UNKNOWN ARTEFACT: Pattern recognition

Hey folks,

Been a while since I've posted anything on this but I wanted to share my thoughts on what my approach would be to decode it. First of all let me get a few things out of the way because there's been some speculation that there may not be any pattern to it at all and it's completely random. Well, I'm not buying that. First of all we have the hint from one of the developers that we should listen to it (which just seems too arbitrary to put out there without a reason) but more than that, I've found patterns in the data which just wouldn't pop-up as often as they do if it was entirely random.

UNKNOWN ARTEFACT: More audio and giveaway
UNKNOWN ARTEFACT: Text translation pattern scanner

After comparing with random number generators you just don't get sections stringing together like that as often as they do. Anyway, at first I figured one of the major problems with decoding this thing is that not enough of it was recorded. Without having a complete recording which repeats from start to end over and over I figured, why even try? Take a segment out of a bit of binary and it can totally screw up the data - and I still think if we had a ridiculous amount of recordings (hours and hours) then we probably would see it repeat enough to be obvious what was going on - however now I'm thinking it might not be that time consuming.

First of all, I'm not convinced all the weird noises in the background mean anything. These kinds of ambient sounds occur everywhere in the game and vary depending on what you're looking at or where you are - plus they're too subtle to clearly determine what's what within them. The big thing with the UA's is the binary pulses. They're clear, loud and obvious - as you'd expect them to be if there was a message within them. In most games, developers give the players clues to solutions to problems - I mean you don't have to click on every single pixel in a point-and-click adventure game to find that missing object - there's a hint or an image to guide you.

So sticking with the idea that it's just the binary we should be looking at, I started thinking that since we get repeating sections but not an entire loop, perhaps the message is fragmented and we have to piece it together before we can read it. I thought maybe half of the binary could be an indication of where each piece goes or something, and the other half was the message itself. Perhaps 2 or 3 bits are a marker and the other 3 or 4 bits are the data...and these sections come in different orders. Although I haven't looked much at it nothing's jumping out at me however so...here's another thought and basically the point of this whole post so far: Maybe we've got two or more loops of binary playing together and they're different lengths - all we have to do is figure out where each one starts and finishes.

If I try to illustrate, imagine you have this: 0111, 001100 and 11010101. If I write them all down together, the pattern always changes but the loops themselves always stay the same. Check it out:

001
101
110
111
000
101
100
101
011
111
100
101
000
101
110
111
001
101
100
101
010
111
100
101

As you can see, each pattern repeats independently but the entire thing as a whole almost never looks the same anywhere. I just wanted to suggest that maybe we already have the entire message in the few hours of recordings available (possibly even several times) but we just haven't noticed it.
 
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Welcome to the ENIGMA world. If they are using a special key to crypt it, then decrypting it can be a very hard time (impossible).
And sometimes, the key to crypt it can be different if you want to decrypt it, meaning even if you know how they crypt it you cannot decrypt it.

So I do not thing they have done that. I thing it's simple to decrypt but that you need a lot of artefacts to have a single message, and that maybe there are several messages meaning you do not know what artefact belongs to what message and in what order it is.

Both situation will be very hard/impossible to decrypt.
There are other possiblities, but I thing the second one is most likely the one they used.
 
I don't want to spoil the fun but isn't it possible to extract the UAs audio files from the game to get a full and clear "track" to analyze?
 
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I don't want to spoil the fun but isn't it possible to extract the UAs audio files from the game to get a full and clear "track" to analyze?

Nope. I'm not clear on all the details, but this was suggested long ago, and it's just not how it works. I'd give you a citation if I could, but I can't.
 
I don't want to spoil the fun but isn't it possible to extract the UAs audio files from the game to get a full and clear "track" to analyze?

That doesn't help and no question asked.

While op is on the subject of pattern recognition try comparing its sound to an active detail/surface scan. To me they sound amazingly similar.
 
I don't want to spoil the fun but isn't it possible to extract the UAs audio files from the game to get a full and clear "track" to analyze?
As Petersen pointed out, I don't think it's possible. As far as I know it's believed you'll perhaps find samples or segments of the audio, but the audio is apparently dynamically created while the game is running via code. It likely plays certain samples in a particular order which is all preprogrammed.
 
Well, I guess it is exactly that - nothing to discover yet.

