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AI Engineer World's Fair 2026

Local Agentic Theory For Mobile Games — Shafik Quoraishee & Joanne Song, The New York Times

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Local Game Agents: From Playing the Game to Adapting It

On-device agents could make mobile games more responsive and accessible, but their decisions must share memory, frame time, and battery with the game itself.

From a talk by Shafik Quoraishee and Joanne Song

Before you start: Familiarity with basic game loops and model inference is helpful; reinforcement learning and accessibility concepts are introduced as needed.

What can a local agent do for a human-made game?

Can an agent help determine whether a puzzle is solvable, understand how it plays, or support a player without generating the puzzle itself? That is the experimental territory Shafik Quoraishee and Joanne Song explore. Quoraishee establishes the boundary first: the New York Times puzzles discussed here are made by people, and he describes the published games as having no AI features, explicitly excluding WordleBot from that classification. The work concerns possible supporting capabilities, not an announcement of deployed game features.

The starting point is solvability and playability. Quoraishee’s earlier Connections solver presentation explored reinforcement learning in greater depth. Here, the question broadens from how to solve a particular game to what an intelligent system could do while running on the player’s own device.

0:320:40
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0:32 · section reference included

From Pac-Man’s ghosts to intelligence on the phone

Game AI long predates language models. Pac-Man’s ghosts provide a familiar example: a finite-state machine selects behavior through explicit states and conditions. Events in the game change what the ghosts do. This is conditional, symbolic intelligence, with the rules authored in advance. The move toward local agents builds on that history while asking whether more capable decision-making can also live on a personal device.

Slide titled “AI has always been part of games,” showing a Pac-Man maze with pellets and ghosts beside a connected state diagram.
Pac-Man gameplay alongside a ghost state-machine diagram.

A cloud-backed mobile application sends an inference request upstream and waits for the result. That adds service cost and a network round trip to the computation. Moving inference onto the phone removes that round trip; the device still has to perform the work, so local execution is an opportunity to reduce delay rather than a guarantee of instant decisions.

Local execution also changes where gameplay information needs to travel. If the system is configured appropriately, computation and the data it uses can remain inside the device’s security boundary. Information needed only for the immediate gameplay experience need not be sent upstream as telemetry.

The practical example is a subway tunnel. A game may still require connectivity for some features, but its local intelligence can continue operating when HTTP requests cannot get through. Keeping relevant features on the device also creates room for personalization: the game can tailor its behavior to the person using it without making every adaptation depend on a remote service.

1:502:02
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Training a player versus reasoning during play

AlphaGo and AlphaZero anchor the reinforcement-learning history. Through repeated training iterations, a model becomes tuned to playing a game. EfficientZero and EfficientZero V2 extend that direction through sample efficiency: learning with less game-interaction data. They are examples of progress in limited-data reinforcement learning, not evidence that the same models meet a phone’s inference budget. This training approach continues alongside the agent systems discussed here.

The useful distinction is where adaptation happens:

ApproachWhat changesHow the game informs behavior
Reinforcement-learning trainingModel weightsRepeated training cycles
The described language-model agentContext and subsequent decisionsObservations and local tool calls

In the first case, training changes the model itself. In the second, a language model reasons over the current game state through in-context learning, chooses actions, and uses device functionality through tools. The contrast concerns the execution loop; it does not imply that a language model could never have undergone reinforcement learning during training.

4:575:20
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Inside the Space Invaders agent

The Space Invaders demonstration makes the loop concrete. The local framework controls a player that must shoot approaching ships while avoiding their bullets. Although reinforcement-learning players can perform the same task, Quoraishee identifies this prototype as an agentic system.

Its behavior follows four stages:

  1. Perceive: inspect what is happening in the scene.
  2. Predict: anticipate the attacking ships’ next moves and incoming threats.
  3. Decide: determine whether a nearby ship or bullet calls for an attack or evasive action.
  4. Act: execute the chosen action, then return to perception to inspect the resulting state.

The return path matters. An action does not complete the task; it changes the situation the agent must evaluate next.

