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Ever since we launched windsurf, one of my internal evals for coding agents has been recreating the game SUPERHOT, a puzzle/action game where time only moves when you move. It's the perfect test of tricky game mechanics, simple but beautiful art style, and balancing level design. I have a...

151,857 views • 1 month ago •via X (Twitter)

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Excited to show some surprising inventions on generative multiplayer games we made at Google with Stanford. We call the work MultiGen. I've always been inspired by early studios like id Software with Doom or Blizzard with Warcraft bringing networked video games to the next level. We are at the point in history where we can make strides like them, but for generative games. It's a strange feeling to be in the age of generative video games while still discovering how exactly to train the models and design the tools that make them useful. All of the tools that have been invented for classic game engines need to be redesigned for generative games. For example level and world design is not entirely possible with existing technology. We introduce editable memory to diffusion game engines that allow for design of new levels via a minimap. But we can easily imagine how this can be expanded with different creation tools. The end goal of this research direction is to allow game designers to be able to guide the generation process of their world, at the granularity that they prefer. Editable memory also allows us to add multiplayer to Generative Doom. We were amazed when we saw GameNGen some years ago, and now you can play it live with friends in real-time, on your couch or even online. Shared representations like our editable memory seem like the future for this type of experience. Models are, in some cases, expensive and approximate encoders but great interpolators and extrapolators. Leveraging their strengths lets you have completely new experiences that can be realized now and not in the distant future. This work was started at my previous team and continued in collaboration with Stanford. Congratulations to all for the discoveries.

Nataniel Ruiz

104,492 views • 4 months ago

Aigents! 🤖 Have you ever imagined a world where technology could not only see, but also understand and advise you? 🤔 Imagine playing a game of chess, strategizing each move, and then, with the help of AigentX, discovering the next winning move. This is not just a possibility anymore, it's reality! 🚀 Introducing AigentX's Image Processing feature! This isn't just about analysing and processing images; it's about bringing them to life with insights and guidance that we once thought could never become a reality and merely a figment of our imagination! 🤯 Picture this: You're deeply engrossed in a chess match, contemplating your next move. You snap a picture of the board and send it to AigentX. In moments, you're not just seeing the pieces – you're understanding the potential for your next move! 📸 AigentX doesn't just view the image; it interprets it, offering you useful insights and it isn't just chess! This feature can be taken straight to the real world with features like chart analysis and more! 📈 But that's just the beginning. AigentX is ready to transform how you interact with any image. From art analysis to real-world problem-solving, the possibilities are endless 📈 Check out our latest video below to see AigentX in action. This is more than an update; it's a leap into a future where your interaction with images is redefined 📻 Test out AigentX for yourself and witness how it's changing the game, one image at a time. Stay tuned for more – the journey with AigentX has just begun!

AGIX | $AGX

22,621 views • 2 years ago

What started as building a personal taste.md skill for myself, turned into building a pipeline to create any taste as a skill. The most important piece is references. This is where you should spend time. If the references suck, so does the skill. I find that references cropped tightly on details in high resolution work the best. Each image gets analyzed by both Opus 4.7 and GPT 5.5. The analysis is based on why the reference is successful as a piece of design - not what it does functionally. Using two models helps rule out biases and gaps from each. The models focus on layout, spacing, typography, rhythm, composition, hierarchy, etc. At the end, each image has: reference-01/ - opus-4-7-analysis.md - gpt-5-5-analysis.md Then we fuse them together using GPT 5.5 - but the md files are anonymized so 5.5 doesn't prefer itself. reference-01/ - fused-analysis.md reference-02/ - fused-analysis.md etc. After fusion, we have one synthesized analysis per reference. Now the goal is to combine all of those into a single rule set. This is where chunking matters. If you ask one model to combine 100 image analyses at once, the result becomes too broad. It summarizes instead of preserving the granular design rules we want. Instead we chunk the fused analyses into smaller groups. Each group gets merged into a chunk-level synthesis, usually from around 6 to 8 image notes at a time. Then one final model pass fuses those chunks into a single md rule set. Finally, using the rule set, we write a skill of concrete instructions. It enforces constraints, uses imperative wording, and avoids vague taste words.

Jaytel

55,377 views • 1 month ago

My feed has been inundated with posts of Grok 3 making basic arcade games. But llms from years ago could make decent arcade games, not news. So I ran a one-shot test to determine how well it fared again other frontier models in creating a 3D game with room for it to come up with gameplay and aesthetics. I tested Grok 3, O1, Sonnet 3,5, Llama4, DeepSeek, and Gemini using the following prompt. Make Dune x Minecraft 🏜️ Imagine a sandbox survival game set on a desert planet. Players mine ‘spice’ and must build defenses against roaming sandworms. Design the main gameplay loop, crafting system, and survival challenges in one complete description. ✏️tldr O1, Grok 3, and Sonnet 3.5 were the most impressive. Aesthetically, Grok nailed the best vibes (it even produced a surprisingly cool-looking spice mining truck), but the game lacked functionality. O1 took the top spot imo with a functional and visually appealing experience, and Sonnet 3.5 followed closely. This is obviously just one test, but you can see the generated code and games in the thread (and even try forking them on Rosebud). Longer summary: OpenAI O1: Best vibes to function balance. Looked good, working controls, I could mine spice. xAI #Grok3: Excelled at generating vibes for dune. I especially liked the Dune-inspired spice mining car—though it wasn’t entirely a complete game. I could move around, but none of the crafting mechanics worked. Anthropic Sonnet3.5: produced something in space that had dune vibes. More functional than Grok because I could mine spice. However vibes were worse than the first two. DeepSeek : Managed to generate code that worked, but the game was so hard it always ended seconds after it started, and despite requests for better visuals, it looked VERY ugly. Google DeepMind Gemini 2.0 flash and AI at Meta LLaMA: Sadly landed at the bottom of the list; after multiple prompts (this was supposed to be one shot and none of the others failed in the first shot), I couldn’t get them to produce working code for this prompt. All of these were tested on Rosebud AI . An obvious limitation with these frontier models in their chat interfaces is that you can only get them to regenerate code from scratch each time you prompt them, making it tough to refine or extend a single project. Rosebud, on the other hand, lets you iterate on one project (we do diffs), deploy with one click, share your project, and even allow others to remix it. This was just a single test, so it’s obviously not scientific. I wanted to create it to see how these frontier models handle more complex game prompts—rather than retrying the same arcade games that earlier generations of LLMs have already mastered.

