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CyberFlow
Latest The BIGGEST Hack in History ($6.3 Billion Stolen)
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yesterday evening, about $6.3 billion left Binance 
across ten blockchains in roughly twenty minutes.  
Binance put the total impact near $6.3 billion, 
with about $3 billion frozen on-chain. Blockchain  
analysts like TRM and Chainalysis point at North 
Korea’s TraderTraitor unit, the same group blamed  
for the Bybit hack. That’s the news. This video 
is about how it actually works, because this is  
a cybersecurity channel and “a hacker stole 
it” is not an explanation, it’s a horoscope.
First, the honest disclaimer. Binance 
hasn’t published a full root cause or  
explained how the attacker got from the 
container to signed withdrawals. So what  
follows is what Binance has said, 
what the on-chain evidence shows,  
and how attacks like this typically 
work. It isn’t a confirmed play-by-play.
Here’s what Binance has said. Their 
initial investigation suggests a  
compromised DevOps engineer’s laptop gave 
the attacker access to a service container,  
where they submitted unauthorized withdrawal 
transactions, and they found no evidence that  
a private key leaked. That last part is the 
whole story. The attacker didn’t need the keys.
In exchange security there’s a concept called 
a signing oracle. Your keys live inside HSMs  
or MPC systems, and nobody ever sees them. But a 
service somewhere is allowed to say “please sign  
this withdrawal,” and the signer obeys. If you 
compromise that service, you don’t have to steal  
the key, because you’ve become the thing the 
key listens to. It’s like not bothering to pick  
the vault lock because you’ve managed to become 
the manager’s voice on the intercom. Blockaid’s  
CEO says the evidence points to compromised 
signing infrastructure rather than a leaked key.
Now, how does a DevOps laptop get owned? Binance 
hasn’t said, but DevOps machines are premium  
targets for a reason. They hold cloud credentials, 
kubeconfigs, SSH keys, CI/CD tokens, VPN access  
and password manager sessions. Compromise that 
one machine and you’re standing next to the  
keys to the kingdom. Threat intel reports on North 
Korean crews have documented a recurring playbook:  
fake recruiters, a “take-home coding 
test” with a trojanized dependency,  
a fake meeting app that needs an “update.” You 
run the test on your main laptop because you  
want the job, and the interview was the exploit. 
The defensive version of this is simple and free:  
never run code from a stranger on a machine that 
holds anything valuable. Use a throwaway VM.
From the laptop, the attacker reached a 
service container. This is lateral movement,  
and in cloud environments it usually goes 
through the same boring doors: an overly  
permissive service account, a long-lived 
token sitting in an environment variable,  
a CI/CD secret, a Docker socket exposed 
where it shouldn’t be. None of it is exotic,  
which is the scary part. Binance’s co-CEO 
said this wasn’t a single one-click action  
and that the attacker did more than borrow 
one engineer’s permissions. That fits a chain:  
laptop, credentials, internal 
network, container, signing path.
Then there’s the Ethereum side, which is where 
it gets fun. In May 2025, Ethereum shipped the  
Pectra upgrade, which introduced EIP-7702. 
The attack transaction was the new type 4,  
which lets a wallet hand its control to a 
smart contract. Technically, the transaction  
carries a list of authorizations. Each one is 
signed by the wallet and contains a chain ID,  
a contract address and a nonce. When it’s 
processed, the wallet’s code field becomes  
a tiny pointer to that contract, and from 
then on every call to the wallet runs the  
contract’s logic. The attacker pointed 
it at a sweeper that only obeyed them.
The nonce trick made me say “bro what 
the fuck” out loud. An authorization only  
applies if its nonce matches 
the wallet’s current nonce,  
and a busy exchange wallet is 
constantly sending transactions,  
so that number keeps moving. Blockaid found 
that the attacker didn’t know the live nonce,  
so they sprayed 50 authorizations covering 
consecutive values in a single transaction. One  
landed. That’s the equivalent of trying fifty keys 
at once because you know exactly one will fit.
This also gives defenders a detection 
opportunity. Fifty signed authorizations  
for sequential nonces of a hot wallet is 
nowhere near normal behavior. That’s a  
screaming anomaly at the signing layer. 
A policy engine that sits independent  
of the requesting service, with rules 
like “no delegation signatures, ever,  
for this wallet tier,” would have asked hard 
questions before a single one was signed.
After the delegation, the attacker could drain 
the wallet at will. The delegation stayed active,  
so the attacker came back at 21:44 UTC 
and took another 200 million USDT in fresh  
deposits without needing a new signature. 
That’s persistence, blockchain style. The  
backdoor sat in the wallet’s own 
code until someone overwrote it.
The part that should keep security teams up 
at night is that this wasn’t only Ethereum.  
Wallets on several other chains also 
sent funds out within the same window,  
using different key types and signing schemes. 
That tells you the weakness wasn’t in any one  
chain’s cryptography. It was a shared pipeline, 
one trusted path feeding signatures to everything.  
One compromised service, ten chains of blast 
radius. The fix is segmentation: separate signing  
infrastructure per chain and per wallet tier, 
hard per-transaction and per-hour limits enforced  
outside the requester, destination allowlists, 
and out-of-band human approval for anything large.
On the endpoint side, the checklist isn’t 
glamorous but it works. Hardware-bound  
credentials like FIDO2 keys so a stolen session 
isn’t enough. Just-in-time access instead of  
standing admin rights. Short-lived workload tokens 
instead of secrets in environment variables.  
Network policies so a container can only talk 
to what it must. EDR and egress filtering on  
every engineer machine. And separate hardened 
workstations for anyone who can touch production.
The funniest part, if you can call it funny, 
is that the two biggest exchange thefts in  
history now both trace back to an endpoint and 
not to broken math. Exchanges spend fortunes  
on cold storage and cryptography, and the 
attacker walks around all of it through a  
laptop. Somewhere there’s a DevOps engineer 
having the worst Thursday in human history,  
and I’m not blaming them, because the real failure 
is a design where one laptop can reach a signing  
path at all. Meanwhile my biggest heist this week 
was taking the last Monster from the gym fridge.