Slide titled “Inside the agent that plays the shooter,” with four stacked stages connected to an arcade-shooter game box by a return loop.
The shooter agent’s perceive, predict, decide, and act loop.
7:037:14
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The agent shares the game’s resource budget

Running that loop on a device means fitting more than model weights into memory. The agent also needs a history of prior states and a working set of plans or intermediate artifacts. Those may require compression, and the game still needs enough headroom to render and respond to the player. Agent capacity is only useful if the game remains playable.

At 60 Hz, a frame interval is approximately 16.7 milliseconds, rounded to 16 milliseconds in the talk. That interval is a deadline shared with rendering and other game work, not an entire budget reserved for inference or a measured planning latency. Agent execution that overruns the relevant budget can produce visible jank.

Energy imposes another limit. Repeated inference and planning consume battery, and the speakers describe mobile hardware as still evolving toward these workloads. Neural processing units provide specialized inference hardware, but the agent loop must still minimize unnecessary processing. A system that makes good decisions while rapidly draining the phone is not a satisfactory mobile design.

The proposed constraint graph balances these demands rather than optimizing one in isolation:

ConstraintResource being protectedDesign pressure
SpaceWeights, history, working stateCompress and preserve render headroom
TimeResponsive framesPenalize disruptive overruns
EnergyBattery lifeLimit agent processing

The penalties need not be equally strict. Quoraishee describes allowing a softer penalty when a plan needs a little extra space while applying stronger pressure against time overruns that disrupt the user experience. The graph expresses a tradeoff policy, not simply three independent maxima.

8:098:26
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From gaze signals to crossword constraints

Gaze estimation adds another input to the decision process. A convolutional neural network can estimate gaze and supply information that an agent translates into behavior. Richer sensing does not, by itself, supply better reasoning: Quoraishee separately raises base-model intelligence as a limit on complex game decisions. He mentions ARC-AGI as a capability reference without reporting a model score. Its reasoning tasks are distinct from measuring mobile responsiveness or accessibility.

The Mini Crossword prototype shifts from reacting to moving threats to satisfying a set of linked constraints. Its constraint-satisfaction graph guides word placement so that the puzzle can be filled consistently. A candidate can be wrong; when placements conflict or the constraints become difficult to satisfy, the agent backtracks and tries to recover a valid layout. Quoraishee describes the graph as optimized for efficient revision, with natural-language information from the graph helping the agent choose how to backtrack.

These experiments sit within a wider landscape. SIMA is the named example of a generalist game agent; its research direction should not be confused with an established mobile deployment of this framework. Phone-based visual estimation supplies another capability, while AI-generated worlds create additional environments for agents to operate in. Together, these directions expand both what an agent can perceive and the kinds of worlds it may need to understand.

Three cards labeled “One generalist agent, many games,” “Agents that see, on the phone,” and “The engine becomes a neural net,” each with a diagram.
Three research directions on the “Where we are now” slide.
10:2910:42
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Accessibility needs more than an easy-mode toggle

Joanne Song turns the same local-agent architecture toward the player. A fixed state model can offer a toggle or static menu, but it cannot necessarily respond when someone’s needs change during play. The design foundation is WCAG 2.2, organized around four requirements: an experience should be perceivable, operable, understandable, and robust. These provide a framework for evaluating interaction rather than treating accessibility as an isolated game setting.

A mobile crossword makes the failures tangible. Tiny grid cells can cause mis-taps. An active-cell highlight can be too difficult for a low-vision player to see. Manual logins can create cognitive barriers, and unforgiving timers can exclude people who need more processing time. Lowering puzzle difficulty does not repair any of those interface problems.

Song uses the proposed Bronze, Silver, and Gold levels in the WCAG 3.0 Working Draft to motivate a broader range of assistance. The draft is not a finalized continuous scoring standard, and its proposed levels still include core requirements. The gameplay idea is to move beyond a single binary setting toward adjustable dimensions of support.