Lisha

476,022 views • 1 year ago

This is probably the most complex workflow I’ve ever built, only with open-source tools. It took my 4 days. It takes four inputs: author, title, and style; and generates a full visual animated story in one click in ComfyUI . I worked on it for four days. There are still some bugs, but here’s the first preview. Here’s a quick breakdown: - The four inputs are sent to LLMs with precise instructions to generate: first, prompts for images and image modifications; second, prompts for animations; third, prompts for generating music. - All voices are generated from the text and timed precisely, as they determine the length of each animation segment. - The first image and video are generated to serve as the title, but also as the guide for all other images created for the video. - Titles and subtitles are also added automatically in Comfy. - I also developed a lot of custom nodes for minor frame calculations, mostly to match audio and video. - The full system is a large loop that, for each line of text, generates an image and then a video from that image. The loop was the hardest part to build in this workflow, so it can process either a 20-second video or a 2-minute video with the same input. - There are multiple combinations of LLMs that try to understand the text in the best way to provide the best prompts for images and video. - The final video is assembled entirely within ComfyUI. - The music is generated based on the LLM output and matches the exact timing of the full animation. - Done! For reference, this workflow uses a lot of models and only works on an RTX 6000 Pro with plenty of RAM. My goal is not to replace humans, as I’ll try to explain later, this workflow is highly controlled and can be adapted or reworked at any point by real artists! My aim was to create a tool that can animate text in one go, allowing the AI some freedom while keeping a strict flow. I don’t know yet how I’ll share this workflow with people, I still need to polish it properly, but maybe through Patreon. Anyway, I hope you enjoy my research, and let’s always keep pushing further! :)

Lovis Odin

58,571 views • 9 months ago

The same kinds of productivity gains we've seen in coding with AI agents are heading to the rest of knowledge work. This is the jump when you go from having a chatbot to being able to actually have an agent go off and do work for minutes or even hours and come back with a complete work output that you then review. Here's an example of the new Box Agent filling out an RFP response from an existing knowledge base. This process would normally take hours to fill out, and requires the full attention of the user doing the work. Now, you provide the Box Agent with the RFP questions, and it will go off, make a plan, extract all the relevant questions, read through existing source material to come up with an answer, and then generate a new word document as the final output. All while you're doing something else. The key to this architecture is that the agent is able to use all of the same tools in the background that a user uses to get work done. The agent can search for documents, read entire files, run scripts and tools in the background, and even be able to write code on the fly to automate tasks it hasn't seen before. And best of all, the Box Agent will (soon) work from the Box MCP and CLI so you can invoke it in any agentic system as a step in a process. This kind of agent complexity would have been impossible even 6 months ago. Models consistently failed at tracking long running tasks or using the right tools at the right moment for the task. But this is all now possible because of models like GPT-5.4, Opus 4.6, and Gemini 3, and is only getting better by the month. Just as we moved from engineers writing code and using AI as an assistant to answer questions, in many areas of knowledge work -like legal, finance, consulting, sales, marketing, and more- when we have a problem we'll just kick off the AI agent to just go work on it for us in the background.

Aaron Levie

24,618 views • 3 months ago

BREAKING NEWS: Anthropic just dropped Claude Ops 4.5!! It is by FAR the best coding model I've ever used. We've been testing it internally Every 📧 for the last few days, and it is an absolute paradigm shift for any kind of coding task. It extends the horizon of what you can vibe code The current generation of new models—Anthropic’s Sonnet 4.5, Google’s Gemini 3, or OpenAI’s Codex Max 5.1—can all competently build a minimum viable product in one shot, or fix a highly technical bug autonomously. But eventually, if you kept pushing them to vibe code more, they’d start to trip over their own feet: The code would be convoluted and contradictory, and you’d get stuck in endless bugs. We have not found that limit yet with Opus 4.5—it seems to be able to vibe code forever. Takes working in parallel to a whole new level because it's far better at planning and coding, it can work with more autonomy—meaning you can do more in parallel without breaking anything . Kieran Klaassen worked on 11 different projects in six hours—and had good results on all of them. Great at design iteration Opus 4.5 is incredibly skilled at iterating through a design autonomously using an MCP like Playwright. previous models would lose the thread after a few cycles, or say a design was done when it wasn't. Opus 4.5 is incredible at autonomously iterating until a design is pixel perfect. we have a full 4,000 word vibe check on Every 📧 right now with everything we tested:

Dan Shipper 📧

272,699 views • 7 months ago