Here’s how to stop Grok’s AI models using your tweets for training

There's word going around that X just enabled a setting that lets it train Grok on public tweets, as well as any interactions they have with the chatbot. That's not entirely true: a help page instructing users how to opt-out of X using their data to train Grok has been live since at least May. X just never exactly made it crystal clear that it was opting everyone into this, which is a sketchy move. If you don't want a bad chatbot to use your bad tweets for training, it's thankfully easy to switch that off.

You just need to uncheck a box from the Grok data sharing tab in the X settings. If that link doesn't work, you can go to Settings > Privacy and Safety > Grok. For the time being, the setting isn't accessible through X's mobile apps (the company says it will be soon), so you'll have to uncheck the box on the web for now. It's also worth noting that Grok isn't trained on any tweets from private X accounts. 

One of X's selling points for Grok when it rolled out the chatbot was that it had the advantage of using real-time information that's published on the platform — in other words, users' tweets. That only works if users opt-in or are automatically enrolled into sharing their data with the chatbot. But X isn't exactly the pinnacle of truth and accuracy. It's full of pranksters, and lifting their jokes might be one of the reasons why Grok keeps on getting stuff wrong. In any case, it's not exactly uncommon for AI models to be trained on material without explicit permission from the original creators.

This article originally appeared on Engadget at https://www.engadget.com/heres-how-to-stop-groks-ai-models-using-your-tweets-for-training-161041266.html?src=rss

Apple agrees to stick by Biden administration’s voluntary AI safeguards

Apple has joined several other tech companies in agreeing to abide by voluntary AI safeguards laid out by the Biden administration. Those who make the pledge have committed to abide by eight guidelines related to safety, security and social responsibility, including flagging societal risks such as biases; testing for vulnerabilities, watermarking AI-generated images and audio; and sharing trust and safety details with the government and other companies.

Amazon, Google, Microsoft and OpenAI were among the initial adoptees of the pact, which the White House announced last July. The voluntary agreement, which is not enforceable, will expire after Congress passes laws to regulate AI.

Since the guidelines were announced, Apple unveiled a suite of AI-powered features under the umbrella name of Apple Intelligence. The tools will work across the company's key devices and are set to start rolling out in the coming months. As part of that push, Apple has teamed up with OpenAI to incorporate ChatGPT into Apple Intelligence. In joining the voluntary code of practice, Apple may be hoping to ward off regulatory scrutiny of its AI tools.

Although President Joe Biden has talked up the potential benefits of AI, he has warned of the dangers posed by the technology as well. His administration has been clear that it wants AI companies to develop their tech in a responsible manner.

Meanwhile, the White House said in a statement that federal agencies have met all of the 270-day targets laid out in a sweeping Executive Order related to AI that Biden issued last October. The EO covers issues such as safety and security measures, as well as reporting and data transparency schemes. The White House says that agencies have met all the stipulated deadlines to date.

This article originally appeared on Engadget at https://www.engadget.com/apple-agrees-to-stick-by-biden-administrations-voluntary-ai-safeguards-144653327.html?src=rss

Overwatch 2 may test a return to six-player teams

Blizzard has provided an update that will be music to the ears of many Overwatch 2 fans. The publisher plans to experiment with a range of team compositions beyond the role-locked 5v5 format that the game currently has. That includes a potential revival of six-player teams from the original Overwatch.

"The community has, juuuust once or twice, suggested a test," Overwatch 2 game director Aaron Keller wrote in a blog post. "Why not put various forms of 6v6 in the game in order to gauge the results? We agree, and based on your feedback, we’re exploring how we can test different forms of 6v6 in the game to gauge the results."

Keller is quick to point out that it may take some time before the team runs a 6v6 trial. Overwatch 2 was designed from the ground up for five-player teams, with hero balancing and map designs (and redesigns) taking into account the reduced damage mitigation from having one fewer tank on each side.

There are technical considerations here too, as features such as visual upgrades, more technically demanding hero kits and the ability to see outlines of allies through walls impact Overwatch 2's performance. As such, shifting from 10-player to 12-player lobbies could have a negative impact on performance, particularly on older or less-powerful systems.

"Overwatch is a fast-paced game, and maintaining a game that runs smoothly across all our platforms is important for the player’s experience," Keller wrote. "While a limited-time test could arrive sooner, the team is still investigating exactly how long it would take to permanently increase performance across the game. This would be a large effort that would most likely take at least several seasons to accomplish."