Two such dimensions are:

  • Input tolerance: how forgiving the interaction is of physical constraints or imprecise input.
  • Step granularity: how operations are divided within a sequence, allowing complex tasks to be broken into manageable steps or presented with more nuance.

The agent’s task is to adjust these dimensions together against the player’s live context. A useful intervention depends on their combination, not just turning every assistance setting upward.

12:3012:44
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Sense friction, then repair the interaction

On-device sensing could help identify where an interaction is becoming difficult. Gaze may indicate search friction, shaky taps may indicate trouble operating controls, and handwriting recognition can offer another input method. These are cues and alternatives, not definitive diagnoses of the player. The vision pipeline shown here connects gaze dwell, handwriting ink, and touch jitter through LiteRT to an agent.

Slide titled “Computer-vision agents sense the player,” showing gaze dwell, handwriting ink, and touch jitter connected through LiteRT to an agent.
Gaze dwell, handwriting ink, and touch jitter feed an on-device vision pipeline.

The next example turns observation into action: a simulated broken dialog traps a keyboard or switch user in a focus loop with no usable way back. The agent monitors the focus path, flags the problem, and supplies an exit locally. The defect is the missing exit, not focus cycling alone: the accessible modal-dialog pattern intentionally contains focus while also providing dismissal and restoring focus afterward.

A small TypeScript example makes the distinction explicit. Repeated navigation is a reason to inspect the dialog; a repair is proposed only when that evidence coincides with no usable dismissal route:

typescript

type DialogObservation = {
  focusPath: string[];
  hasUsableDismissal: boolean;
  returnFocusId: string;
};

type ExitProposal = {
  kind: "add-exit";
  controlId: string;
  returnFocusId: string;
};

function proposeExit(
  dialog: DialogObservation
): ExitProposal | null {
  const path = dialog.focusPath;
  const repeatedCycle =
    path.length >= 4 &&
    path[path.length - 4] === path[path.length - 2] &&
    path[path.length - 3] === path[path.length - 1];

  if (!repeatedCycle || dialog.hasUsableDismissal) return null;

  return {
    kind: "add-exit",
    controlId: "dialog-close",
    returnFocusId: dialog.returnFocusId,
  };
}

const proposal = proposeExit({
  focusPath: ["hint", "settings", "hint", "settings"],
  hasUsableDismissal: false,
  returnFocusId: "crossword-cell",
});

Here, proposal describes an exit to add and where focus should return; it does not mutate the interface. The repeated-pair check illustrates the observation-to-proposal boundary, rather than a complete detector for every keyboard trap.

The next intervention concerns target size. For someone with limited dexterity, a tiny control can turn an intended selection into a miss. Song describes an agent acting as a live layout auditor: it measures the interface, identifies inadequate controls, and dynamically resizes them. The layout changes to accommodate the person during interaction.

This produces a continuously adjusted relationship between assistance and challenge. Song frames them as ends of a dial that responds to the moment, with the broader goal of a device that senses frustration and responds usefully. In these experiments, responsive accessibility means changing the interaction itself, not merely observing that the player is struggling.

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What useful local agents still need

The remaining work starts with speed. Planning must respect the frame deadline already discussed so that assistance does not introduce stutter. It also needs prediction: before applying a layout change, the system should be able to anticipate what that change will do. Reacting to difficulty is only part of the problem; avoiding a disruptive intervention is another.

Long-term memory would let an agent learn one person’s habits and needs over time instead of treating every interaction as new. A shared game-state language would address a different limitation: portability. If games exposed a common representation, an agent could operate across releases without being rebuilt separately for each one.

Better chips must be paired with honest benchmarks that establish whether the agent actually improves the experience. The destination is not necessarily one centralized intelligence serving every player in the same way. It could be many small local agents, each running on a personal device and shaped by the individual it serves.

16:4216:51
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Resources

From the talk

Read the complete timestamped transcript
  1. 0:00

    [upbeat music] Awesome. So yes, as, uh, a great introduction, uh, took us to, we are gonna be talking about local agentic theory for accessible mobile games.