And if you’re thinking “I want to actually 
understand every layer of this chain,” that’s  
exactly why I built Cyberflow Academy. It takes 
the guesswork out completely. You start by setting  
up your environment properly, then you build 
real things yourself, like a port scanner in  
C++ and automation in Python, so tools stop being 
black boxes. Then you go through web hacking,  
bug bounty, reverse engineering, Android 
hacking and OSINT, plus the OPSEC guides  
that show you how to protect yourself the 
way professionals do. Everything is in order,  
hands on from day one, and when 
you get stuck you’re not alone,  
because there’s the Discord and you can 
message me directly. Link’s in the description.
Binance says users are safe and has 
pledged to cover the losses from its  
SAFU fund and its own funds. We’ll see 
the real post-mortem soon. Until then,  
go check which of your machines can reach 
something valuable, because that’s your attack  
path too. You still stuck in tutorial hell?
We got full courses step-by-step as well.
Web hacking labs, real attack flow,
Not “click here”… actually break the code.
Reverse engineering crackmes inside,
Ghidra open, ego died.
Bug bounty methods that actually scale,
Find one vuln that’s grocery money mail. 
Twenty-nine dollars that’s it, bro.
Skill goes up. That’s Cyberflow. 
Python for hackers, C++ pain,
Build your own tools, don’t just complain.
New course dropping every month,
No content drought, we stack it up.
Private Discord killers in chat,
Stuck on a bug? We fix that.
Google
Latest Spider bro went to WORK 🕸️
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[NO SPEECH]
Matt Wolfe
Latest 6 AI Updates Worth Knowing & A Bubble-Bursting IPO
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Enthropic just filed to go public. And
if the stock market values it at the $2
trillion that people expect, about 940
early employees will be worth 9 figures
each.
>> Money, please.
>> Oh, no, no, there's no money.
>> And that's just one of the six things
I'm breaking down from the AI world that
I think actually mattered this week. I'm
cutting out all the rest. I've also got
early access to Google's new interactive
world model, so we'll play with that one
in a little bit. And at the end, OpenAI
says it broke an AI math assumption that
hundreds of research papers currently
rely on. I'll go over everything and
break down what I think all of it means.
Let's start with the Anthropic IPO. So,
on Monday, Anthropic filed its S1. Now,
if you're not familiar with an S1, it's
basically paperwork that a company files
with the SEC before it's allowed to sell
shares to the public. oftentimes it's
like the first time we get to see a
company's real numbers like how much it
makes, how much it's spending, and who
actually owns what inside the company.
And it's expected to get listed around
November 16th at a valuation of between
$1.5 and $2 trillion. Now, I'm not going
to go super deep into this S1 document
because if you look at this thing, it's
wellund and I think 85 pages long. So
there's a lot here, but I will sort of
zoom in on some of the more interesting
things. Starting with the numbers here,
if we look at their revenue in 2025,
they generated almost 4.6 billion. This
is in millions here. So that's $4.585
billion. In 2026 so far through June
30th, they've generated over 16 billion.
So in just like half a year, it
generated almost four times as much as
it did in the entirety of 2025. However,
there is one big caveat here. If we look
at their net loss, they lost $80 billion
in that same time. So they generated 16
billion, lost 80 billion.
>> Oh no.
>> Now there is some nuance around that
loss. Like they did some deals early on
where investors lent them money which
would show as a loss on their book, but
that would later convert to stocks. So
that wasn't like money that left
Anthropic's bank account technically
because the value of some of that debt
is going to convert into stocks. I'm not
good at explaining this stuff, but it's
not like a real picture of how much
money they lost going out of like a bank
account. But to be honest, this stuff
here isn't what I really find the most
interesting about all this. I saw this
post on X from Andrew Benson which just
kind of blew my mind. Who actually gets
rich if Anthropic lists at $2 trillion?
If they end up listing at $2 trillion,
that works out to roughly $118 per
share. $199 billion of that goes to the
seven controlling co-founders. Another
100 billion of it goes to Anthropic's
public benefit fund and then 331 billion
goes to employees through options and
RSUs. So at about 5,300 employees,
that's on average $62 million each. Now,
we know not every single employee is
going to get the same amount. It's going
to depend on how long they've been at
the company and things like that, but
here's like a estimated breakdown. Take
this all with a grain of salt. I don't
know how truly accurate these numbers
are, but a lot of people are getting
very, very wealthy just for being
employees of Enthropic. So 300 to 500
employees that were hired by 2023 are
going to get between 110 million to 400
million each. 440 to 640 people hired in
2024 are looking to hit 200 million to
300 million each. 1360 people hired in
2025 between 70 million and 95 million
each. And the 3,000 people hired in 2026
stand to get between 10 million and 20
million each. 940 people stand to make
nine figures on this. Now, if you were
one of the lucky people to get in early
on Enthropic, not necessarily an
employee, but somebody that had the
ability to invest, back in April,
holders were able to sell at $25.91
per share. Again, it's looking to list
at roughly $118 a share, so over four
times as much if you invested back in
April. A few weeks later, they raised
their series H at $58.90
a share. Essentially doubling your
money, it seems. Again, take these
numbers with a grain of salt. I have no
idea how accurate this like tweet is. I
didn't doublech checkck the math myself,
but I think it's roughly correct.
Companies like Amazon and Google also
stand to make like hundreds of billions
of dollars off of this because they
essentially rent compute to Enthropic.
And I believe, you know, there's some
weird deals where they do some of that
for equity in the company. Some of it is
actually paid directly by Anthropic, but
as a result of their sort of interesting
deals they've made over the years,
Google, Amazon, Broadcom, these
companies are all going to make hundreds
of billions of dollars. Also, I also
think this is going to be an interesting
test around whether or not AI really is
in a bubble. Now, we won't find this out
immediately, but this IPO is like the
first time we'll see whether the people
closest to AI like actually cash out or
hold on even longer. I think that's
going to be a pretty good like bubble
test. Now, there is typically like this
lockup period where insiders, they can't
usually sell like the day a company goes
public. Typically, they need to wait
something like 6 months before they're
allowed to sell. But when those sort of
lockup periods start to lift, we'll find
out who truly has like strong beliefs in
the AI ecosystems that are being built.