Sombra in Overwatch 2
Blizzard Entertainment

The possibility of lengthier queue times is also a concern if 6v6 tests are a success and the format sticks around in some way for the long haul. Keller's blog post is a lengthy read, but well worth taking the time to check out if you're interested in how we ended up at 5v5 with players locked to specific roles in the core modes. One of the reasons why Blizzard ditched a tank from each team with the launch of Overwatch 2 two years ago was that it was the least popular of the three roles, with damage in first place and support in between. Having one fewer tank has helped to reduce queue times across the board.

Keller notes that his team does have some ideas about how to tackle potentially longer queue times if 6v6 returns for the long haul, but it wasn't a problem that was solved in the past and it's not a sure thing that the fresh strategies will work. "Is there a world where people are willing to live with long queue times to play this format? Maybe, but that’s a pretty risky move to make," Keller wrote. "We also have tens of millions of new players that have only played 5v5. We want to be openly mindful not to frustrate those who like the game as it is today."

There are other reasons why Blizzard changed to a 5v5 format including that it wasn't necessarily fun to play against a team that used two shield-based tanks. Chokepoints could feel oppressive with two tanks blocking the path. Dropping one of them and placing more of an emphasis on things like flanking, individual impact and a little thing called first-person shooting (with more opportunities to actually shoot at opponents instead of barriers) was designed to make gameplay more fluid and fun. Team fights with multiple tanks on each side also were often a war of attrition until ultimate abilities became available, especially during the infamous GOATS meta.

Still, many fans spent years playing the game in groups of six, and having to lose one of those from the gang with the shift to 5v5 sucked for a lot of people. Plus, the synergy of two tanks could make for really fun moments — the Earthshatter/D.Va Bomb combo was always a personal favorite. Given that Blizzard has always prided itself on taking player feedback into account and fostering the concept of building Overwatch 2 together with the fans, it's great to see that the team is willing to at least test how 6v6 could work in the modern landscape.

However, 6v6 isn't the only alternate approach to the current team composition that Blizzard plans to try. "Besides running experiments with 6v6, we’d like to run some that re-examine the ways we tried solving previous problems, specifically with the goal of bringing some of the freedom back to an Overwatch match without the severity of issues that accompanied it," Keller wrote. "For instance, we think there could be other ways of putting a team together that aren’t quite as rigid as a set composition, but not as loose as Open Queue." Blizzard will try at least one version of this idea in an experimental Quick Play mode during Season 13, which will take place this fall.

Any permanent changes to the current format, whether or not that means a shift back to 6v6, won't happen overnight. Blizzard would run any 6v6 tests for a few weeks at a time to gauge feedback from players, and then see how that format impacts the game beyond core gameplay, such as in arcade modes. 

"We’d take the lessons from this playtest to see what we can learn about the mode within the current game ecosystem and for the future of Overwatch," Keller wrote. "We would reflect carefully on the learnings from whatever test we run and explore how to best give players what's being asked for. Whether that’s a world of 5v5, 6v6 or even both, is for future us to figure out."

This article originally appeared on Engadget at https://www.engadget.com/overwatch-2-may-test-a-return-to-six-player-teams-180021753.html?src=rss

Chill painting game Été beautifully captures summertime in Montreal

There's nothing quite like a summer in Montreal. After several brutal winter months, the city bursts to life and its residents make the very most of the warmer weather. Été (French for "summer") is a relaxing slice-of-life game that deftly captures the essence of Montreal at this time of year, warts and all.

You play as an artist who is spending the summer in La Metropole. The first order of business is to set up an easel in your apartment, which has little else but a mattress in it, no thanks to your somewhat brusk landlord. Once you have learned the basic controls, it's time to explore your new surroundings.

This version of Montreal is effectively your canvas. It's colorless at first, almost as if it's covered in snow. You can fill this world with watercolor, a little at a time. Developer Impossible pulls off a smart trick here as each object you color becomes a stamp that you can use in your paintings — your artist character is literally taking inspiration from the world around them.

I spent several hours ignoring the main missions and exploring the various levels, enjoying myself as I restored color to a market, alleyway, front yard and park. Just like moving into a new city or neighborhood, the more I explored (and colored in) the world around me, the easier it became to navigate. And as with much of life in this city, you do things at your own pace.