But: I love Elite not being a plain sandbox, love it to be developer driven. That makes it alive, gives it the odds and ends a fascinating story needs!
 
While op is on the subject of pattern recognition try comparing its sound to an active detail/surface scan. To me they sound amazingly similar.
Here you go. They sound very different to me.

Download: ED-SCAN.wav Recording of a 40 second scan, 2 seconds of silence and 10 seconds of the same scan at 4 times the speed

ED_SCAN.png
 
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Here's some more data anyway. Going from digitalscream's translation again, here are all the decimal values,

As shown:
51
44
75
25
18
51
44
54
74
100
38


41
20
42
91
108
77
20
41
54
84
89


27
25
51
51
101
9
108
52
102
42
10


27
25
76
76
22
82
36
74
25
50
75


26
25
20
36
90
43
102
76
90
36


45
25
109
18
75
25
90
91
53
25


36
77
89
25
9
77
18
89
77
53
54


101
38
38
101
73
13
77
27
54
38
76


86
45
73
18
37
22
109
45
91
90
85


77
38
74
12
11
100
107
105
76
82
54


89
19
25
26
53
82
38
86
73
37
27


51
42
43
43
26
38
84
50
52


36
77
73
76
18
26
52
91
19
89
22
Bits inverted:
12
19
52
38
109
76
83
73
53
27
89


86
43
21
36
19
50
107
22
73
43
38


36
38
76
12
26
54
19
75
25
85
53


36
38
51
51
41
45
27
53
102
77
52


37
38
107
27
37
20
25
51
37
27


18
38
18
45
52
102
37
36
74
102


91
50
38
38
54
50
45
38
50
74
73


26
89
89
26
54
50
50
100
73
89
51


41
82
54
109
26
41
18
82
36
37
42


50
89
53
51
52
27
20
22
51
45
73


38
108
102
37
10
45
89
41
54
90
100


76
21
20
84
101
89
43
77
75


91
50
54
51
45
101
75
36
108
38
105
 
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I don't think the presence of a pattern is enough to indicate that there's a message; I reckon people are basing their research purely on David Braben's wink and Michael Brookes' suggestion, and I expect they could find as many patterns in any other sound source in the game. The only other things I can immediately think of that actually produce patterns of sound are hyperspace and maybe supercruise, so other sound sources might be harder things to test, unless someone managed to get themselves stuck in hyperspace and spontaneously hallucinated David Braben winking at them.

Whether the object's sounds are chosen randomly is down to the game code behind the object, and because people are extremely sensitive to how natural or unnatural something is (androids or text-to-speech being obvious examples), trying to get repetition to appear natural in a game tends to require some use of patterns. If the player happens to notice an unnatural repetition or variation their immersion might be broken immediately, and although that's not always a big deal, it's not a hard problem to solve either. Especially when you're developing a game that makes efficient use of immersion wherever it can.

You have to make sure it's not picking the same sound more than once or twice in a row, but not just going through them all in a list either, even if the order of the list is different each time. If you only have one sound for the object, playing the sound at a random pitch within a range would be far too obvious, so doing it like they've done the sound for the UAs just seems like the best idea. Even under all this scrutiny, people can't quite tell whether it's partially organic or alive, but they're fairly sure it's a probe of some kind. Its sound patterns are believable as coded signals and are neither all over the place nor mechanically predictable, so when you hear it you tend to think "What a strange alien object", rather than "...Wait, I'm in a game! This is all a game! Aaaargh!" ripping off your Oculus and finding yourself in the shower.

Generally I'd fully expect anything that's meant to emit believably-disorganised sounds to use a pattern similar to the UAs', and nobody in their right mind would be trying to decrypt them. It'd be like trying to decrypt the patterns of tiles in the floors in Zelda just because they could form a coded message. The fact that people can listen to the UAs and hear a code in the game rather than a game made of code is just a combination of impressive sound programming and massive assumptions, to my mind.

Best of luck anyway.
 
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has anyone tried bringing two together to see if they'll talk to one and other yet?
I'm not sure but I think there's some other rare stuff in the game like "Alien Artefacts"? Would be worth checking out if they omit anything interesting too. If anyone has any...
 
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Yeah, and there's Wedding and Funeral barges and all manner of things to investigate...

Put me in the category of "tired of chasing ED rainbows with no pot-o-gold at the end."
 
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