DataWraith
The ESP game[1] paired two random people looking at the same image while a timer ticked down. The players had to enter labels that described the image, and if both players applied the same label, their score increased, and the label was associated more strongly with that image.
Well-known labels for an image were excluded after a while, so you had to guess less and less obvious labels in order to score as time went by. Once in a while the system would also assign test images with known labels to prevent cheating.
Apparently a lot of people played it because it was fun, so there wasn't even the need to pay them for labeling the dataset...
[1]: https://git-annex.branchable.com/design/iabackup/ [2]: https://wiki.archiveteam.org/index.php/INTERNETARCHIVE.BAK/g...
There used to be a project, https://bazil.org/, that promised to do it. The website is still up, but it has not been updated in years.
The existing tool closest to what I envision is git-annex. It tracks what files live where, and you can sync single files or as much content as will fit on the local harddrive with a few commands. There is also git-annex-assistant for a more dropbox-like experience, although I haven't used it myself.
> RancherOS is the smallest, easiest way to run Docker in production. Every process in RancherOS is a container managed by Docker. This includes system services such as udev and syslog. Because it only includes the services necessary to run Docker, RancherOS is significantly smaller than most traditional operating systems.
As for networks, I personally use the Yggdrasil Network [1] to connect to my homeserver. Since it is a self-contained network, a blog hosted on there wouldn't be visible to the web, but it's very, very convenient for private access. It traverses NAT without any hassle once you connect to other peers.
If you do connect to the network, you probably want to also set a whitelist of peers that are allowed to access your machine, otherwise it is open to the entire network.
[1]: http://tagti.me/
I recently stumbled across the concept of splittable RNGs, which works around this very problem.
Once seeded, you can either "hand in" the generator to get a random number, or you can split it into two (or more) new generators that themselves can be handed in or split.
From a single seed generator, you would split off multiple generators for things like map generation and monster behavior, which then split their generators in turn to generate the level or move monsters.
As a consequence, if you change some monster behavior that uses the RNG, that does not cause the level generation to change, because that was split off earlier and is thus on an independent chain of random numbers.
[1] https://www.archiveteam.org/index.php?title=INTERNETARCHIVE....
Edit: https://git-annex.branchable.com/design/iabackup/ has more details.