That kind of shows us that investors
were more in it because they saw huge
potential to cash out really quickly and
not because they necessarily believe AI
is going to get a whole heck of a lot
bigger than it currently is. So, we'll
see how that plays out. Now, you're
probably wondering why did I lead with
this story? Like, why should you care
about this? But, I think this is a
really, really big turning point when
this IPO happens. This is like the first
time that a Frontier AI lab is going
public. Now, you can argue Google, but
they have like a whole bunch of other
business ventures. Their AI is just like
one piece of Google. This is a purely AI
company going public and it's really
really going to show a lot about like
investors real beliefs in this AI that
they're building. So when this stock
goes live, it's going to be really
fascinating to see what investors do.
Are they going to pump it? Are they
going to dump it? That will be a clear
signal of like the true feelings towards
AI. Another really cool update recently
is from Warp. They just launched Warp
Factories, which basically lets
engineering teams build an entire AI
powered software assembly line in the
cloud. So, I wanted to test this on
something I do all the time, writing
YouTube scripts. My goal is to build an
AI script writer that can write an
entire 20inute deep dive video in just
one shot. But AI still struggles with
sounding exactly like me. And it also
needs to think about what visuals will
be on the screen since this is for a
YouTube video. So, with Warp, I can set
up scoring agents to evaluate each of
those metrics that I care about. And
then I have a self-improvement agent
that identifies recurring problems and
suggest changes to make the script
writer even better. Then I can track the
scores over time and see if it's
actually improving. If you're using this
on an engineering team, these same
systems can help you build more
reliable, cost-effective AI workflows at
scale. So, check out Warp Factories at
the link in the description box. And
thanks so much to Warp for supporting my
channel and sponsoring this portion of
today's video. Three big new model
launches that happened this week. Let's
start with the new model out of OpenAI,
GPT 6.1 Terra. Now, if you look at the
various models that OpenAI has, they
have their Soul models, their Astro
models, their Luna models, and their
Terra models. The Astro models are
essentially like their state-of-the-art
top-of-the-line publicly available
models. The Soul models are the tier
below that. The Terra models are the
tier below that and the Luna models are
the tier below that. So if you were to
compare them to like Anthropic, Astra is
sort of semi-equivalent to what
Anthropic's Fable would be. Soul would
be sort of the equivalent of Opus. Terra
would be the equivalent of like a sonnet
from Anthropic and Luna would be
equivalent to like their haiku, their
smallest, cheapest but you know dumbest
model. So this new model we just got is
the 6.1 version of Terra. So
theoretically cheaper than Soul and
Astra, but also maybe not quite as
smart. I don't totally understand why
you would actually use this model.
I know that sounds harsh, but when I
look at some of these charts here, MMU
Pro, for instance, on this chart, we can
see GPT 6.1 Soul here highlighted in
blue, and we can see 6.1 Terra here.
Okay, so if we're using 6.1 soul on its
highest mode on max, it costs 0013
cents. So just barely above a penny. And
it gets an intelligence score on MMU Pro
of 86.3%.
Now this new model GPT 6.1 terra as
opposed to 013
cost 012.
So a fraction of a penny less, but it's
dumber. So, if you're using it on its
max, you're essentially paying the same
price. I don't know. Like this chart
just kind of when you line these up side
by side, it's cheaper at these modes
here. The cost is still less than a
penny on each of these, but this is just
a slightly dumber model. And I mean, a
lot of these charts show very similar
stuff. So, OS World 2.1, GPT 6.1 Soul
here showing a cost of $1.15 for a score
of 78%. Now, if we look at Terara here,
$119
for a score of 74.2. So, 6.1 Terra costs
more for a lower score on max effort.
Coming over here, let's say you're using
medium effort. Medium effort costs 65
cents for a score of 73.5, where medium
effort here costs 50 cents for a worse
score of 66.7. But like if we're looking
at cost to intelligence, GPT 6.1 Soul
Medium does better than GPT 6.1 Terra
extra high at basically the same price.
Terminal Bench 4.0, same story. $1.98
for a score of 55.9% on 6.1 Soul. Terra
for quite a bit lower score is $1.84. So
like not that big of a price difference
for quite a bit better result with 6.1
Soul. At the end of the day, I guess I
don't totally understand who this model
is for. Is it primarily like a speed
thing? Now, if we look at artificial
analysis here, which is sort of like
this holistic all-encompassing
benchmark. Here's GPT 6.1 Soul at 55,
and here's GPT 6.1 Terra at 51. So, I
mean 6.1 is an objectively smarter
model. So, let's see. Um, cost per task,
Soul is about 127 cost per task versus
Terra at 96 cost per task. So, it is
it's slightly cheaper on a cost per task
basis. Time per task, it's slightly very
very very slightly faster than Astra and
very slightly faster than Soul, but not
by a whole lot. This model stumped me a
little bit. It doesn't feel particularly
smarter than Soul or particularly
cheaper or faster than Soul. So, if
you're going for like cheap and smart,
why would you not just use Soul? And if
you're going for, you know, best
performance, you're going to jump to
Astra. And then if you're trying to run
stuff on device and get like the
fastest, cheapest models, that's when
you would jump down to Luna. So, I'm
beating a dead horse here. I just don't
quite understand Terra or who it's for.
When I do run these on VC Bench, I run
them on like their max effort level. So,
this one took 7 minutes, cost me 19
cents, used 38,000 tokens, and my LLM as
a judge put it in fifth place. As far as
generating SVG images go, OpenAI pretty
much dominates my leaderboard with one
outlier being Gemini 4 Argon here, which
is really interesting. But the GPT
models have really really sort of stood
out as the best like SVG generation
models, at least specifically for
generating Gary Buucy. But moving along,
I said we got three new models this week
that I think are interesting to talk
about. The next one is Gemini 4 Carbon.
