. And there's probably more.
If I trust the website, email. If I don't trust them oAuth. oAuth implementations don't give the developer my password and generally disclose any permission red flags.
Game idea to build on top of this: Table top deception type game where each agent has the goal of convincing the real users that they are in fact also real users.(So each agent is trying to pass a turing test).
Every AI agent uses RL to optimally prompt their personal LLM for how they should chat with the human players. eg should they try to frame a certain person, should they play it dumb, should they gaslight etc.
I like your idea of find the human. Just building on that idea a little. I know current AI detection programs don't work well. But they would be fun in the context of a game. Call it "Only Robots Allowed" and have it be a single player version of Among Us. Pretend to be a robot while trying to sabotage robot things. AI detection is applied to your conversation with other robots. And also applied to your movements. If you fail the AI detection by not emulating an AI well enough, then it's time for "kill all humans!"
Yep. "Find the AI" is broken for now, because whenever I've played it, humans can just be exceptionally rude/lewd or use super-modern slang. Making the humans try to blend in as AI is much more interesting, as a game.
A game like Press The Button, except there’s half AIs and half human players. The goal for each is to identify the others and airlock them off the ship. Constrain the tests in such a way that open chat using lewd language or whatever is impossible. I’d play that once or twice.
It would be pretty easy to beat. One sure way to tell an LLM apart from a human is to type something nonsensical and optionally repeat it multiple times. A human would inevitably answer with something along the lines of "what the hell are you on about dude???", which is something you'd never see from an LLM.
With the current state, most powerful LLMs are also limited in the amount of topics they are allowed to discuss. I bet you could easily differentiate between player and AI by asking opinions on some controversial topic.
I think US News Rankings is a great example of rational herding.
Everyone(Both people who do and don't optimize for ranking) kind of agrees that the ranking is largely meaningless.
Nevertheless, they are still incentivized to participate.
For a student, a higher ranking increases the status of their degree. They might think that "status" is arbitrary, but that doesn't change the fact that it is an effective signal to employers. So it still makes sense to buy in.
For an academic, a higher ranking increases their legitamacy in their field. They might know that the legitamacy of research has nothing to do with the institution who employs the researcher, but that doesn't change the fact that it signals to Publications, Future employers, peers, etc. So it makes sense to buy in.
For an employer, hiring people from high ranking universities is an easy way to signal to their higher ups that they've hired the right people.
The list goes on.
Everyone has gotten stuck in this feedback loop of knowing ranking is irrelevant, but nevertheless having the incentive to buy in.
Well, as the animation is built with CSS, animating HTML elements, all of these, can be "clicked".
Because HTML elements can have ":active" states, which are stylable with CSS, it is possible to bring the "artwork" in different "states".
Because CSS can target elements, based on "some logic", such as "target the element that follows maybe this element, when it has the attribute <attr> and...", it is possible to bring the animation to update it self.
And as the original links points out, there are ways to "encode" the visual information, in ways that you might have to be in an altered state of consciousness, to be able to decode the message, from the visual data.
This CSS animation, is an attempt at playing with all the aspects, transforming an HTML page into a "small interactive visual artwork/game", which "reward" is to unlock a "state of the animation" that has a visual message.
Any kind of storage is a non-starter.