Stories
30
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7
Topics
10
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12 stories in this edition match your reader profile.
Reader signals
3
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0
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12
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121
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This query becomes a recent For You signal, so matching stories can move up on the next personalized pass.
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Lead Story
Generating running routes with GPT-6 Astra and ChatGPT Work
Here's a neat thing I had ChatGPT Work with GPT-6 Astra (Max) do this morning: I live at <my address>. Figure out 5K and 10K running routes from me that loop from my house. Use OSM data. It worked for 27 minutes and produced exactly what I'd asked for, as both an embedded visualization and downloadable GPX file and GeoJSON files. Here's that 5K route: When I asked it how it had created the route, it replied: I used Nominatim to locate the address and Overpass to download local OpenStreetMap roads and trails , then calculated the loops locally. Frustratingly, the actual code it ran and exact details of what it did weren't visible to me in the ChatGPT UI. I see this lack of transparency is an anti-feature. By the time I thought to ask for a copy of the Python code it had used, ChatGPT was unable to provide it. This appears to be because the thread had been compacted. I think any LLM system that uses compaction needs to both preserve the pre-compacted text and make that text available via agent tool calls, to protect against this kind of problem. As for displaying the map to me, that used the visualize skill . It created a file called /workspace/el-granada-5k-share.html to embed directly into the ChatGPT UI. Here's a copy of that HTML , which starts like this: < div id =" eg-share-loop " > < div class =" viz-row " > < h3 > El Granada harbor loop </ h3 > < span class =" text-small " > 5.1 km </ span > </ div > < div id =" eg-share-stage " > </ div > < div class =" text-small text-muted " > Map data © < a href =" https://www.openstreetmap.org/copyright " target =" _blank " rel =" noopener " > OpenStreetMap contributors </ a > </ div > < style > # eg-share-loop { width : 100 % ; } # eg-share-loop # eg-share-stage { width : 100 % ; margin : 8 px 0 ; } # eg-share-loop . eg-share-map { display : block; width : 100 % ; touch-action : none; } # eg-share-loop . eg-share-map text { fill : var ( --foreground ); font-size : 12 px ; font-weight : 400 ; } # eg-share-loop . eg-share-label { paint-order : stroke; stroke : var ( --background ); stroke-width : 3 px ; stroke-linejoin : round; } </ style > < script type =" application/json " id =" eg-share-data " > { "route" : { "type" : "LineString" , "coordinates" : [ [ - 122.467425 , 37.4997753 ] . . . </ script > < script src =" https://cdn.jsdelivr.net/npm/[email protected]/dist/d3.min.js " > </ script > < script > (() => { const root=document.getElementById('eg-share-loop'); The <script type="application/json"> element contains the full geometry needed to render both the running route and the map itself, using D3, which is loaded from an allow-listed CDN location described in this section of the visualize skill : External resources The CSP allows only cdnjs.cloudflare.com , esm.sh , cdn.jsdelivr.net , unpkg.com , fonts.googleapis.com , fonts.gstatic.com , and fonts.bunny.net . Other origins are blocked and fail silently. Tags: geospatial , ai , d3 , openai , generative-ai , chatgpt , llms , skills , gpt-6-astra
Simon Willison LLMs / 11:55 PM
Some thoughts on the Navier–Stokes Millennium Prize Problem
On the Navier–Stokes Millennium Prize Problem introduces an impressive result from OpenAI, who used an unreleased model to produce a resolution to the Navier–Stokes existence and smoothness problem , one of the seven Millennium Prize Problems that have been subject to a $1,000,000 prize since May 24th, 2000. The discovery is somewhat overshadowed by accusations of skulduggery from Tristan Buckmaster, an NYU mathematics professor who was collaborating on related problems with Levent Alpöge, an accomplished mathematician who currently works for Anthropic. Tristan's complaint accompanied a hastily published version of their own results. Here's the PDF describing what happened . The very short version is that Tristan and Levent worked on the problem for almost a year, making extensive use of Claude and Codex (mainly GPT-5.6 Sol), then had a breakthrough on August 15th. The mathematical rumour mill kicked into gear and Tristan and Levent heard that OpenAI had heard that Anthropic had resolved "a major open problem", so they reached out and learned that OpenAI had a team working on a related problem, with a similar approach. Quoting Tristan: I asked when the first prompt had been sent by them. This question was not answered directly by OpenAI for some time. Eventually it was agreed that it had been sent in the past few days, after information about our work had reached OpenAI. I asked whether the model had been trained on, or had access to, our sessions in Codex, into which we had been putting all our drafts for the whole of this project. I was told the model did not look up user data. I asked again, about training, and I did not get an answer. It gets more complicated from there. The OpenAI team offered to wait for Tristan to publish, or to have him author a paper about their result, but were clear that Levent would not be invited as a co-author due to OpenAI's competitive relationship with his employer. Here's how OpenAI described their work: On Tuesday, September 1, we heard rumors that two