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Amazing.

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That was such a cool animation.

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But, so it's not World of Warcraft.

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I'm not sure what I'm doing here.

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But hey guys, I'm Tharik, nice to meet you.

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Yeah, I wanted to talk to you about a couple things I've been thinking about since I left

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Anthropik.

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It's been a wild year and there are a bunch of reflections I've had.

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And my conclusion is about what I'm calling the sweet side of the bitter lesson and the

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ways I've been wrong.

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So I think I got a lot of things right this year.

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I think I was right about models being able to edit and generate videos.

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I was talking about this sometime in June last year.

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I was right about models being able to use HTML to understand their work.

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And I was right about models being able to help you understand and figure out your unknown,

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to help plan and learn about things.

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So these were all things I was like right about and I was happy and I think that like a lot of you might be incorporating this sort of stuff in your work

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But I've been wrong a lot too and I think this is one of those things in AI where you sort of just like

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Memory hold the things that you're wrong about and you're like oh like I was just always expecting you know AI to be great

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But here are some of the things I've been wrong about so first like bash is all you need

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I think there was this moment where the agents were really good at using Bash and Cloud Code

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was built around the Bash tool.

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And so people are like, well, let's turn everything into a CLI.

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There's just going to be Bash and CLIs and that's going to take over the world.

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That's actually kind of not how it turned out.

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I actually prefer MCP to CLIs now, but now there's also code mode and skills and progressive

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disclosure.

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There are so many other ways that agents can act on the world.

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And the fact that they were using Bash was just like this weird remnant

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of them being trained in a certain way at the start.

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Then there's React is all you need. I think for a moment it seemed like the models were really, really good at writing React.

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And so if you wanted to create an AI-enabled app, you should figure out how to use React.

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Like, you should use React Native, you should use, you know, like, you should just make

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everything on the web.

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And that also has not been true.

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I think, like, now, you know, models can write it in HTML, they can write it in React, they

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can write it in Swift, they can write it in the Figma proprietary JSON format, and they'll

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all look roughly the same, right?

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And so I was afraid that, like, you know, the models have been trained on React, and

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so we'd just be writing React forever, and React would be, like, the last language almost,

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right?

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And that's almost certainly not true, right?

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I think a lot of people are writing their own languages now.

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And I think one of the other things I was really concerned about

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was like diffusion models will kind of like eat art.

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Like it would just be like, you know,

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we wouldn't have any control over these models

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or the kind of art that these models are creating,

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but it would just like create the most beautiful stuff.

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And that hasn't been true at all.

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Like I think now LLMs can make art through code,

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through controlling your computer and using, you know,

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Blender or Photoshop or Figma or whatever you'd like.

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And so these were all fears I had about, I think, the bitter lesson,

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our alien intelligence, the shoggoth, these are all words we use, I think,

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to describe this kind of fear that the models will just have this way of doing things

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and it will be weird and alien to us and we just need to accept it.

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You just have to submit to this foreign intelligence.

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But that's just like, I don't think that's what happened.

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And so I think the question I come back to a lot is like, okay, how can we be AGI-pilled and human-centered?

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And what can we learn about this progression?

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What can I learn about what I was wrong about?

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So I think this is really, really important because software engineers are the leading edge of AI adoption.

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Right? Like anything that is happening to software will happen to knowledge work and other parts of the economy.

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And so I think how we deal and engage with AI is how other people will as well.

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And I really enjoyed the different talks here talking about things like, yeah, fighting swap.

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I think we're the first defense for that, right? Or like being more ambitious.

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this, what I'd like to think about it as AI is both at the same time an industrial revolution

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and a renaissance, right?

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And I think this year was really about the industrial revolution, right?

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Like we use the word software factories very often.

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And like just sort of like turning software from this like craft that was very unreliable

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and hard to execute on into something that is not the limiting factor.

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And this sort of industrialization is absolutely happening.

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This is definitely something that is happening with software.

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But at the same time, there's also kind of a renaissance happening, right?

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Where people want a higher and higher quality software.

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and every marginal bit of creativity, utility, spirit, soul that you put into it is useful

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and economically valuable.

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And so simultaneously, you've got both of these things that are very hard to juggle

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and sort of hold in your head at the same time.

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But I think it is very true.

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And yeah, we're doing both of them.

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So oftentimes when you talk about AI capabilities, we talk about the jagged frontier.

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And so maybe you go back two years and you're asking AI to write this function for you,

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or a year and a half ago or a year ago, it's like, build this feature, and you're like,

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hey, build this to-do app, build a kind of simple to-do app, and then clone Slack for

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me now.

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And now it's like, okay, build Mario Kart from scratch, and then port it to the Wii

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or something.

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There's like the capability increases are the things that you see, right?