  2. 0:21

    And we realize this is the graph track, but there are graphs here in this presentation, so, um, fret not if you're missing them. Uh, so, uh, yeah. So a few disclaimers before we continue.

  3. 0:32

    Um, since we, we do work at The New York Times, and there's a few things we have to say about, um, our puzzles, AI, et cetera. Uh, our puzzles are made by people.

  4. 0:40

    They're not made by AI, so, um, that's just a, a thing that we... is true, and it'll always be true. Um, there's no AI in the games themselves, so the- there's no AI features.

  5. 0:51

    Um, you might have seen Wordle Bot. That's not an AI feature. So all our games are, are pretty much AI free. Um, and the work the, that we're gonna be talking about now is experimental work.

  6. 1:03

    So it's stuff that we look at in terms of solvability and other, uh, capabilities of agents in the space that we can potentially take advantage of on a local device to, to do, uh, other things and actually generate games more so things about playability and other kinds of, um, features we can, uh, utilize agents for in an

  7. 1:22

    intelligent way. So introdu... a little bit of an introduction. So I also, um, if anyone has, uh, seen, uh, the last year's Worldfair talk that I did on Connections, there's a similar, um, vibe to this.

  8. 1:35

    Uh, we-- I did a deeper dive into how a solver can be built for, uh, that game and, um, if you're interested, you can take a look. It's on YouTube, and, uh, it has a lot of interesting deeper dive specifics for, uh, RL solvers, which I'll go into in a bit as well.

  9. 1:50

    So little bit of a history. Um, everybody here, and just in case you aren't familiar with AI and gaming, which, um, for, you know, it's not the most common topic here at, at the Worldfair right now.

  10. 2:02

    But, um, if you, uh, are familiar with the history of it, uh, AI has been in games for a long time, and, uh, since this is... since the eighties, uh, it's been established as a core pattern in games like Pac-Man.

  11. 2:15

    Um, this is a simple version of an AI called a finite state machine, and if anybody-- everyone's familiar with a finite state machine here? Probably. Or I would imagine enough people are.

  12. 2:25

    It's a basic AI system which tells, uh, the ghosts in the game what to do when Pac-Man gets a, a, a, a dot or not. Um, but basically, it is a conditional kind of symbolic AI.

  13. 2:37

    Um, and then moving forward, we'll talk more about RL and the advancements of where that went to. But firstly, um, the core thesis of what we're gonna really focus on is the model of running the devices, run-running AI on our local devices.

  14. 2:54

    So, uh, most AI, um, infrastructure today runs really on the cloud, and, uh, if you're running a mobile application, um, most practical scenarios involve cloud architecture. And, uh, that, that essentially is expensive because you have AI calls and inference calls that you have to make upstream, and then they have to come to your device.

  15. 3:13

    So there's things like latency, et cetera. So, um, in an ideal world, when we evolve to that, uh, place, um, we can, uh, offload a lot of the intelligence onto a device.

  16. 3:24

    What that does is make a lot of the call, uh, make a lot of the calls faster when we get to that world because you're not doing, uh, a round trip to the cloud to get that information.

  17. 3:33

    So you can, uh, actually compress that time to the time within the device frame computation. Um, the-- it's private too, so your AI computation is withon-- is, is within the device itself.

  18. 3:46

    And if it's set up properly, it won't leave the device because there's some things that for the gameplay experience that you don't actually need it to leave the device.

  19. 3:53

    Local computation is the way to go, and it stays within your confined security zone, uh, locally, and, uh, it's not needed upstream for telemetry or anything like that. Um, and then it should work anywhere.

  20. 4:04

    So one thing is that games, uh, you know, some, a lot of games rely on the internet and, and many... they, they will for a, a live con- connection point.

  21. 4:13

    But at least in, in the, in many cases where you need advanced AI compute, you can develop games that can work locally on your, uh, machine, on your mobile device rather.

  22. 4:23

    And, uh, that's great because if you're in a subway tunnel or something like that, you can still have a, a game with a very smart AI that is, um, building, uh, doing something, uh, without being disrupted due to, um, uh, HTTP calls that are not getting through.