Millennium Prize problems had been resolved. Inspired by these rumors and by the step change in performance of our internal model, we launched an effort to evaluate it on all open Millennium Prize problems and a few other high-impact problems. [...] The agents arrived at their resolution on Saturday, September 5, about 88 hours after the first agents were launched. Lean formalization and verification took an additional 17 hours via GPT‑6 Astra. Across all attempted problems, the agents sent 4.9 million messages and used about 300 billion output tokens. In the process of resolving the Navier–Stokes problem, the agents sent 2.7 million messages and used approximately 130 billion output tokens. (We don't know the cost structure of the internal model they used, but 300 billion output tokens at public API prices for GPT-6 Astra would cost $15,000,000 .) Here's where they provide their perspective on Tristan and Levent's work (emphasis mine): Our effort began on September 1st after hearing a rumor which we later realized was related to Levent Alpöge, an Anthropic employee, and Tristan Buckmaster, a math professor at NYU. After the completion of our full project and Lean verification (on September 6th), believing from the rumor they also had a solution of Navier–Stokes, we reached out to them to offer a concurrent release of our result and to recognize their priority in a joint announcement. [...] We (the researchers and the agents) did not see any of their work through any means until they released it publicly — in particular, no specific user data was accessed in order to solve this problem. While unlikely, we cannot rule out that de-identified data derived from their usage of our products helped improve our models . However, our proofs differ significantly and even the precise results proved are different in the Euler case (forced vs unforced). My interpretation of what happened here is that OpenAI heard that some Millennium Prize problems had been solved using LLMs and saw this as an opportunity to demonstrate the power of their latest model, without thinking too hard about the optics of scooping a team who had been using OpenAI's own models to work on this problem for the best part of a year. This situation appears to mirror what's happening in the world of computer security right now. Anil Madhavapeddy recently pointed out that Just a rumour of a bug is enough to find a security exploit these days , because if someone knows that some software has an unpatched vulnerability, they can set their agents the task of finding it. Is the same now true of mathematics? Just knowing that there is an unpublished solution to a problem might trigger millions of dollars in LLM spending to get there first. This also highlights one of my ongoing frustrations about how all of this works. When an AI lab says that my data is "used to improve model performance", what does that actually mean ? My two favourite hypothetical questions regarding this used to be: If I'm running Codex and one of my API keys accidentally gets consumed in the context, what are the chances that someone else might ask for an API key in the future and get mine back? (I asked someone at OpenAI once and they called this the "regurgitation" problem and assured me that they take great pains to prevent that... but wouldn't describe how.) If I brainstorm with ChatGPT about potential new directions for my company, what's the chance that information might be exposed to a competitor in six months' time who asks "what might company X plan to do next"? My new preferred hypothetical for this is: If I use ChatGPT to help me partially solve a Millennium Prize problem, what are the chances that my work will influence training such that a later model helps someone else solve it first? Via Hacker News . Tags: mathematics , ai , openai , generative-ai , llms , training-data , ai-ethics
Bloomberg AI / 11:00 PM
Longsys Shares Slip in HK Debut After $903 Million Listing
Shenzhen Longsys Electronics Co.’s shares fell in Hong Kong on Tuesday after the company raised HK$7.08 billion ($903 million) in an upsized share sale that’s testing the resilience of investor enthusiasm after a flurry of artificial intelligence supply chain offerings in the city.
Product Hunt AI / 10:05 AM
Cortex
Turn API specs into docs, SDKs, and MCP servers Discussion | Link
arXiv AI/ML / 5:45 PM
arXiv paper: CrossDepth: Geometry-Constrained Attention for Generalizable Multi-View Surround Depth Estimation
A new arXiv AI paper by Samer Abualhanud and Max Mehltretter studies CrossDepth: Geometry-Constrained Attention for Generalizable Multi-View Surround Depth Estimation.
arXiv AI/ML / 5:11 PM
arXiv paper: DreamX-Creator: Democratizing Native Audio-Video Generation at 2K Resolution
A new arXiv AI paper by Jiashu Zhu, Yanhao Zheng, and Ruitian Tian, and 7 more studies DreamX-Creator: Democratizing Native Audio-Video Generation at 2K Resolution.
AWS Machine Learning Blog / 4:31 PM
Bring your own model with Amazon SageMaker AI: Script mode in SDK v3
The SageMaker Python SDK v3 redesigns script mode with unified ModelTrainer and ModelBuilder classes. This post walks through two end-to-end examples, a scikit-learn Random Forest and a multi-GPU Stable Diffusion 3.5 LoRA fine-tune, showing how SourceCode syncs your local code into any container at runtime so you can iterate without rebuilding Docker images.
AWS Machine Learning Blog / 1:46 PM
How OneAdvanced deployed over 50 AI agents on UK-sovereign AWS
Learn how OneAdvanced, a UK enterprise software provider, built a UK-sovereign AI platform by self-hosting Llama 4 Maverick and Llama Guard 4 on Amazon SageMaker AI, with a RAG pipeline on pgvector and over 50 agents built with Strands Agents SDK on Amazon ECS.