This appears to be a step up from the
Gemini 4 Argon model we got a couple
weeks ago, but unfortunately it's not
publicly available yet. This was another
like announcement of a future
announcement. Like Gemini 4 carbon is
done and some people can use it, but
probably not you. However, this model
looks really impressive. I'm actually
going to jump over to artificial
analysis here really, really quick
because this is actually the new leading
model on artificial analysis. We could
see it having this checkered pattern
means it's not actually publicly
available in the API yet, but it now
scores higher than every other model
here. Better than Opus 5.5, better than
GPT6 Astra. It is the new
state-of-the-art according to artificial
analysis. Not the cheapest model by any
means, cheaper than most of the
anthropic models, but more expensive
than pretty much all of the OpenAI
models. And if we look at the benchmarks
here, we can see Argon, which was their
previous model, and they also compare it
to GPT6 Astra, Opus 5.5, and Fable 5.1.
So these three here sort of represent
state-of-the-art, best of the best in
this class of models here. And you can
see everything in blue is where this one
wins. But again, this one's coming soon
to developers, businesses, and
consumers. So not available for most
people yet. They've made it accessible
to just like some cyber security testers
and early testers for now. So, I'm not
going to go much deeper into this one
cuz I can't show you any other
benchmarks or tests that I've run with
it. So, yeah, we learned about a new
model out of Google that we're going to
get soon that is now going to be the
state-of-the-art when we finally can get
our hands on it. And there's one more
model that I want to talk about and that
is Kimmy K3.1 Pro out of Moonshot AI.
Now, this is one of the Chinese labs
that, you know, Anthropic and the other
companies have accused of distilling
their models from, but this model is
significant because it is now the new
state-of-the-art top-of-the-line best
openweight model available. Well, it
will be soon. According to them, open
weights are going to be available on
November 4th. It's a 2.8 trillion total
parameter model with a 1 million token
context window. And we can see a look at
the benchmarks here on Terminal Bench
4.0. It actually apparently performs
better than GPT6 Astra, but not quite as
good as Opus 5.5. Now, they're obviously
cherrypicking the benchmarks that make
this model look the best. But, as you
can see, it's comparing it to other
state-of-the-art models, not really many
other openweight models. They do have
GLM 5.3 here and Deepseek here, but you
can see that Kimmy K 3.1 blows those
away in pretty much every benchmark that
it's compared to. And for the most part,
it's holding its own against the
top-of-class state-of-the-art models.
Taking a peek here back at artificial
analysis, Kimmy K3.1 Pro falls all the
way up here with a score of 46. To put
this into perspective, Fable 5.1 was
just a few months ago blowing
everybody's minds. Like people were
freaking out that the whole internet was
going to get hacked, everything was
going to break because Fable was just
too powerful. And here we are with Kimmy
K3.1 scoring just three points below it
on artificial analysis. So, an
openweight model that's nearly as good
as what was absolutely blowing people's
minds just a few months ago. As far as
openweight models go, the next closest
one is all the way down here at Quinn
3.8 and Deepseek, which are down in the
30s at 32 and 34. Really, really big
leap for openweight models. Now, I did
manage to toss this one into Buccy
Bench. And here's what it generated. It
cost 28 cents, about 28,000 tokens, and
took about 6 1/2 minutes to generate.
But it looks pretty decent. My LLM as a
judge ranked it down here at number 11.
So just falling out of the top 10, but
like artificial analysis falling just
behind Claude Fable 5.1. Now this whole
open weight conversation is really
interesting to me because the whole idea
here is with these openweight models,
you could kind of do what you want with
them. Theoretically, you can download
them, you can run them locally, you can
do fine-tunes on them so that they're
more optimized for your specific use
case. And the idea is you're not needing
to send them off to like the big
companies like OpenAI, like Google, like
Anthropic where they can train on your
data and potentially store things you've
said and keep it in their memory and
things like that. So there's like
privacy and security and, you know, data
retention issues that sort of get
mitigated when you have really good
openweight models. The thing is this
one's a 2.8 trillion total parameter
model. That all needs to get stored in
memory. Even with 104 billion active
parameters, it still really kind of
needs to store the whole thing. So to
put that into perspective, like the best
of the best gaming graphic cards, like
your Nvidia 5090 might have like 32 GB
of RAM in order to run a 2.8 trillion
parameter model, you'd need about 44
Nvidia 5090s. If you had a maxed out Mac
Studio with 512 GB of RAM, you'd need at
least three to run this model. And those
things run like 10 to 15 grand each. So
yes, while the dream of open weights is
to be able to have like the smartest
models running on your own home
machines, it's still not really feasible
at the sort of size of these models. So,
you know, realistically for the normal
person, you're not going to be running
this model on a home computer. Now, I do
believe these like larger openweight
models still matter. They just don't
matter for running on like your home PC
or laptop. things like hospitals and
banks and governments can run servers
that it controls. So data never goes to
anybody else's data centers. So like the
privacy argument still kind of hold up
if you're capable of having systems on
premises that can run these kinds of
models. But I do think it's important to
talk about these models just to show
that they are catching up. And it's
probably only a matter of time before we
get smaller and smaller, more efficient
models that are really smart but start
to fit on devices that we actually own
at home. I mean, with memory cost the
way they are, it might be a while before
we are able to afford the devices at
home, but eventually these models will
get more efficient and we'll have home
devices that are capable of storing more
memory. All right, so the next thing I
want to share is probably the coolest
thing I saw this week and that is Genie
4 out of Google DeepMind. Now, this is
another one that is in early access
only. You can join a wait list and
they're letting people in slowly, but I
did manage to get early access, so we'll
actually be able to play with this one.
But real quickly, what Genie 4 is is a
world model where you can prompt any
scene and any character into that scene,
and then you can move around in that
scene, move the character around in that
scene. And in this newer version, you
can actually prompt changes. So you can
tell it to put a dinosaur over there or,
you know, make a cat falling from the
sky here. So as you're moving through
this world, you can prompt new things
into the world. This one also adds
sound. Previous iterations did not have
sound inside of these world models. This
one, well, you'll see it does. Now, they
also claim it got a lot more realistic,
which in some of my early testing did
show some scenes looked a lot more
realistic. Other scenes still left a
little to be desired. Uh, but for the
most part, it does look a lot better
than the previous iteration. But I'm not
going to just talk about this one. Let's
go ahead and jump in and play with it.
>> That's what she said.
>> So, let's go ahead and create a world.