  23. 4:38

    Um, and then it's, uh, again, personalization is a big thing in general with on-device models because personalization is important. Uh, and a lot of people want their game experience to be tailored to them, and in a world where we can do things, um, on device, we have that capability more so because the, the features are local.

  24. 4:57

    So now we're gonna talk about agentic AI for games, and, um, as I'm sure everybody's familiar with AlphaGo, AlphaZero, et cetera here, um, the Alpha series models. So basically, um, uh, reinforcement learning was the way that, uh, games were in the past, um, trained in order to, uh, do intelligence, right?

  25. 5:20

    So basically, what you would do is that you would take a, you take a model, uh, have many iterations, and then that, uh, that model would then, um, be really tuned to a particular game.

  26. 5:31

    Um, and that's still happening, but, uh, what I'm doing is setting up the kind of history and the school of thought of that, uh, all the way up to twenty twenty-four.

  27. 5:38

    Um, has anybody heard of EfficientZero before here? Uh, if not, it's fine. EfficientZero and EfficientZero V2 are the reinforcement models, uh, reinforcement learning models that are state-of-the-art, um, and they're called sample-efficient reinforcement learning models because they learn, uh, very fast with a lot of-- a lot less data than traditional reinforcement learning models do on games.

  28. 6:01

    Um, and there's just-- So that was up to twenty twenty-four, and the, that, uh, mechanic is continuing, but it lives alongside, uh, our, uh, reinforcement learning and agentic game, uh, development.

  29. 6:14

    So, uh, reinforcement learning again is, on the left is a bunch of cycles that are used to train a model in order to change its weight, so it becomes more intelligent and able to play this particular game.

  30. 6:25

    An agentic system is one where you actually have a game that is, uh, negotiated by agents which are essentially, uh, language models, which are using in-context learning to figure out the state of the world in the game.

  31. 6:38

    So RL changes the model itself and changes the weights in the model. Um, the agentic system reasons over, uh, space in the game, um, and there's no reward system to grind out.

  32. 6:49

    Uh, the loop, there's an agentic loop that's at play, which then learns the system through tool calls and other things that are local to the device and using local device functionality and adapts to a new situation, so it's much more dynamic.

  33. 7:03

    So, um, so this is, uh, basically one example of an agentic-based game using-- Ev-everybody's seen Space Invaders before, I, I presume. Okay. Well, if not, y-well, there it is.

  34. 7:14

    So this is a agentic version of Space Invaders, which, um, is designed to use a local agentic framework, which we worked on to, um, do basically the basic things like kill the spaceships as they get close and avoid the bullets as the spaceships attack.

  35. 7:30

    And you've probably seen simulations where our RL models have been trained to do the s-same thing, but this is specifically an agentic system that we built to actually play this game.

  36. 7:39

    Um, and then you can see the agentic states on the right. And so this is the inside the agent itself and how the loop works. So basically, you have very few basic states where you're trying to perceive what's happening in the-- where the agent is trying to perceive what's happening in the scene, where it's trying to predict

  37. 7:55

    the next move of the spaceships attacking it, where it's deciding what to do next. Because if the bullet is too close or if the spaceship is too close, it will take a-- it'll make some sort of action, and then it will act in that, uh, way, in the appropriate way, and then loop again to see the state.

  38. 8:09

    So that's a very simple system, but it's, uh, it's basically a simple agent that's, um, uh, using an on-device model to actually execute its steps. So some ch-challenges in this space are space is-- health is a challenge because on the device you have a limited amount of resources.

  39. 8:26

    You have a device budget where you have to fit the weights, you have to compress the state history of the agent, you have to compress the working set or the planning artifacts of the agent if you even think of the way that an agent will create the way that it navigates a system.

  40. 8:39

    And you have to have enough s-render headroom in order to actually render the game and play the game itself. So this is basically that. And then you also have a time constraint because time itself is budgeted in a particular way so that you're essentially using like a refresh rate of sixty hertz.