The Verge AI / 1:26 PM
The messy politics behind Google’s big AI shakeup
In the AI industry, Google prides itself on seeming like the adult in the room: quiet, stable, time-tested. On Wednesday, even as the company announced its largest AI org shakeup yet, Google and its leaders presented a unified front, keeping their messaging focused on how the changes tee up future success. But the reality is […]
BAIR Blog / 9:00 AM
Intelligence is Free, Now What? Data Systems for, of, and by Agents
... government of the people, by the people, for the people ... — Abraham Lincoln, Gettysburg Address (1863) The cost of AI is dropping rapidly. GPT-4-class capabilities cost roughly $30 per million tokens in early 2023; today the same runs under $1 , and some providers are pushing costs below $0.10 . Across benchmarks, inference prices have fallen between 9x and 900x per year , with a median decline near 50x. Even frontier models are getting dramatically cheaper each generation, with open-source models following closely behind. And crucially, even if “Nobel-Prize-winning genius-level” intelligence isn’t here yet, the intelligence that suffices for the vast majority of knowledge work is here today, and getting cheaper by the month. At this rate, we are soon entering the era of virtually free intelligence —the kind that is more than enough for everyday knowledge work. Disclosure: This post is a perspective led by Aditya G. Parameswaran —an Associate Professor of EECS and co-director of the EPIC Data Lab at UC Berkeley—together with his collaborators. It is part landscape survey and part perspective, and several of the research directions discussed below (including agentic speculation, structured memory, and synthesizing custom data systems from scratch) draw on the authors' own ongoing work. So, what does this new era of near-free intelligence mean for data systems? We believe three new challenges—and opportunities—stem from near-zero inference costs: Data Systems For Agents. Agents will soon become the dominant workload for data systems—with swarms of agents spun up in response to each end-user request. Given differences in characteristics between agents and humans—or applications acting on their behalf— how should we redesign data systems for such agentic users? Data Systems Of Agents. As agents start taking on the bulk of knowledge work, a new substrate is needed for thousands of agents to manage state over long-running tasks, coordinate and reach consensus, and deal with failures. What do data systems that reliably and efficiently run and manage agent swarms look like? Data Systems By Agents. Agents are rapidly becoming capable of synthesizing entire data systems in one go—meaning we can rebuild custom systems for each new workload. Verifying that such systems match intended behavior is a challenge. What does it take to let agents synthesize data systems we can actually trust? Data Systems For, Of, and By Agents Next, we will discuss each in more detail, followed by discussing the intertwined future of data systems and agents, especially as the three challenges intersect. Data Systems For Agents An agent querying a database doesn’t behave like a person or a BI tool. It performs what we call agentic speculation : a high-volume, heterogeneous stream of work spanning schema introspection, columnar exploration, partial and then full query formulation. With multiple agents each exploring portions of the hypothesis space, each user request could amount to 1000s of individual SQL queries. Now, users can issue ‘high-level’ data tasks, e.g., root-cause analysis—e.g., ‘why did coffee sales in Berkeley drop this year’—or exploratory cohort analysis—e.g., ‘which user segments are most likely to churn next quarter’—each involving a combinatorial space of potential joins, aggregations, and filter combinations. Data Systems Redesigned to More Effectively Support Agentic Speculation The requests from these agents have various opportunities for optimization. For instance, on a text-to-SQL benchmark with multiple agents attempting each task, only 10-20% of the sub-plans are distinct. Thus, 80-90% of sub-queries perform duplicate work. The same experiments show task success rates significantly increasing with more agentic attempts—so the redundancy is actually helpful. But from the data system perspective it’s wasted work. An agent-first data system can exploit such properties to help agents make progress faster. It can reuse results across overlapping sub-plans, drawing on ideas from decades-old literature on multi-query optimization and shared scans . Or the data system can try to satisfice , returning approximate answers that are good enough for agents to make progress, leveraging work from the AQP literature —or streaming the results of the final or intermediate operators to help agents decide if seeing the rest is necessary or helpful. Another opportunity here is to rethink the query interface entirely: instead of agents issuing a single SQL query at a time, they could instead issue a batch of queries, each with its own approximation requirements. Since enumerating an exponential search space (as in the root cause or cohort analysis examples above) isn’t a good use of agentic reasoning ability, perhaps data systems should support higher-level primitives rather than requiring agents to list each SQL query explicitly. One idea here is to draw on DBT-style Jinja macros to provide looping-based primitives for agents to interact with data systems. A Caffeinated Army of Agents Ready to Tirelessly Complete Your Data Tasks A final opportunity here is to stop thinking of data systems as passive executors of queries; data systems could be proactive , as they possess more grounding in data and system characteristics that agents may lack a priori—they could steer agents in different directions, provide results for related queries, and also provide performance-level feedback (e.g., instead of executing an expensive query, the system could first provide the agent a latency estimate). The reason we can do this now as opposed to the past is that an agent can accept any form of textual feedback and isn’t expecting a strict SQL query result. In fact, the data system could also prepare both materialized and virtual views for an agent in advance, provided to the agent as part of context, as this may be cheaper or more effective than having an agent author or use them. Data Systems Of Agents Previously, we focused on how agents interact with data systems. Now, we consider everything else agents need to keep working: where they live, how they remember, how they coordinate with each other, and how they deal with failures of each other. This agentic substrate is separate from the inference stack powering raw intelligence. However, the inference stack itself is being abstracted away through APIs (e.g., from OpenAI or Anthropic), or, for open-weight models, through serving frameworks