We have the option to like roll a dice
and it will pick a world for us. Doesn't
seem to randomly pick a character for
us. For the environment, I'm going to do
a colorful Japanese city at night in the
rain with cyberpunk neon signs. I want
to see some like reflections and stuff
for our character. I'm going to do a
ninja. Let's see what it generates for
us. You can create it with a sketch or
without a sketch. I'm just going to roll
the dice and jump in. So, I can control
with WD, I can use my arrow keys to move
around. And here's our scene. You can
actually see in the bottom left when I
press a key or in the bottom right when
I press one of the arrow keys to like
move around the scene. So, right now I'm
moving backwards. If I move forwards,
you can see I get closer to our ninja
here.
And then over on the right, you can it
gives me some ideas of things I can
prompt into existence, right? So, I can
do a police drone. If I click this,
you'll notice at some point a police
drone's just going to fly into the shot.
Now, I can also type a prompt, which I
find kind of annoying cuz then I can no
longer uh control the camera. But if I
wanted to, I can be like, "Godzilla
stomps through." Submit that.
And now we have Godzilla busting through
the wall and stomping into the scene.
Uh, let's have Godzilla swat the drone.
Let's see if it'll do it.
There we go. Godzilla. Well, tried to
swat the drone and it froze on me.
Something went wrong. Please try again
or send feedback. So, you know, it's
still very very beta testy. This time
I'm going to select first person down
here. Let's do a cartoon Candyland world
and a character. Let's do a bumblebee.
So, here's our first person view from a
bumblebee that I can actually control in
this Candyland world. So, as I push
forward, he moves forward. As I push to
the right, spins the camera to the right
here. And I can just move around in this
candyland world. Now, there are some
issues that I've noticed. Like, if I
turn all the way left, notice how
there's a candy cane on the right right
now. And there's some flowers. Notice
what those look like. If I do like a
full 360 spin here
and then try to come back around, is
that stuff still going to look the same
or is it going to be completely changed?
Okay. So, some of it's still there, but
I seem to have moved further away and
now there's a cupcake in the scene. So,
there's some like coherence issues
you'll notice in this for sure where if
you move around the scene and look
around a little bit, stuff will change.
We got our uh cookies waving at us back
there. If I rotate around from the other
direction, I mean, there's still some
cookies. I think they changed positions
a little bit.
Let's do a uh lollipop signal switch.
Oh, there's our signal switch. Don't
really see the lollipop, but we got a
signal switch. And notice how there's
now music. There's sound effects as the
train comes through. And uh yeah, I mean
it's it's pretty cool. You also only get
about two minutes. So, you can see our
little timer up here is counting up.
Once it hits two minutes, it pretty much
just freezes and boots you out. So, it's
not the longest thing in the world. I'm
not totally sure who this is for. I can
see probably the biggest demographic
might be filmmakers that want to like
rough out a scene before they shoot it.
They can generate a world. They can
generate their character in the world.
They can sort of flesh out what it might
look like if this thing enters the
scene. They could flesh out what it
would look like if, you know, Godzilla
crashes through a building or something
like that and kind of get a rough idea
of what that scene will look like before
maybe going and shooting it in real
life. I don't think the quality is
really good enough to use for like the
actual video footage. But maybe if
you're just kind of planning through
things. I can also see game designers
wanting to use something like this where
they can test an idea in minutes and
just see if it works without having to
like mock it all up in Unreal Engine or
something like that first, mock it up in
this and if it looks good and you get a
better idea of what you're going for,
then go build it in Unreal Engine or
Unity or whatever. I can also see use
cases where like robotics companies can
drop in a robot into one of these worlds
and use it for like training purposes.
Like that's one of the big use cases of
the world models that Nvidia makes is
that they actually train robots inside
of world models before putting them into
the real world so that the robots know
how to interact with things once they
actually get into the real world. But I
don't really see this as like a game
where you're going to get in and sit
down and play with it for hours cuz a
you only get 2 minutes, b there's some
coherency issues still and c it's really
just kind of like a demo test kind of
thing. It's like a showoff of the
capabilities and where all of this is
headed. But I imagine, you know, give it
a year or so and we'll be able to create
20 minute videos that are completely
coherent and you can make things pop
into the screen. Maybe you can voice
prompt what you want to see. Like, hey,
on the right side of the screen, make
Godzilla uh pop in, right? Like, I can
see that is where they're headed with
all of this. And in this final story
that I'm going to talk about, OpenAI did
something that on the surface feels
pretty insane. Now, I'm not like a
mathematician, and this was really hard
for me to understand. So, I'm going to
do my best to explain what's going on
here in a way that finally sort of
clicked for me. So, on Monday, OpenAI
said one of its unreleased internal
models disproves something called the
exponential time hypothesis. This is a
25-year-old assumption in computer
science. So, imagine a row of light
switches. Let's say you've got like 10
different light switches. And now
imagine you have a list of rules like if
switch three is on, switch seven is off.
If switch 9 is on, switch six is off.
And let's just say you have a ton of
rules like this, all with different sort
of criteria. Your job is to find a
setting on these light switches that
does not break any of these rules. So
with 10 switches, there's about a
thousand different combinations. With 30
switches, you have about a billion
different combinations. Every switch you
add doubles it. And by a few hundred
switches, there are more combinations
than there are atoms in the universe.
Now, computers solve puzzles like this
constantly for things like scheduling
and chip design and testing software.
And for 25 years, computer scientists
have assumed that for the hardest
versions of this, every method
eventually just gets bigger and bigger
like that. That's an oversimplified
version of the assumption called the
exponential time hypothesis. Now,
nobody's ever actually proved this
hypothesis, but people assumed it was
true because nobody could find a way
around it. And as a result, hundreds of
computer science papers rest on this
model. But again, according to OpenAI,
its model found the disproof on October
16th. So now imagine all of these
hundreds of computer science papers that
rest on this theory. basically can now
all potentially be refuted. Now the
proof was verified in lean and what that
means is like you can sort of think of
lean as like this spell checker for
math. A computer's going to verify every
step that follows from the one before
it. So like a human could do a bunch of
stuff and you know let's say it was a
40step process and they screwed up
something on step seven. Everything
after that's going to be messed up,
right? But lean when you run it through
this it won't miss a step. It's not
going to let a step slide. So by having
it verified through lean, it's saying
that like we backtracked this whole
thing and it all checks out essentially.