  41. 8:56

    So in each frame that passes, you have to-- which you get a new frame every sixteen milliseconds appount if your, uh, refresh rate is sixty hertz. You need to actually fit the agent planning within that, and if you go outside of that budget, what'll happen in the agent execution, you're going to see jank and other things on

  42. 9:11

    mobile devices that, that are very hard to con-- uh, pull out. And then you have energy constraints, and energy constraints are basically battery life. So battery life, um, you know, the basic devi-devices these days are not optimized to, um, really handle agentic workloads.

  43. 9:27

    Uh, yet they're getting to that point where you have NPUs, neural processing units, and AI chips that are specifically designed to handle that inference. But at this point in time, um, y- uh, the agentic, uh, design of the loop on the device has to be very curated to do as minimum energy pro-processing as possible.

  44. 9:45

    Otherwise, your phones die fast as it is, and they'll die even faster. Um, so essentially, there's a constraint function in-- of this, for example, constraint graph that takes into account all three of these areas.

  45. 9:57

    And so there's different ways of managing the constraints in this constraint graph, so you can actually make sure that your agent is performing well. So you can handle space constraints, time constraints, energy constraints, and th-there are some techniques that we use to optimize those constraints so that we're not, uh, we're, we're penalizing over-focus on one area, and

  46. 10:16

    then we're using like soft constraining on another area so that we're not penalizing too much if we need a little extra space. But if we use too much time, we want to penalize that because we don't want the agent to disrupt the user experience.

  47. 10:29

    Um, so, um, we, we look at things like gaze estimation models as well because, um, gaze is another new factor. It's been around for a while, but it's evolving to the point where it can actually, um, uh, be, uh, useful.

  48. 10:42

    And an agent has to take into account gaze model data, which is basically a convolutional neural net which takes gaze data and then can, um, translate it to agentic behavior.

  49. 10:53

    And so, um, I'll-- it just begs to mention that we need to consider things like the ARC-AGI score, uh, because we also have the base intelligence of the model, and the base intelligence of a lot of these models aren't, uh, capable yet of being fully, um, cognizant of all the complex decisions that an agent can make in

  50. 11:10

    the most intelligent and possibly interesting games in the future. But we, we have to, um, essentially sur-surmount this to get to that point. And the last thing I'll show you before I hand it over to Joanne is, um, this is, uh, another agent that we built to solve the mini crosswords.

  51. 11:25

    So if you play the mini crosswords, this is called a constraint satisfaction agent, which uses a constraint satisfaction graph to figure out how to put the words in the crossword puzzle at the right place so that, um, the-- it fills the puzzle properly.

  52. 11:38

    And it backtracks in the puzzle and finds the right word, sometimes finds the wrong word. But the constraint graph here is optimized so that if the constraints are getting too, um, uh, too crowded or too incorrect, then it will backtrack efficiently, and the agent can use natural language from the graph to backtrack and find the correct crossword,

  53. 11:57

    uh, uh, crossword layout. Um, so Basically where are we now? We have a lot of different models that we are considering. So we have generalist models, um, like for example, Google SIMA, which will be the agentic framework, an agentic framework that can do a lot of different things.

  54. 12:13

    In this space, um, we have agents that do visual estimation on the phone. Uh, and then we have ins- entire generative worlds that are being built using AI, um, and that will be a whole different interesting agentic space to consider.

  55. 12:26

    Now I'll hand it over to Joanne to talk about accessibility.

  56. 12:30

    Oh, is this thing on? Yes. Um, let's talk about accessibility. How can we build a system that truly serves everyone? Um, like Shafiq mentioned, traditionally, games live in a world of fixed state models, rigid, hand-authored.

  57. 12:44

    A player's choice is often limited to a toggle or a static menu. The flaw here, as you could have guessed, is that it's entirely de- deterministic, predictable, and completely blind to their real-time needs.