that hide low-level details. So far, the agentic substrate has been managed through harnesses like Claude Code and Codex , coupled with various mechanisms to store and retrieve memory. First, on the memory front, the current wisdom is that files are all you need ; agents write to unstructured markdown (MD) files, which can then be searched using grep, or via embedding-based retrieval. In fact, many argue that the solution to continual learning is having agents consume a lot (e.g., an entire codebase, slack, company wikis, …) and then write their learnings into MD files, which are then retrieved selectively on demand. Indeed, file systems, bash scripting, and MD files are and will still be important for agents. However, at scale, when agents are doing the vast majority of knowledge work, this approach will no longer be effective. Given limited context windows, retrieving all MD file fragments that may be relevant and stuffing it into the context will break down at some point. Even if context windows continue to grow, there are latency benefits to not put all information into context — and in many cases, e.g., when knowledge work involves interacting with large databases or code bases, it will be infeasible to serialize all relevant data into context. Data Systems As A Substrate for Multi-Agent Swarms One could use a knowledge graph representation , but knowledge graphs suffer from the same limitations as unstructured MD-based memory due to their lack of structured search. What one needs is to be able to retrieve only memory that is pertinent to the task, across multiple attributes (or facets) of interest. For example, an agent debugging a flaky test should be able to pull only the memories tagged with the relevant module, language, framework, and failure mode—rather retrieving based on keywords or embedding similarity. A separate issue is what to actually retrieve; raw agent traces with mistakes are not very useful as they will induce agents to repeat the same mistake—instead, we want the retrieved memory to be corrective. We recently explored a related notion of structured memory , where we organize memory across various attributes, each of which could be set as * to indicate universal applicability, or set as a list of values to be matched. For a data agent, the dimensions could include the columns and tables, type of operation, and finally, open-ended natural-language corrective instructions. So, we could include memory that only applies to a given type of operation (e.g., ‘when performing date-time operations, use fiscal year as opposed to calendar year conventions’), or a given table (e.g., ‘column product_cleaned is preferred over column product when querying on product name’). One open question is defining an application-specific structured memory —or what others have called world models for memory . We believe this is akin to defining a schema for each application—and perhaps agents themselves can help us define and refine it over time. One Possible Way To Store and Retrieve Structured Knowledge [From Here] Structured memory will be useful also for evolutionary frameworks to effectively manage search spaces. Indeed, storing, structuring, and mining large volumes of single and multi-agent traces can help future agents become much more efficient—potentially enabling effective recursive self-improvement through structured memory-based mechanisms. Another challenge is to support concurrent edits to shared memory, and concurrent edits in general, when there are many agents performing transformations. While there have been some useful attempts at supporting multiversioning and copy-on-write semantics , it isn’t clear that such techniques will suffice when thousands of agents are attempting to edit shared state at the same time. For instance, when agents are trying various potential transactions in response to a user request, the effects of the vast majority of these transactions need to be rolled back—with only the one ‘correct’ transaction’s result persisting. Work on supporting exactly-once semantics is relevant here, as are underlying techniques based on CRDTs and operational transformation. For updates to fuzzy mechanisms such as memory, we may be able to sacrifice on consistency for perfect correctness in the interest of latency. While agents can reason about semantics to compensate or roll back their actions to eventually finalize most tasks, the primary challenge lies in the degree to which they step on each other’s toes during the process. An important failure mode to be avoided is a form of “livelock,” where incessant compensating actions prevent any meaningful progress. Beyond shared state, other concerns emerge when trying to support an army of agents, including what to do when agents fail, how agents should communicate with each other (directly or through intermediate shared state), and how we should deal with straggler agents. There have been some developments in supporting durable multi-agent execution, such as Temporal , but it remains to be seen if such solutions will apply at scale across thousands of agents. On the topic of communication, we need mechanisms to enable agents to negotiate with each other. Imagine four developer agents attempting to reach consensus on a shared schema, with distinct but overlapping objectives. In a human setting, this would involve iterative discussion and compromise; for agentic swarms, we must define the mechanisms that allow them to converge on a design that reflects the underlying goals of their respective principals. Or if agents are all requiring access to a limited resource, again communication will be necessary. It remains to be seen if this is best done via centralized coordination, or if a decentralized approach is necessary. Data Systems By Agents Finally, if intelligence is effectively free, then we can employ this intelligence to synthesize new data systems from scratch. Indeed, in many settings, general-purpose data systems may be overkill, as they have to support every schema, query, and hardware target. Given a workload, recent work, including Bespoke OLAP and GenDB , has shown that one can use an agentic pipeline to synthesize a complete, workload-specific analytical engine—in minutes to a few hours, at a cost of a few dollars. The engines are disposable: when the workload shifts, one can simply regenerate them. Analogously, our work has shown that one can synthesize custom key-value stores from scratch, targeted to the workload. In fact, modern IDEs, such as Kiro , elevate specifications for systems development to be a first-class citizen. Agents Can Synthesize Custom Data Systems From Scratch The main issue, however, is that specifications are typically imperfect, and don’t cover all corner cases. Present-day agents will exploit the missing specifications to reward-hack their way to a high performance metric. In our custom key-value store work, we found