So as far as like why this all actually
matters, AI has been mostly great at
things humans already know, right? Like
uh passing exams or writing code or
doing things we already know how to do.
This would actually be AI answering a
question that experts haven't been able
to so far. So, if this actually holds
up, it's like way bigger than any
benchmark score we've seen so far.
Again, a lot of this is going to be an
oversimplification. If you want to dive
deeper, take this article that OpenAI
put out about working with academic
communities to build scientific
understanding, the exponential time
hypothesis. And uh, you know, read
through it yourself and maybe even throw
it into something like chat GPT and get
it to explain it back because I don't
know if I did a good job and everybody
sort of learns in different ways. But I
did my best based on my understanding
because this feels really big. It feels
like we're getting to a point where AI
is starting to solve problems that
humans haven't solved yet, which is what
we all really want it to do in the end
anyway, right? Like helping us write
emails and, you know, check off things
on our to-do list is cool, but solving
real world problems is where like AI's
real potential still stands and where
most of these big tech companies say
that's where we're trying to get to. But
that's what I got for you this week. A
little bit different of an episode. I
cut out some of the rapid fire. I cut
out some of the other random stuff and
decided, let's narrow in on just the
most important things and cut out all
the fluff and all of the other like
random product announcements from random
companies that are baking AI into their
products and things like that and talk
about the stuff that feels like it
really mattered this week. So, let me
know if you liked this version. I think
it's important to sift through all the
fluff, all the hype, all of the
announcements. There's hundreds of
announcements every week. To be honest,
I list them all for you. So, if you want
to know all of it and you want to get
the same stuff that I would have shared
in a rapid fire, head over to
futuretools.io/news
and I literally list every bit of news
that comes out through the week here.
So, you could kind of get the exact same
thing I used to do in a rapidfire by
just looking at this news page and
skimming these real quick and you'll get
updated on every single piece of news
that came out. But I think for a lot of
these news videos going forward, I'm
going to reserve it for the things that
actually feel like big needlemoving
moments. Hopefully you found that
valuable. You feel more looped in on
what's going on in the world of AI. I'll
drink from the fire hose all week and
then tell you exactly what you need to
know. Thanks so much for hanging out
with me, tuning in for this one, and
nerding out. Thanks again. Hopefully
I'll see you in the next one. Bye-bye.
Yuri van Hofwegen
Latest Kling 4.0 vs Seedance 2.5: Which AI Video Generator Wins in 2026?
▶ Watch on YouTube
Kling 4.0 is finally out, but is it good
enough to beat SeaDance 2.5, one of the
best AI video models right now? To test
this, I put them head-to-head on the
exact same six prompts and scored every
single round out of five. In this video,
I'll show you every result side-by-side
with a running score and what each one
costs. And by the end, you'll know
exactly which one to use for the videos
you make. The first round is realism,
and I'm testing it with the simplest
scene I could think of, a guy making
breakfast. That's intentional. With a
simple and relatable scene, we can
easily notice all the details.
Everything in this video happens inside
OpenArt, an all-in-one platform with the
best AI image and video models in one
place. Thanks to OpenArt for sponsoring
this video. To follow along, you can
find a link to OpenArt in the
description below. Use code YURI10 at
checkout for 10% off your OpenArt plan.
And when you sign up through my link,
you'll also get my OpenArt VIP package
completely for free. It's a collection
of tools I built that includes the AI
script writer to write your scripts, the
consistent character maker to keep your
character looking the same in every
shot, the scene to shots planner to
split scenes into shots and write the
prompts, and the style matcher to copy
an image's look, plus whatever I build
next, all for free. The only way in is
to sign up through my link in the
description below. OpenArt costs exactly
the same either way, so you might as
well get the VIP package on top of it.
To make sure I can actually get you the
VIP package, though, clear your
browser's OpenArt cookies and site data
before clicking my link. You can do this
in your browser settings by going to
OpenArt and deleting it through here. If
you don't, your purchase could be
attributed to someone else, and I won't
be able to unlock the package for you.
When you first log in, go to tools in
the menu in the middle. I'll click on
video, then I'll click on text to video,
and from the model selector, I'll start
with SeaDance 2.5. I'm keeping auto
polish off. Otherwise, OpenArt rewrites
your prompt for you, and the two models
wouldn't be getting the exact same text.
The audio stays on with one output, and
in the output settings, I'll go with
16x9, 1080p, and the full 30 seconds
since both of these can now make a
30-second video in one go. I'm scoring
every video out of five on three things:
how real it looks, how closely it
follows the prompt, and the one thing
that round is built to test. The overall
score is the average of those three. The
price stays out of the scores until the
end. Otherwise, the cheaper model would
pick up extra points in every single
round. Then, I'll paste in the first
prompt. It asks for a man in his 40s
making coffee in a moka pot, eggs and
toast, filmed like a quiet documentary.
You can find this exact prompt and the
whole workflow in the description,
completely free.
SeaDance comes out well. The only
comment I have is that the man cracks
only one egg, yet two come out. But, the
textures and the ambient sounds make the
whole scene feel real, and that's what
this round is testing. That's a four
across the board for SeaDance. Then,
I'll switch the model over to Kling 4.0
with the same prompt. Kling doesn't have
an audio switch at all. It adds the
sound on its own. Switching models can
also change your output settings. Open
them again and make sure it's still
16x9, 1080p, and 30 seconds before you
generate.
Kling's version is definitely lacking
compared to SeaDance. He puts the moka
pot down next to the burner instead of
on it. Then, a few seconds later, it's
on the burner with no lid, and the toast
pops up without ever being toasted.
Here, we also have the same problem of
him cracking one egg, yet two come out.