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Where, you know, whenever you look at the evals and benchmarks and stuff,

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you see this like just this jagged frontier of like capabilities.

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But I also like to talk about like the smooth interior where the way,

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whoops, the way the models, is there an animation playing here?

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The smooth interior is like, the idea is that the models are, as they get better, the animation

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here is like this jagged front and this circle in between.

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And so the circle sort of represents all of the things that the models are smart enough

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to do.

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And so like examples being like writing React code, right, or like using bash.

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and what you see is that like it's not jagged below the frontier, right? Like if it can write

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React, it can write Figma, it can write JSON, it can do sort of like all of these capabilities

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all together. And there's like a breadth of task that the models are really, really good at.

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And this is something that's also I think really like important and for me even more impactful

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because I don't really care that they can build Mario Kart from scratch anymore, right? What I

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really care about is like, hey, is the software that we're building, is it high quality, is

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it worthy of like a renaissance, you know what I mean?

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So yeah, like I think that like, you know, you can do things the way you want.

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So like if you're building mock-up, you can be like, hey, can I get an HTML, can I get

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a React, can I get a Figma file, can I computer use my computer and use After Effects, can

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you make a video?

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There are all these different ways of getting the like final result.

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And I've been really happy with this.

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I really was afraid that there would just be like one thing that the models love doing and we'd only be doing that

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and you know like

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Taken to the limit kind of like, you know, we talked about this a lot

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but like, you know, everything we've talked about so far about like, you know, how you build like these harnesses and software factories and

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these like this scaffolding for the models

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even things like, you know, for a while we were also like, hey, the model you'll like

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your job is to QA the model, you know, or review the code.

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And that's clearly not the case, right?

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I think as the models get smarter and smarter,

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it will become more of this, like, smooth interior, right?

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Where they're just doing things well, right?

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And, like, the perfect model you can imagine

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won't need to, like, really verify its work

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or scan for security vulnerabilities.

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We'll just, like, write the code and be like,

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hey, I'm done now.

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And you will check, and you'll be like, oh, you're right.

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Like, you know, according to the spec and the goals that we did, you did it correctly.

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And I think that's actually very exciting.

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One of the ways I like to sort of think about visualizing how much the model knows of this

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eval, I think Kaparthi posted it.

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But basically, you ask any, I think these are Claude models, you ask a model, you give

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it a longitude latitude and you say, hey, is this point earth or water?

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Right?

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Ground, sorry, land or water.

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And from that you plot a map of the earth.

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And yeah, this is Opus 4.6 is somewhere over there.

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Quite a good software engineering model.

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Kind of like a blurry view.

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And now you look at Opus 5.5 and it's almost perfect.

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It knows every piece of these coordinates.

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It knows the entire world, basically.

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And so this, I think, just gives you an idea besides the benchmarks about the jagged frontier.

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I feel like that's less and less important to us, and more important is just the general knowledge that the models have.

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And what's exciting, I think, about this is that we can use intelligence to understand

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and shape how we use intelligence, right?

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And I think that will be, like, the theme of the next year, right?

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Where this year, I think, was really about the industrialization of software and creating

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this, like, reliable way to make software.

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But what does that look like?

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So I have been building a game.

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It's this thing I've been posting on Twitter about

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It's a 2D isometric game

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It's kind of like a fighting game

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Inspired by things like Avatar and Smash Brothers

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And I have kind of like

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It's fun, but it's also quite frustrating to do

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I'm really trying to be a great vibe coder here

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I don't really know what each character does sometimes

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Because I will say, hey, I want this character to throw a rock

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And they'll be like, oh, yeah, great, but like there are all these like different things that can happen when you're throwing a rock

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Like this character can also summon a wall

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So does the rock go through the wall or not and like how what speed or like what what about size and charge and all these questions?

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and

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I I find that like the model just makes a bunch of choices for me and then I try it out

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I'm like wow I have no idea what this character actually does I

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Get distracted pretty easily. I don't feel in the zone very much

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You know, I sort of send off a prompt and I start doing something else and I come back

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And I honestly make less progress because of these things right and so

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I think this is frustrating and I think for a while I was like man

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I guess this is just like how you work with AI. This is just like what it's gonna be like, you know

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But I think reflecting I'm like man. I don't think that's right

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I think that like, you know, we have this like the AI's can work in the way that we

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want.

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And so, yeah, I don't think it's acceptable.

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I don't think that this is what leads to the renaissance.

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I don't think this is what leads to incredible software.

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And part of it, going back to what Dex said,

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is great work is just about this messy process of you

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don't know exactly what you want.

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It's more about the choices you made and what wasn't involved

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or what wasn't included versus what was included.

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And so, yeah, I think there's like,

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you kind of just have to be an expert.