that one way to alleviate this is to have auxiliary verification agents trying to generate test cases that catch the exploitation of corner cases, essentially expanding the specification. Yet another approach is to both generate a system and a proof for its correctness together, for which we have found some early success , but more needs to be done to solidify the approach. Further, it remains to be seen what is the best way to solicit human-written specifications for a system—can this be done in an iterative, human-in-the-loop manner, as opposed to a one-shot, incomplete one. Indeed, human-written specifications are incomplete even for manually authored software, so one would expect that future agents that are more aligned will increasingly exercise better judgement when making design decisions. One Possible Data System Synthesis Pipeline [From Here] Other questions here involve testing whether starting from a mature system (e.g., Postgres) and removing components/functionality can lead to higher performance or more user trust. Separately, is there an opportunity to make the design composable, comprising various verified components that are mixed and matched given a workload? For example, perhaps the workload hasn’t changed enough for the storage layer to be updated, but perhaps the query optimizer requires changes. A perhaps more viable proposition involves employing agents coupled with proof systems to target critical parts of the code associated with formal proofs, rather than doing so for the entire system. A final opportunity here is to move away from the traditional data systems stack with clearly-defined interfaces (e.g., parser, query optimizer, storage manager, …) — that were each largely the prerogative of a single human team to manage. Instead, agents can find new ways to “blend” these components together, perhaps identifying new optimization opportunities as a result. Agents can also fill in missing gaps in functionality to make existing systems much more feature-complete, or reach feature-parity with other competing systems—or analogously, continuously refining open-source systems in response to feature requests or issues (perhaps filed by other agents!) Doing so in a way that prioritizes correctness, long-term maintenance, and human interpretability will be a challenge. Looking Further Ahead In the era of near-free intelligence, data systems matter more than ever. As agents take on the bulk of knowledge work, the workload for data systems will change, the substrate they need to run on will have to be built, and increasingly, they will participate in designing data systems themselves. Each of these shifts opens up a new, exciting research agenda. Co-Evolution of Data Systems and Agents Looking further out, the boundaries between agents and data systems will likely start to blur. For instance, agents may design the data systems they themselves run on, defining both the interfaces as well as the system components underneath. Both the interfaces and internals can be evolved over time by agents in a form of recursive self-improvement. There is also an opportunity to rethink data systems as a holistic source of truth for the entirety of relevant state: including raw data, memory, and coordination state, further erasing the distinctions between the data that is being queried by agents and data generated as a result of agentic activity. Finally, data systems may themselves incorporate agentic components, fundamentally evolving from passive computation engines into intelligent, proactive, self-optimizing architectures. It is hard to predict what the future may hold. We’re in for a wild ride! Acknowledgments The perspective and ongoing work described in this post are the product of joint research and many discussions with wonderful collaborators at the EPIC Data Lab , Data Systems & Foundations group, and the broader Berkeley AI-Systems community. Thank you all! BibTex for this post: @misc { intelligence-is-free-blog , title = {Intelligence is Free, Now What? Data Systems for, of, and by Agents} , author = {Aditya G. Parameswaran and Shubham Agarwal and Kerem Akillioglu and Shreya Shankar and Sepanta Zeighami and Rishabh Iyer and Matei Zaharia and Alvin Cheung and Natacha Crooks and Joseph Gonzalez and Joseph Hellerstein and Ion Stoica} , howpublished = {\url{https://bair.berkeley.edu/blog/2026/07/07/intelligence-is-free-now-what/}} , year = {2026} }
BAIR Blog / 9:00 AM
2026 BAIR Graduate Showcase
Congratulations to the Berkeley Artificial Intelligence Research (BAIR) Lab class of 2026! This year, BAIR celebrates another remarkable group of Ph.D. graduates whose curiosity, creativity, and perseverance have pushed the frontiers of artificial intelligence and machine learning. Their work spans the breadth of modern AI — robotics and embodied intelligence, large language models and reasoning, computer vision, generative modeling, AI safety, human-AI interaction, AI for science and healthcare, and much more. Along the way, they have published influential research, built systems with real-world impact, mentored their peers, and shaped the BAIR community for the better. Now they are headed everywhere ideas travel: to faculty and postdoctoral positions, to industry research labs, and to startups of their own founding — and several are still exploring what comes next and would love to hear from you. Please join us in celebrating the achievements of these wonderful graduates. We are proud of everything they have accomplished at Berkeley, and we can’t wait to see what they do next! Thank you to our friends at the Stanford AI Lab for this idea! Baifeng Shi Email: [email protected] Website: https://bfshi.github.io/ Advisor(s): Trevor Darrell Research Blurb: I work on building generalist vision and robotic models. What's next: Member of Technical Staff at Physical Intelligence Charlie Snell Email: [email protected] Website: https://sea-snell.github.io Advisor(s): Dan Klein Research Blurb: My work aims to understand when and how the different LLM scaling paradigms can be traded off and interchanged. In particular, test-time scaling treats each prompt independently, drawing long chains of inferences and then forgetting them entirely between prompts. This differs critically from pretraining, which instead learns a compressed representation from a large dataset. I believe bridging the gap between these methods of scaling computation, presents a key open challenge in the field: how can we develop methods which turn the inferences drawn at test-time back into learned representations that the model can hold onto across interactions. Devin Guillory Email: [email protected] Website: https://devinguillory.com Advisor(s): Trevor Darrell Research Blurb: Accounting for data shifts in computer vision models What's next: Building collaborative AI systems, looking for conspirators. Eve Fleisig Email: [email protected] Website: https://efleisig.com