By the time he sits down, the eggs are
gone from his plate, too. Even if you
don't notice these details, the whole
video has that plastic look that
instantly makes it look generated. The
one thing it gets right is the sound,
with the egg sizzling the second it hits
the oil. That's a two for Kling on all
three, and two out of five for the
round. The first round goes to SeaDance,
four to [music] two. And if you're
making anything with everyday actions in
it, that's a big gap. But, nobody says a
single word in this scene. And once
people start talking, it's a lot easier
to tell if a video is made with AI. For
the second round, I'm testing how good
these models are with dialogue, using
three friends sitting around a campfire
teasing each other. When someone's
talking, their mouth is the first thing
you look at. If it doesn't match the
words even a little, the whole scene
looks fake. I'm keeping the same
settings as before, but this time, I'll
start with Kling 4.0. Then, I'll paste
in the second prompt. It asks for three
friends around a campfire at sunset
joking about how long it took to light
the fire until one of them burns his
marshmallow. The prompt also says only
one person talks at a time and their
lips only move when they're speaking.
And that makes it easy to spot when a
model gets it wrong.
>> 40 minutes.
40 minutes for one fire.
>> [laughter]
>> Because someone started with the wet
wood.
>> It wasn't wet.
It was a little damp.
>> Well, it's burning now.
Who wants the first one?
>> Me. I earned it.
>> [laughter]
>> Not that close.
>> [laughter]
>> Kling's version has the same plastic
look again. The lip sync itself isn't
the best, but it works. But, the worst
part is the way they talk. It just feels
really robotic and fake with zero
emotion. Small details like the
marshmallow burning in an unnatural way
also drag this down more. So, Kling gets
a two for realism, a three for following
the prompt, and a three for the lip
sync, which comes out to 2.7. Next, I'll
switch back to SeeDrones 2.5 and run the
same prompt.
>> 40 minutes.
40 minutes for one fire.
>> Because someone started with the wet
wood.
>> It wasn't wet. It was a little damp.
>> Well, it's burning now. Who wants the
first one?
>> Me. I earned it.
Not that close.
>> [laughter]
>> This one actually sounds like three
friends talking. The voices are natural
and the lips match the words a lot
better than Kling's. There are a couple
of mistakes. Nora switches sides between
two of the shots, and when the
marshmallow catches fire, their
reactions look a bit forced. But
overall, the conversation sounds real,
which is the whole point of this round,
and SeeDrones gets a four on all three.
That's four to 2.7, and SeeDrones is now
two rounds ahead. But both of these
scenes were trying to look like real
footage, and the next one doesn't need
to look real at all. For the third
round, I'm switching to animation with
the same kind of everyday story, but
made as a full 3D animated film. Since
nothing here has to look real, I'm
scoring style instead of realism this
time. This time, I'll go back to
SeeDrones 2.5 first with everything else
the same. Then, I'll paste in the third
prompt. It asks for a little boy at a
market who insists on carrying a huge
watermelon by himself until he trips and
it rolls away.
>> You sure you don't want help?
>> I got it, Grandpa.
>> Together then.
>> SeaDance's version is decent, but it's
not nearly as colorful as you'd expect
from an animated movie like this. The
expressions are nice though, and you can
really see the kid struggling to hold
the watermelon. The story is where it
goes wrong. He steps over the stone just
fine and then falls anyway. Then the
watermelon just stops before the grandpa
stops it and the pacing is a little off.
At the end they don't carry it together,
they just walk while the watermelon
drags along next to them on its own. In
an animation test, the colors are the
first thing you notice. SeaDance gets a
three for style, a two for following the
prompt, and a three for the animation,
which is 2.7. Next, I'll switch over to
Kling 4.0 with the same prompt.
>> You sure you don't want help?
>> I got it, grandpa.
>> Together then.
>> [laughter]
>> This is the first round where Kling is
better. The colors pop and they look
like an actual animated kids movie and
the voices fit the characters really
well. His fall still isn't realistic,
but it's a lot more cartoonish and for
animation that works. When the
watermelon rolls off, it heads straight
for a group of pigeons and it's the curb
that stops it instead of grandpa, but
it's still more believable than what
SeaDance did. That's a five for style, a
four for following the prompt, and a
five for the animation, making it 4.7
for Kling. Kling wins this one 4.7 to
2.7, bringing it to two rounds to one.
And since it's also a lot cheaper, for
animated videos Kling is the easy pick.
But a cartoon can get away with movement
that isn't real. So next, I'm testing
what happens when it has to be. For the
fourth round, I'm testing motion and
physics with a moving day in Brooklyn.
As the viewers, we know exactly how
elements should move and interact, and
anything that's unnatural instantly
stands out. Kling goes first again with
the same settings as always. Then, I'll
paste in the fourth prompt. It asks for
two friends carrying a heavy sofa down
the stone steps in front of their
building while their friend follows with
a box of fruit. The sofa is supposed to
nearly slip on the way down, and when
the bottom of the box splits, she has to
stay on her feet while dozens of apples
and oranges bounce down the steps.
>> [sighs]
[laughter]
[laughter]
>> Kling's version is honestly pretty bad.
The way they hold the sofa looks fake,
and they never seem close to dropping
it. Then, instead of the box breaking,
she just bends down and drops the fruit,
and it looks like she's doing it on
purpose. The fruit also lands way up on
the steps and then suddenly jumps to the
middle. In a roundabout physics, almost
nothing here moves the way it would in
real life. Kling gets a two for realism,
a two for following the prompt, and a
one for the physics, which is 1.7. Next,
I'll run the same prompt on C-Dance 2.5.
>> [laughter]
>> C-Dance does better, but it struggles
with this one, too. The moment the sofa
almost slips and they catch it actually
looks real, but then they put it down
like they're throwing it. The way the
girl carries the box looks natural, but
the fruit falling out looks fake again.
Way more fruit comes out than that box
could ever hold. Finally, when the guys
collect the actual fruit, a lot of it
seems to disappear into their clothes.
Since physics is what this round is
testing, [music] that's only a two there
with a three for realism and a three for
following the prompt, making it 2.7 for
SeaDance. SeaDance takes it 2.7 to 1.7,
bringing it to three rounds to one. But
with that many things falling and
bouncing, neither model is reliable yet.
But every character up to now has been
for a one-off generation. Let's test how
consistency holds across multiple
locations. For the fifth round, I'm
following one woman through her whole
day on the bus, at the office, and back
at home. If her face or clothes change
even a little between those places, she
stops looking like the same person. For
this one, I need a photo of her first.