While the narrative is fairly paint-by-numbers, the characters of Été are surprisingly rich for such a short game (it would only take a few hours to beat by focusing on the main story). Montreal is a melting pot and the game does a deft job of reflecting that in its NPCs. The characters you encounter may be gruff, friendly or a mix of both, and you'll run into more than a few arguments.

Screenshot of a game called Été. A person and a bookcase behind them are depicted in a watercolor art style. Text bubble reads
Impossible

Talking to the people you encounter is a smart idea, since they'll often commission you to paint something for them with specific elements included. So if you've yet to find all the letters and symbols for an "I heart MTL" T-shirt, you'll need to hunt down and paint them first so you can use them as stamps. You have a lot of scope in how to create these commissioned pieces, as well as custom ones to hang in your apartment or sell at a cafe. You can use the money you earn to furnish your residence — something I didn't really bother with in my playthrough.

My favorite aspect of Été is just the brilliant job Impossible has done of distilling recognizable aspects of life in Montreal into an abstract world. Fairmount Bagel (the best bagel shop on the planet) is instantly recognizable, as is an approximation of a famous flower shop that has many, many bird cages dangling from the apartment balconies above it.

You'll run into kids playing hockey in an alleyway. You'll find someone making Canada Day decorations while complaining about a neighbor who's doing the same thing for Quebec's national holiday. The cafe culture, second-hand furniture stores and wonderful farmer's markets are all present and correct. Even the city's anti-capitalist movement gets its own subplot. Impossible has nailed much of what makes the city so special.

Screenshot of a game called Été. Two kids discuss a game of hockey they're playing in an alley way. Canadian and Quebec flags are above them. The scene is depicted in a watercolor style, though much of it appears white, as though it has yet to be painted.
Impossible

Unfortunately, there are no festivals, even though the real Montreal has a ton running simultaneously at this time of year. Old Montreal — a historic, heavily European-influenced neighborhood by the river that's like catnip for tourists — is overlooked as well. But it would be tough for the developers to factor in everything that makes the city so great.

As someone who lives in Montreal, Été is a gorgeous reminder of what's right outside my doorstep. I should maybe go drink more of that in, even just to watch the world pass by from a terrasse as I paint the final few corners of this sumptuous fictional version of the same thing on my Steam Deck.

Été is out now on PC.

This article originally appeared on Engadget at https://www.engadget.com/chill-painting-game-ete-beautifully-captures-summertime-in-montreal-152853036.html?src=rss

The Amazon Fire TV Stick 4K Max is back on sale for only $40

Pretty much every TV is a smart one these days. But perhaps you're still rocking an older model without built-in streaming functions, you don't have an external device with such capabilities or you simply don't like the interface of your smart TV. As such, a dedicated streaming device might be of interest to you. The Amazon Fire TV Stick 4K Max is a decent option and, best of all, it's currently 33 percent off. That brings the price down to just $40, or only $5 more than the record low it was selling for during Prime Day.

The Fire TV Stick 4K Max is perhaps the most capable of Amazon's streaming devices and it's pretty straightforward to use as well. You just need to plug it into a spare HDMI port on your TV or monitor to get started. As the name suggests, you can use it to stream video in 4K. The stick also has Dolby Vision, HDR10+ and HLG support. Streaming apps such as Netflix, Hulu and, of course, Prime Video are available.

You can use Alexa via the remote to search for shows and movies, or ask the assistant the kinds of questions you would of a smart speaker. The device has a 2GHz quad-core processor and 16GB of onboard storage, so it should offer decently fast performance and have plenty of space for your apps and games.

Speaking of games, the Amazon Fire TV Stick 4K Max is a surprisingly adept device on that front. Engadget senior reporter Jeff Dunn found it to be a solid option for emulating retro games, such as those from the PS1, NES, SNES, Game Boy, GBA, Genesis and even old arcade machines.

It supports cloud gaming too, and the Wi-Fi 6E connectivity is a big help there. Amazon Luna is one of the options that's available. Amazon and Microsoft also recently enabled Xbox Cloud Gaming support on the Fire TV Stick 4K Max.

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This article originally appeared on Engadget at https://www.engadget.com/the-amazon-fire-tv-stick-4k-max-is-back-on-sale-for-only-40-143827827.html?src=rss

The long-awaited Fallout: London fan mod is finally here

It might be arriving a few months later than expected but Fallout: London is finally here. The expansion-sized mod for Fallout 4 is out now on Steam and GOG. You can pick up the free mod from the latter and it will work with both the Steam and GOG versions of the base game. There are some caveats, though, as the launch version of Fallout: London is incompatible with the recent major Fallout 4 update.