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You have to just really know your stuff

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in order to make something great, right?

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In order to make something worthy of a renaissance, right?

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And I just like, when I look at something I'm vibe coding,

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I'm like, dude, I have no idea.

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Like, I just don't really get it, you know?

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And so what am I doing?

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How am I fixing this?

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One of the ways I'm doing it, and I'm still quite early on.

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I'm not saying that I've figured it all out.

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But I think one of the ways I'm doing it

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is that I have two parts of my code base.

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I've got this engine part of the code base.

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And then I have a folder.

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I think I call it spec, but I'm thinking I'm just

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calling it human or something.

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And that folder is the code that I read.

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And it's this code that's linted.

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And there's all these rules for Claude

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about what that code looks like.

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It's supposed to feel like English.

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It's kind of like a spec, and I'll show you what it looks like.

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But it's at the density where if I just read this code, I know what's happening, and I

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can edit it, I can tweak it, but more importantly, I just can have a bit of a ground truth of

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what my game looks like.

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So let's do a quick demo here.

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By demo, I guess I mean I'm just going to, whoops, this is my eTalk.

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Okay, here we go.

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Okay, so this is my game.

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I've got in here this folder game, and then I've got here this code.

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This is the agent code, right?

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This is the code where I'm like, dude, I don't know how cameras work or whatever.

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There's a bunch of code here that I don't understand.

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But then in this code, I have all my characters, and I have their abilities.

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And so I can go in here and I can say, like, okay, this is the rock move, right?

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And inside of this move, there's a bunch of ways to tune it.

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It's well commented.

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It uses things like meters, you know what I mean, instead of, like, x, like, 0.5 or whatever.

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It tries to, like, create a bunch of different abstractions along the way.

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And so I can see that one of the things that is useful is that there are three ways for

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this character to throw a rock.

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It can grab it from the ground, it can grab it from the wall or something.

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And I can see sort of the true logic of the character.

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I don't really know how the engine works or how this is implemented underneath, but I've

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essentially created almost a custom scripting language for

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my game.

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And so that means when I'm playing this game, I can

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tweak little things.

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I'm still working on it.

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So I can say I want the rock to be a lot bigger.

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So I can say 1.5, but I'm using an actual IDE.

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And so if I go here to my game, I can see that I have a

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rock, it can charge, it gets really big, and I throw it.

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right? But I'm like kind of, it's really interesting because I'm also starting to use

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cursor more and I'm using the tab model more, you know what I mean? Because now I can be like,

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oh, hey, what if I just want to say like, you know, if you summon a wall in the middle,

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like cue it up as an action, and then cursor will sort of like, you know, do the tab complete here.

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And this is kind of like, it's kind of like spec-driven development, you know, but the

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spec is this, like, this scripting language, basically.

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And, yeah, it's like, is this the final way I'm going to write this game?

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I'm not sure.

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It's like, you know, in some ways, when I need to do something complicated, I still

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need to ask Claude to do it, right?

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And I need to ask Claude to, like, make the primitives.

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But it's actually really easy for me to understand what's happening.

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And I feel like much more in control.

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And while Cloud is working, I can also sort of review it and work with it.

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And that's been really exciting.

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And so I think the takeaway for me has been that, like,

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the takeaway for me has been that, like,

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I now have to think about the way,

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the best way for me to deliver high-quality software, right?

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And I'm not as constrained and limited by the model's capabilities and what it likes

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to write code in or something.

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I'm just not thinking about, I need to think about how can I deliver great software.

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And so I think if we really internalize that, I think then the next year will be about a

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renaissance of software.

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And I think many people have talked today and this conference about how to be more ambitious.

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And I don't think any of this is quite new, but I just think there's many things to do,

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like new languages.

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Obviously, we want things like Rust that are very efficient, but we also want things to

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be potentially modular and hot reloadable.

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We want it to be potentially readable.

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New primitives, there are probably new types of databases, new types of servers.

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New operating system interactions.

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I've been sort of like vibe coding a bunch of personal software that sort of messes with

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my operating system.

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There are new interaction paradigms possible, I think.

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A lot of like old HCI research is now like very interesting to revisit.

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New aesthetics, I think the way that we like use and design software can change quite a

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lot.

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And yeah, I think that like there's so much to do here that I think, I don't think that

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And this is, every speaker, I think, has talked about this.

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And I don't have too much more to add.

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But I think that what I really want us to say is that what we need to do is to decide

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what the future of work looks like, right?

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Decide what our ideal experience is.

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Because the models are not this alien intelligence that's trying to force us into a specific

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way of working.

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They can kind of do everything, and they will.

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but our job is to bring about the renaissance.

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So, thank you guys.

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That's my talk.
