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Infostealer Logs Expose Replayable AI Tokens That Can Bypass MFA

Cybercriminals are hijacking artificial intelligence (AI) user accounts via information stealer logs to create "stolen keys" that grant illicit access to tools from model providers like Google, Anthropic, and others.  Information stealers like Lumma Stealer or Vidar are equipped to harvest a wide range of data from compromised systems. This can include credential, session tokens, and API

The Hacker NewsThe Hacker Newsinfo@thehackernews.com (The Hacker News)9 Sept

Streaming from the cloud was meant to change games forever – what happened?

Once hailed as the future, even the likes of Google, Sony and Microsoft have struggled to make streaming games fun, fast or affordable • Don’t get Pushing Buttons delivered to your inbox? Sign up here In August 2009, at the very first Gamescom expo, I sat in a small meeting room in Germany and played Mario Kart and World of Warcraft on a laptop, via technology that was then completely new: cloud gaming. It was a demonstration for a yet-to-be-launched service called Gaikai that promised to let you play any game in a browser window, without a console. (Here is an ancient video of that demonstration, featuring a very young Keza.) With a single click I could launch into any game, hosted on servers hundreds of miles away. It really did look like the future. Since then, plenty of companies have tried to be the first to truly crack game streaming, vying to be the Netflix of games. Sony ended up buying Gaikai for $380m (£242m) in 2012; its technology now powers the streamable classic games library on PlayStation, and the PS5’s advanced game streaming. OnLive, Gaikai’s first competitor, launched in 2011 but shut down after less than a year, leaving Sony to acquire all its patents. Google’s Stadia cloud gaming service also imploded, launching in 2019 and shutting down three years later. Continue reading...

The GuardianThe GuardianKeza MacDonald9 Sept

Streaming from the cloud was meant to change games forever – what happened?

Once hailed as the future, even the likes of Google, Sony and Microsoft have struggled to make streaming games fun, fast or affordable • Don’t get Pushing Buttons delivered to your inbox? Sign up here In August 2009, at the very first Gamescom expo, I sat in a small meeting room in Germany and played Mario Kart and World of Warcraft on a laptop, via technology that was then completely new: cloud gaming. It was a demonstration for a yet-to-be-launched service called Gaikai that promised to let you play any game in a browser window, without a console. (Here is an ancient video of that demonstration, featuring a very young Keza.) With a single click I could launch into any game, hosted on servers hundreds of miles away. It really did look like the future. Since then, plenty of companies have tried to be the first to truly crack game streaming, vying to be the Netflix of games. Sony ended up buying Gaikai for $380m (£242m) in 2012; its technology now powers the streamable classic games library on PlayStation, and the PS5’s advanced game streaming. OnLive, Gaikai’s first competitor, launched in 2011 but shut down after less than a year, leaving Sony to acquire all its patents. Google’s Stadia cloud gaming service also imploded, launching in 2019 and shutting down three years later. Continue reading...

The GuardianThe GuardianKeza MacDonald9 Sept

Google’s AI also cheats, but a little more honestly

Hey, happy Tuesday. How was your long weekend? I hope it involved a little Windows 98-style downtime , maybe some pickleball with Andre Agassi , a dive into the origins of the newly UN-endorsed Equal Earth map , and a few examples of GPT-6 Astra blowing some minds . As a reminder, Inbox is the tech newsletter that goes beyond the news cycle. We cover the most important 9to5Google stories from the last couple of days along with a few highlights from around the web. We publish every Tuesday and Thursday, and if you like what you read, please subscribe . more…

9to5Google9to5GoogleDaniel Bader8 Sept