Advisor(s): Dan Klein Research Blurb: I design language models to work reliably and fairly for the broad range of real LLM users. First, my research leverages disagreement among user preferences as signal, in order to train and evaluate LLMs for entire populations of users. Second, I work on designing rigorous evaluations to extricate challenging LLM harms that diverse users face. Finally, I work on core technical failures of LLMs, like miscalibrated confidence, to reduce downstream risks when models are deployed to users with different needs. Combined, these interventions facilitate building LLMs that minimize societal harms, and maximize benefits to a wider range of real-world users. What's next: Postdoctoral fellow at Princeton CITP Grace Luo Email: [email protected] Website: https://graceluo.net Advisor(s): Trevor Darrell Research Blurb: My research is on interpreting and controlling generative models. For example, I've worked on re-purposing image generators for computer vision tasks, and meta-modeling language activations for better LLM probing and steering. What's next: Research scientist in industry Hanlin Zhu Email: [email protected] Website: https://hanlinzhu.com/ Advisor(s): Stuart Russell, Jiantao Jiao Research Blurb: My research centers on understanding and improving the reasoning capabilities of large language models (LLMs). What's next: Member of Technical Staff at OpenAI Haozhi Qi Email: [email protected] Website: https://haozhi.io/ Advisor(s): Jitendra Malik, Yi Ma Research Blurb: Dexterous Manipulation and Robot Learning What's next: Research scientist at Amazon; Faculty at University of Chicago J.D. Zamfirescu-Pereira Email: [email protected] Website: https://zamfi.net Advisor(s): Bjoern Hartmann Research Blurb: My research focuses on effective human-AI co-design. I study the boundaries of language interfaces as a medium for interacting with AI, creating systems that blend language-focused interactions with structured user interfaces that draw on different levels of abstraction. I focus on language-oriented technologies, like LLMs and text-to-image models, that are powerful mediators of design processes. These technologies enable humans to describe their desires at almost any level of abstraction, from high-level goals vaguely specified (“I’d like a game to help my kid learn to read”) to low-level corrections of undesired outputs (“Don’t say ‘I know because I’ve tasted it’ when about a recipe substitution's taste”). What's next: Assistant Professor, Computer Science, UCLA Jiachen Lian Email: [email protected] Website: https://jlian2.github.io Advisor(s): Gopala Anumanchipalli Research Blurb: My research focuses on human-centered AI across speech, healthcare, and systems. Looking for: Look for AI talents to join our startup Josh Kang Email: [email protected] Website: https://joshuaminwookang.github.io/ Advisor(s): John Canny Research Blurb: I study language modeling and related topics in NLP; specific interests are human user simulation and building conversational, collaborative AI agents. What's next: AI Scientist at Mistral AI Junhao (Bear) Xiong Email: [email protected] Website: https://www.linkedin.com/in/junhao-bear-xiong Advisor(s): Jennifer Listgarten, Yun Song Research Blurb: Junhao (Bear) Xiong is a PhD candidate at UC Berkeley, advised by Jennifer Listgarten and Yun S. Song. His work focuses on machine learning methods for biology, with an emphasis on generative modeling for proteins. Previously, he studied Applied Math and Computer Science at Johns Hopkins. Looking for: Research scientist Kaylo Littlejohn Email: [email protected] Website: https://kaylolittlejohn.com Advisor(s): Gopala Anumanchipalli Research Blurb: My research is focused on speech modeling and natural language processing. I co-led the development of multimodal AI tools to accurately translate brain activity into text, audible personalized speech, and a high-fidelity "digital talking avatar" (Nature 2023, Nature Neuroscience 2025). I am also tech lead for voice modeling at Roblox. Looking for: Research Scientist / Engineer Kent Chang Email: [email protected] Website: https://kentkc.org Advisor(s): David Bamman Research Blurb: I work on NLP and multimodal machine learning, with a focus on evaluating large language models and building multimodal systems for understanding dialogue, narrative, and social interaction. My research includes benchmarks for LLM memorization, multimodal datasets sourced from feature films and television, and studies of model behavior. I'm interested in bridging computational methods with questions from the humanities and social sciences about whose voices get represented in AI systems, and about AI's broader impact. My work has appeared at EMNLP and ACL, among others. 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She is currently extending this work by deploying it on a Unitree G1 humanoid to make it embody social intelligence. Before her PhD, she was a Senior AI Consultant at Deloitte, awarded Exceptional Performer two consecutive years, leading AI system development across media, telecommunications, retail, and financial services. Looking for: Research scientist Wei-Jer Chang Email: [email protected] Website: https://weijer-chang.github.io/ Advisor(s): Masayoshi Tomizuka Research Blurb: My research focuses on developing safe and intelligent autonomous systems for complex, human-centered environments. I work at the intersection of machine learning, generative models, and reinforcement learning, with applications in autonomy. My work addresses challenges in multi-agent interaction, interactive human behavior, and long-tail safety-critical scenarios at scale. 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One-shotting a Raccoon Heist game using Claude Fable 5
Back in 2022 I tweeted screenshots of a game concept generated by GPT-3 and some concept "art" created using DALL-E. Today, on the fourth anniversary of that tweet, I decided to see if Claude Fable 5 (running in Claude Code for web ) could build the entire game from the content of that tweet. It did a pretty good job of it! You can play the game here . Here's the GitHub repo , and a short video demo: Your browser does not support HTML5 video. How I built this This is the August 5th, 2022 tweet : My GPT-3 prompt back then was: Write a detailed product description of a computer game where a team of raccoons go on heists. This was in the text completion days, where you asked GPT-3 to complete the rest of the text. It completed: In "Raccoon Heist", you and your team of thieving raccoons are tasked with pulling off a series of daring heists. From robbing banks to stealing priceless art, no job is too big or too small for your furry crew. You'll need to use your wits and your skills to avoid the police and make a clean getaway with the loot. With exciting gameplay and a charming cast of characters, "Raccoon Heist" is the perfect game for anyone