Developer Team Folon is working to remedy that. In the meantime, you can download a pre-patched version of Fallout 4 from GOG now (the game is currently 60 percent off there). GOG and Team Folon have created a one-click installer for the mod to make it as easy as possible to jump in.

Things are a bit different on Steam, as the current version of Fallout 4 is incompatible with the mod. To play Fallout: London via that storefront, you'll have to downgrade the original game manually. That'll take a little work, but you can find a step-by-step guide on Team Folon's website.

Fallout: London features a fresh story and environments, fully-voiced characters and new weapons, factions (including Camelot knights) and gameplay features to get to grips with. A trailer (with a Cockney rhyming slang-filled voiceover from someone who sounds like they're from the Manchester area) gives a decent overview of what's in store: Fallout but with a decidedly British slant on the post-apocalypse, innit.

It took Team Folon — a collective of hobbyist and professional developers — over five years to craft the mod. The original plan was to release Fallout: London back in April, but Bethesda's recent patch threw a spanner in the works.

In any case, the lengthy development process looks to have fallen in Team Folon's favor. There's been a major surge in interest in Fallout since the success of the TV show that debuted on Prime Video earlier this year. Bethesda and Microsoft weren't ready to capitalize on that with a new game (though a Fallout: 76 expansion dropped last month), so Team Folon might reap the benefits.

This article originally appeared on Engadget at https://www.engadget.com/the-long-awaited-fallout-london-fan-mod-is-finally-here-130031260.html?src=rss

Apple Maps is now available on the web in beta

Apple Maps is expanding beyond its app. Just like with Google Maps, the service is now available on the web, albeit in beta form at the jump.

There are some limitations for now. Availability will vary by region and Maps is only available in English on the web at the outset. As things stand, you can access Apple Maps from Safari and Chrome on Mac and iPad. Windows PC users can access the service via Chrome and Edge. Apple says it will expand the web experience to other languages, devices and browsers over time, but for now at least, iPhone users will need to keep using the Maps app.

The web version of Apple Maps includes directions; guides; opening hours, reviews and other helpful information for businesses; and actions such as ordering food. Apple will add other features, including Look Around (i.e. the company's version of street View), in the coming months. 

After many years of restricting Maps to an app, Apple might be trying to take on Google at its own game. Google Maps has, for instance, long allowed developers to embed a section of a map on websites. Apple says devs will be able to link to its maps on the web to offer their users driving directions, information about places and more.

Expanding beyond the app is a smart idea and it could help Apple Maps reach more eyeballs. The company also started offering a web version of Apple Music several years ago.

This article originally appeared on Engadget at https://www.engadget.com/apple-maps-is-now-available-on-the-web-in-beta-193648138.html?src=rss

The Google Pixel Buds A-Series drop to $69

Amazon Prime Day 2024 might be behind us but the deals keep coming and they don't stop coming. Folks with a Google Pixel or other Android device who are in the market for a set of budget-friendly earbuds may be interested in a discount on the Pixel Buds A-Series (they're compatible with iPhones too, but the integration won't be as deep on iOS products). These earbuds were already decent value at $99, and now they've dropped to an even more attractive price of $69.

We gave the Pixel Buds A-Series a score of 84 in our 2021 review. They don't support wireless charging or have onboard controls, but otherwise we felt that they deliver excellent value for money (even more so now thanks to the current discount).

The sound quality is pretty darned decent and the buds can reduce background noise while you're on calls. You'll get up to five hours of listening time and 2.5 hours of talk time before you'll need to return the earbuds to the case, Google says. You'll seemingly get up to 24 hours of total listening time before you have to charge the case. Thanks to quick charging, you'll be able to add three hours of listening time after plugging in the case for just 15 minutes. While there's an adaptive sound function for automatically adjusting the volume, there's no true active noise cancellation here.

If you'd like something a more premium option, you can go with the Pixel Buds Pro instead. Those have dropped to $140, which is $60 off. However, they dropped to $120 during Prime Day.

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This article originally appeared on Engadget at https://www.engadget.com/the-google-pixel-buds-a-series-drop-to-69-145630793.html?src=rss

US and European antitrust regulators agree to do their jobs when it comes to AI

Regulators in the US and Europe have laid out the "shared principles" they plan to adhere to in order to "protect competition and consumers" when it comes to artificial intelligence. "Guided by our respective laws, we will work to ensure effective competition and the fair and honest treatment of consumers and businesses," the Department of Justice, Federal Trade Commission, European Commission and the UK's Competition and Markets Authority (CMA) said.