  58. 12:56

    But we don't need to reinvent the wheel here. To battle, to build a battle-tested accessible game, we ground our design in an exis- existing international standard, WCAG 2.2. This framework evaluates interactions across four human-centric pillars.

  59. 13:11

    Is this experience perceivable, operable, understandable, and robust? Giving us a proven global foundation to build our dynamic player states.

  60. 13:21

    But you can't have rules without breaking them. Some common pitfalls where games break these standards. A mobile game like Crosswords, as an example. There are motor challenges we come across, where tiny grid cells can lead to mis-taps, active cell highlights are invisible to low vision players.

  61. 13:37

    Uh, cognitive barriers can be forcing manual logins or timers that are unforgiving and alienating to process speeding, uh, to processing speed needs. A static easy mode can't fix a crossword grid that remains fundamentally blind to our players.

  62. 13:53

    Although it's still in draft, WCAG 3.0, spoiler alert, is following the trends of dropping the binary pass-fail to a graded bronze, silver, and gold scoring. Accessibility is developing into a more diverse scale and moving away from our standard checkbox.

  63. 14:07

    The same shift should apply for gameplay. This scale visualizes the values that can change depending on the needs of the player. Here we have the core dials that scale depending on the player's real-time needs.

  64. 14:24

    If we tune for a player needing more assistance, we have input tolerance that controls the flexibility around physical constraints, making interactions more forgiving. This step granularity adjusts for the number of operations in a sequence, helping users break complex tasks and tuning to players who needs more nuance.

  65. 14:41

    The agent's time-- The agent's entire job is to dynamically calculate these dials as they rise and fall together, balancing the scale against the player's live context.

  66. 14:58

    With on-device models, the agent can get a real-time feel for how the player is doing. For example, we can use vision models to track eye gaze and figure out when the user might be facing search friction, analyze shaky taps for someone having a hard time with controls, meet players where they're at by allow, by allowing handwriting recognition.

  67. 15:17

    Um, focus traps. But we don't want the agent to just watch, we want it to act. We simulate on the right, um, uh, well, the simulation on the right is a broken dialogue, forcing a user into a keyboard trap.

  68. 15:28

    For a user using a switch or a keyboard instead of touch, focus order is very important. If we have a broken dialogue, tab and focus can be an endless loop with no way to navigate back.

  69. 15:39

    Here, the agent can monitor that focus path, flag the loop, and inject an exit route live on the device.

  70. 15:48

    When you're navigating with limited dexterity or just fat fingers, tiny targets can mean a miss. Instead of using players, um, instead of making players play Operation, our agent is a live layout auditor.

  71. 16:01

    It measures the interface on the fly, catches violations, and dynamically resizes the controls. The agent rewrites the layout live, adapting to the human and not the other way around.

  72. 16:13

    Think of it like a real-time tug-of-war where the system is no longer fixed, but tunes the game to the player. Accessibility and challenge stop being treated separately and become two ends of one dial, constantly tuning for the moment.

  73. 16:28

    Ultimately, this is, uh, there, uh, this is where on-device AI is heading. By building systems that can actively sense human frustrations, we can move past fixed menus and turn our devices into responsive, empathetic partners.

  74. 16:42

    But there's still groundwork to be laid. Looking ahead for local agents to truly understand games, there is still a lot we need to build. First, they have to be faster.

  75. 16:51

    We need a plan, uh, we need plans and decisions within a sixty millisecond frame to prevent stuttering for games. We need models to predict the game so that we can see exactly what a layout change will do before they actually make it.

  76. 17:03

    And the real magic, though, will be the long-term memory, learning one specific person's unique habits and needs over time. We need a shared game state language so one agent can work across multiple games instead of being rebuilt from scratch for different releases, releases.

  77. 17:18

    And finally, we need better chips and honest testing. Faster chips paired with real benchmarks to prove that the agent makes things better.

  78. 17:28

    And the future of AI doesn't have to be one giant centralized brain. It can be billions of small local brains, each running on a personal device, each shaped entirely by the individual it serves.

  79. 17:41

    Thank you. [audience applauding] [upbeat music]