looking for a light-hearted caper. My prompt to DALL-E was short: Screenshot from a video game where a team of raccoons go on a heist Today's experiment: can I dump those screenshots into Fable 5 with a prompt telling it to write a game, then leave it to its own devices and get a working game at the end? Setting Claude Code for web up to use GitHub Pages A frustrating thing about Claude Code for web is that it can be hard to test what it's working on while it's still working. I've been using GitHub Pages to work around that limitation, and found it to work really well. Here's my process: Create a new repository for the project at https://github.com/new - this can be public or private, the trick works equally well for both. Start a Claude Code for web session, in the Claude iPhone or Desktop apps or in the browser at https://claude.ai/code Tell Claude what to work on, and encourage it to commit an index.html page as quickly as possible. This will create a branch with a name like claude/3d-raccoon-heist-game-50n293 Navigate to the Settings -> Pages area for the repository ( github.com/simonw/raccoon-heist/settings/pages in my case), select "Deploy from a branch", pick the branch name, and hit Save. That's all it takes! Within about 30 seconds of each push the latest content will be visible at yourname.github.io/your-repo/ . If you do this with a private repo, anyone who can guess the name of the repo will be able to view the published content. I don't worry much about this myself. The Fable 5 prompt Here's the prompt I gave Fable 5 (written in the notes app on my phone - this entire project was conducted on mobile). I accompanied it with the two images from the original tweet. Build this 3D game, for the browser. This repo is configured to serve static files so make sure there is an index.html that loads everything else. Make sure it is mobile-friendly (touch controls, works well on small screens). You have an OpenAI API key and access to their image generation model APIs, use that for textures to use with your 3D models. Docs here: https://developers.openai.com/api/docs/guides/image-generation - use gpt-image-2 Work independently - do not ask me to make any further design decisions. Make sure the game is fun, a little surprising, has good raccoon heist vibes, and is visually pleasing. Commit and push as often as possible so I can preview your work - start with an index.html that presents a title screen, then build from there. Append to a notes.md file as you work, including your changes to that as part of every commit. I didn't make any technology choices. I assumed (correctly) that it would probably use Three.js based on previous experiments. Giving Claude access to an OpenAI key turns out to work really well for filling in gaps in its capabilities - in this case we needed some way to generate images to use as textures. Fable is very good at prompting image generators! I said "Work independently - do not ask me to make any further design decisions" because I wanted to see if it could produce a full, working game without any further input from me. I also said "Commit and push as often as possible so I can preview your work". When you use Claude Code in the Claude iPhone app you give it a GitHub repository and it works in a branch. Telling it to "push as often as possible" means commits start landing in that branch straight away. I like asking for notes.md as a bit of added flavor - here's that finished file , and the entry it made when it added the dog: New escalation: from night 3 the yards get a patrolling guard dog — a low-poly brown hound with a spiked red collar and a wagging tail. It wanders between random spots, and within 12 units it catches your scent and tracks you by smell (line of sight is irrelevant — it's all nose, shown by a 👃 over its head and barking). It gives up if you open a 17-unit gap. Getting caught messages are now source-specific: guard / headlights / hound. Verified wander → track → caught with an automated test. Reviewing the transcript You can access the Claude Code shared session , and I also used my claude-code-transcripts tool to export my own HTML version which you can find here . Fable started with an index page, vendored a copy of Three.js, then wrote its own gen_textures.py script ( copy here ). It generated the textures and spot-checked them to make sure they looked OK. The metal.jpg file it generated for the trash can looks like this, though I don't think it was applied exactly right in the game itself: Then it built out the first basic version of the game, then decided to "smoke-test in the pre-installed Chromium" using Playwright. This meant it could take screenshots of its own work and eyeball them . It did that for both desktop and mobile widths of the page, then noticed that the raccoon was invisible at mobile widths, so it fixed that : The raccoon, dumpster hideout, and both crew raccoons are now perfectly visible on mobile. Committing this critical fix. It decided to generate a title screen, which it did using this gen_title.py script. Here's the gpt-image-2 prompt it used for that: Video game key art, low-poly 3D render style, moody nighttime scene: a cute low-poly raccoon wearing a tiny black burglar mask sneaking on its hind legs carrying a glowing gold coin, next to a tipped-over metal trash can, suburban house with warm glowing windows in the background, deep blue night, full moon, fireflies, cinematic rim lighting, charming heist caper mood. No text, no words, no logos. And the resulting image (which Claude thought was "gorgeous" ) - though I note that when it's shown on desktop it gets cropped to just the top third without the raccoon! Then my favorite change: it added the dog : export function makeDog ( ) { const g = new THREE . Group ( ) ; const BROWN = 0x8a6440 , DARK = 0x5e4128 ; const body = new THREE . Mesh ( new THREE . SphereGeometry ( 0.42 , 10 , 8 ) , M ( BROWN ) ) ; body . scale . set ( 0.9 , 0.8 , 1.5 ) ; body . position . y = 0.55 ; body . castShadow = true ; g . add ( body ) ; const head = new THREE . Mesh ( new THREE . SphereGeometry ( 0.3 , 10 , 8 ) , M ( BROWN ) ) ; head . position . set ( 0 , 0.85 , 0.62 ) ; g . add ( head ) ; const snout = new THREE . Mesh ( new THREE . SphereGeometry ( 0.16 , 8 , 6 ) , M ( DARK ) ) ; snout . scale . set ( 0.9 , 0.7 , 1.3 ) ; snout . position . set ( 0 , 0.76 , 0.9 ) ; g . add ( snout ) ; const nose = new THREE . Mesh ( new THREE . SphereGeometry ( 0.06 , 6 , 6 ) , M ( BLACK ) ) ; nose . position . set ( 0 , 0.78 , 1.08 ) ; g . add ( nose ) ; for ( const s of [ - 1 , 1 ] ) { const ear = new THREE . Mesh ( new THREE . SphereGeometry ( 0.12 , 6 , 6 ) , M ( DARK ) ) ; ear . scale . set ( 0.7 , 1.3 , 0.5 ) ; ear . position . set ( 0.2 * s , 1.08 , 0.55 ) ; g . add ( ear ) ; const eye = new THREE . Mesh ( new THREE . SphereGeometry ( 0.05 , 6 , 6 ) , M ( 0x1a1a1a , { emissive : 0x331111 } ) ) ; eye . position . set ( 0.13 * s , 0.92 , 0.86 ) ; g . add ( eye ) ; } const tail = new THREE . Mesh ( new THREE . CylinderGeometry ( 0.05 , 0.09 , 0.5 , 6 ) , M ( DARK ) ) ; tail . position . set ( 0 , 0.8 , - 0.62 ) ; tail . rotation . x = 0.8 ; g . add ( tail ) ; // spiked collar const collar = new THREE . Mesh ( new THREE . TorusGeometry ( 0.22 , 0.05 , 6 , 12 ) , M ( 0xc0392b ) ) ; collar . position . set ( 0 , 0.78 , 0.5 ) ; collar . rotation . x = Math . PI / 2.4 ; g . add ( collar ) ; const legGeo = new THREE . CylinderGeometry ( 0.07 , 0.09 , 0.34 , 6 ) ; const legs = [ ] ; for ( const [ x , z ] of [ [ - 0.22 , 0.35 ] , [ 0.22 , 0.35 ] , [ - 0.22 , - 0.35 ] , [ 0.22 , - 0.35 ] ] ) { const leg = new THREE . Mesh ( legGeo , M ( DARK ) ) ; leg . position . set ( x , 0.17 , z ) ; g . add ( leg ) ; legs . push ( leg ) ; } let phase = Math . random ( ) * 10 ; return { group : g , animate ( dt , speed ) { phase += dt * ( 3 + speed * 10 ) ; const amp = Math . min ( 0.6 , 0.1 + speed * 0.6 ) ; legs [ 0 ] . rotation . x = Math . sin ( phase ) * amp ; legs [ 3 ] . rotation . x = Math . sin ( phase ) * amp ; legs [ 1 ] . rotation . x = - Math . sin ( phase ) * amp ; legs [ 2 ] . rotation . x = - Math . sin ( phase ) * amp ; tail . rotation . z = Math . sin ( phase * 1.5 ) * 0.4 ; body . position . y = 0.55 + Math . abs ( Math . sin ( phase ) ) * 0.04 * ( 0.3 + speed ) ; } , } ; } And did a round of testing on it using Playwright, including another screenshot . // walk near the dog await page . evaluate ( ( ) => { const d = window . __rh . dog ; window . __rh . teleport ( d . x + 6 , d . z ) ; } ) ; await page . waitForTimeout ( 2000 ) ; info = await page . evaluate ( ( ) => JSON . stringify ( { dog : window . __rh . dog , state : window . __rh . state , player : window . __rh . debug ( ) . player } ) ) ; console . log ( 'after approach:' , info ) ; await page . waitForTimeout ( 3000 ) ; info = await page . evaluate ( ( ) => JSON . stringify ( { dog : window . __rh . dog , state : window . __rh . state } ) ) ; console . log ( 'after chase:' , info ) ; await page . screenshot ( { path : __dirname + '/shot-dog.png' } ) ; It made a few more tweaks, then declared itself done : Raccoon Heist is built, tested, and pushed — 7 commits on claude/3d-raccoon-heist-game-50n293 , all verified with automated Playwright playthroughs on desktop, portrait-phone, and landscape-phone viewports. The game: You're a masked raccoon sneaking out of your crew's dumpster hideout into a moonlit cul-de-sac. Grab coins, gems, rings, donuts, and fish (they visibly stack on your back and slow you down), then waddle home and bank them before dawn. Each night raises the goal and the heat: night 1 has one flashlight-sweeping guard, night 2 has two, night 3 adds a scent-tracking hound that ignores line-of-sight entirely. A police cruiser sweeps the street with headlights, homeowners randomly peek out of windows, a seagull periodically dive-bombs your unclaimed loot, pizza slices trigger a 6-second speed FRENZY, and a rare golden TV is worth 120 points if you can haul its weight home. Win ranks: TRASH PANDA ⭐ → CAT BURGLAR ⭐⭐ → MASTER OF DISGUISE ⭐⭐⭐, with your best run saved to localStorage. How it's built: Vendored Three.js (no CDN), procedural low-poly characters, and a procedural WebAudio soundtrack (sneaky walking-bass jazz plus all sound effects — zero audio files). All seven ground/wall textures and the title-screen hero art were generated with gpt-image-2 and committed as static assets, so the deployed game makes no API calls. Mobile gets a dynamic touch joystick (appears wherever you touch) plus a DASH button; desktop uses WASD/arrows and Space. Testing caught two real bugs worth mentioning: the canvas rendered at 2× size on any real phone (a cssText assignment was wiping Three.js's inline sizing — desktop DPR-1 tests masked it completely), and the win screen's star-rating div inherited the title screen's full-screen .stars CSS and silently swallowed every tap on the "next night" button. Both are fixed and regression-tested, along with pickup, banking, chase/caught, dawn, night progression, and lose/retry flows. notes.md has the full build log. The game is live on the branch — just serve the repo root and open index.html . Is the game any good? It's an impressive starting point, but it's not a good game. You move your raccoon around a yard collecting items - donuts, fish, gold coins, jewels - while avoiding guards with flashlights and, in later levels, a dog. You have a limited carrying capacity, and once that's full you need to drop stuff off at the dumpster. If you pick up a pizza slice you get a temporary speed boost. There are no team mechanics at all - there are two other static raccoons next to the dumpster but they're purely decoration. It gets slightly more challenging as the levels progress - the dog introduced in level 3 is the most interesting new mechanic - but it's very, very easy to beat. It's also pretty boring - each night has a fixed duration and you can collect all of the items and then have nothing else to do while waiting for the dawn. I was impressed by the implementation. It's fully 3D, there are trash cans, the flashlight illumination cones are fun, and it has a reasonably coherent visual style. It works on mobile. The music ("a procedural WebAudio soundtrack (sneaky walking-bass jazz plus all sound effects — zero audio files)" according to Claude) is simple but feels about right. As a finished game project, it's mediocre. As a starting point from a single prompt I think it's very impressive. I've vibe coded up quite a few games now. They've all been deeply disappointing from a gameplay perspective - it turns out designing games that are fun remains a uniquely human trait, and one which requires significantly more skill and experience than either Claude or I can bring to bear. That said, I thoroughly recommend tinkering with game development projects as a way to explore the capabilities of agents. It's a fun, low-risk way to try out new things. If you stick at it long enough you might even produce something that's worth playing! Update 7th August 2026 : I posed the same prompt to OpenAI Codex Desktop running GPT-5.6 Sol Ultra and got a significantly better result - GPT-5.6 Sol picked up on the importance of the squad of raccoons going on a heist, and built a game where you must rescue your two crewmates in a museum and then stack on top of them to steal the Golden Sardine. Tags: game-design , ai , prompt-engineering , generative-ai , llms , anthropic , claude , text-to-image , vibe-coding , coding-agents , claude-mythos-fable
arXiv AI/ML / 5:56 PM
arXiv paper: Agogic: Performance-Timed Music Tokens for LLM-Native Text-to-Symbolic-Music Generation
A new arXiv AI paper by Junhao Chen, Mingjin Chen, and Jingjia Mao, and 12 more studies Agogic: Performance-Timed Music Tokens for LLM-Native Text-to-Symbolic-Music Generation.
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