"Technological inflection points can introduce new means of competing, catalyzing opportunity, innovation and growth," the agencies said in a joint statement. "Accordingly, we must work to ensure the public reaps the full benefits of these moments."

The regulators pinpointed fair dealing (i.e. making sure major players in the sector avoid exclusionary tactics), interoperability and choice as the three principles for protecting competition in the AI space. They based these factors on their experience working in related markets.

The agencies also laid out some potential risks to competition, such as deals between major players in the market. They said that while arrangements between companies in the sector (which are already widespread) may not impact competition in some cases, in others "these partnerships and investments could be used by major firms to undermine or co opt competitive threats and steer market outcomes in their favor at the expense of the public."

Other risks to competition flagged in the statement include the entrenching or extension of market power in AI-related markets as well as the "concentrated control of key inputs." The agencies define the latter as a small number of companies potentially having an outsized influence over the AI space due to the control and supply of "specialized chips, substantial compute, data at scale and specialist technical expertise."

In addition, the CMA, DOJ and FTC say they'll be on the lookout for threats that AI might pose to consumers. The statement notes that it's important for consumers to be kept in the loop about how AI factors into the products and services they buy or use. "Firms that deceptively or unfairly use consumer data to train their models can undermine people’s privacy, security, and autonomy," the statement reads. "Firms that use business customers’ data to train their models could also expose competitively sensitive information."

These are all fairly generalized statements about the agencies' common approach to fostering competition in the AI space, but given that they all operate under different laws, it would be difficult for the statement to go into the specifics of how they'll regulate. At the very least, the statement should serve as a reminder to companies working in the generative AI space that regulators are keeping a close eye on things, even amid rapidly accelerating advancements in the sector.

This article originally appeared on Engadget at https://www.engadget.com/us-and-european-antitrust-regulators-agree-to-do-their-jobs-when-it-comes-to-ai-163820780.html?src=rss

GM shelves the autonomous Cruise Origin shuttle van

General Motors is putting the autonomous Cruise Origin shuttle van on ice. The company said that the embattled Cruise, of which GM is the majority owner, will now focus on making the next-gen Chevy Bolt. The automaker discontinued the previous Bolt last year due to a shift away from an older battery system but did not reveal plans for a new model at the time.

According to a letter that GM CEO Mary Barra sent to shareholders, the indefinite delay of the shuttle van "addresses the regulatory uncertainty we faced with the Origin because of its unique design." Barra added that the per-unit costs of the next-gen Bolt will be much lower, "which will help Cruise optimize its resources."

GM and Cruise were working on the Origin with Honda. The Origin — which does not have a driver's seat, steering wheel or pedals — was supposed to debut in Japan in 2026.

In October, the California Department of Motor Vehicles suspended Cruise's driverless vehicle permits over safety issues. Earlier that month, a pedestrian in San Francisco was dragged 20 feet by a Cruise vehicle and pinned under it after a hit-and-run by another car pushed her into the robotaxi's path. Cruise later paused all driverless operations before temporarily halting production in November.

According to CNBC, former Cruise CEO Kyle Vogt at one point told staff that hundreds of pre-commercial Origin vehicles had been built. The company has resumed robotaxi operations in Phoenix, Houston and Dallas with human operators on board and is carrying out tests in Dubai. However, it hasn't recommenced operations in San Francisco. It's still under investigation for the October incident there.

Shelving the Origin is not a decision that GM and Cruise would have come to lightly. In GM's second quarter earnings report, the automaker noted that it incurred around $583 million of Cruise restructuring costs. It said these resulted "from Cruise voluntarily pausing its driverless, supervised and manual [autonomous vehicle] operations in the US and the indefinite delay of the Cruise Origin."

On the plus side, resuming work on the Bolt (which will presumably use GM's Ultium battery tech the next time around) could be a boon for GM's bottom line. As of 2023, the Bolt EV and EUV accounted for most of GM's electric vehicle sales. It planned to make around 70,000 of them last year before ceasing production.

This article originally appeared on Engadget at https://www.engadget.com/gm-shelves-the-autonomous-cruise-origin-shuttle-van-144256801.html?src=rss