I'll go back to the navigation bar and
click on image. From the model selector,
I'll pick GPT image 2.5 with the
sunburst mode. Then I'll set it to 3x4,
4K, and high quality with auto polish
off again. I'll paste in a prompt for a
full body photo of a woman with wavy
auburn hair, freckles, and an orange
jacket. I gave her really specific
details on purpose, and that makes it
easy to see if the videos keep her the
same. What comes back is a full body
shot of her against a plain gray wall
with her whole outfit visible. Back in
video with SeaDance 2.5 selected, I'll
upload that photo under add visual
references. OpenArt names it at image
one, and the prompt uses that same tag.
And once it's linked, you'll see a small
thumbnail of the photo right inside the
prompt. That's how you know the prompt
is actually using the photo. Then I'll
paste in the video prompt. It follows
her through one ordinary day with the
light changing in every place.
>> In our killer
>> You know what you should done?
>> Take that off.
>> [snorts]
>> This is SeaDance's best result up to
now. She looks like the same person in
every scene, even when the light changes
from the cool morning on the bus to the
warm lamp at home. The close-ups look
real, too. The only mistake is when she
gets home and takes off her shoes. While
she pushes them back, two shoes turn
into three. But, that's small compared
to keeping her the same across three
completely different places. That's a
four for realism and a five for both
following the prompt and consistency,
which is 4.7. Next, I'll switch over to
Kling 4.0. And even though the model
list doesn't show a reference tag next
to it, you can still add the photo the
same way.
>> [sighs]
>> Kling also keeps her the same in every
scene, but there's a lot less movement
than in SeaDance's. And when she walks
into her apartment, her office is still
behind her. So, Kling gets a three for
realism, a two for following the prompt,
and a five for consistency, which is
3.3. So, SeaDance wins this one 4.7 to
3.3, which makes it four rounds to one.
Both keep the character the same, but
SeaDance makes it look more real. For
the last test, instead of checking one
thing at a time, I'll combine everything
and see each model's true potential. The
last round is a busy Italian restaurant
where a waiter drops a full tray of
plates and wine in front of everyone. It
has a crowd, a moving camera, things
breaking, and people talking. If a model
is weak at any of those, it'll show up
here. I'll start with Kling 4.0. Paste
in the last prompt and generate.
>> Tom, that was table six.
>> I know.
Sorry, chef.
Get them up. I'll make them again.
>> The overall result is honestly better
than I expected, but it still misses the
details. The waiter walks out with two
trays instead of one, and the kitchen
door opens by itself. The camera
following him looks good though, and so
does the moment the chef comes out. But
then, a chair appears out of nowhere,
the kid pushes it into the waiter, and
the chair disappears again. The drop
doesn't look real at all. Most of the
plates don't even break, and there's
wine on the floor, but no broken glass.
The lip sync and dialogue is pretty good
though, and it at least attempted to
hold everything together. For around the
test everything at once, Kling gets a
two for realism, a two for following the
prompt, and a two for putting it all
together, which is two. Then, I'll
switch back to SeaDance 2.5 for the last
generation of the whole test.
>> TOM, THAT WAS TABLE SIX.
>> I KNOW.
SORRY, CHEF.
Get them up. I'll make them again.
>> SeaDance handles the details a lot
better, but there's a crucial mistake.
The camera follows the waiter more
naturally, and when the tray falls, it
actually looks heavy, with the plates
breaking into the pieces on the floor.
But nothing ever bumps into to waiter,
and he just drops the tray on his own,
which is not at all what I asked. Right
after the chef leaves, the waiter looks
straight at the camera and smiles, like
he dropped it on purpose. The story goes
into a completely different direction.
That's a three for realism, a 1.5 for
following the prompt, and a four for
putting it all together, which is 2.8.
SeaDance wins the last round, but it was
a lot closer than expected with a 2.8 to
2, and finishes the six rounds five to
one with an average of 3.5 against
Kling's 2.7. But on price, Kling is way
ahead. 1/32 video at 1080p costs 9,625
credits on SeaDance 2.5, while Kling 4.0
is 2,700 right now with the 50%
discount, or 5,400 without it. Even at
full price, Kling costs a little over
half of what SeaDance does, and with the
discount, it's less than a third. If
you're making anything professional that
needs to be realistic, especially people
talking or the same character across
different scenes, SeaDance is worth the
extra credits. But for animated videos,
Kling actually looked better. And when
you want to create videos in bulk, or
your budget matters more than getting
the most realistic result, Kling is the
one to use. The best part is that since
both of them are in OpenArt, you don't
have to pick just one. You can run your
realistic scenes on SeaDance, and your
animated ones on Kling, all on the same
credits. Use my link in the description
to sign up to OpenArt and start making
your own AI videos today. Thanks for
watching, and I'll see you in the next
one.
AI Master
Latest How to Build a Fully Functional Web App with Claude AI (No Code)
▶ Watch on YouTube
I built an entire app for an ad agency
just by chatting with Claude. My team
can move campaigns across a board and
clients can log in to approve their
[music] own work. Today, I'll show you
how to do all of this with a real
database and user accounts without
writing a single line [music] of code.
Let's get into it. The tool doing all my
app structuring under Claude here is
Softr, and they're sponsoring this
video. If you want to follow along, the
link in the description gets you 200 AI
credits. I asked Claude for a campaign
board for an agency, and a couple of
minutes later, I have a good-looking
page. It has a column for each stage and
cards with client names and budgets. At
first glance, it looks like a finished
tool. Now, try to actually use it. I
refresh the page, and every card I moved
jumps back because the campaigns are
written straight into the file.
>> [music]
>> There's no login, so I can't send this
to a client without showing them
everybody's budget. And if two people on
the team open it, each of them gets
their own copy. This is how a lot of
internal tools get made right now.
Someone in marketing or ops builds a
page like this with AI, and the team
starts relying on it. Then IT finds out,
and they rewrite the whole thing so it's
secure. The page itself was never the
problem. What it's missing is a database
and real user accounts, and we'll add
both from the same Claude chat. Claude
talks to outside services through MCP,
the model context protocol. It's
Anthropic's standard for connectors, so
it works the same way as hooking Claude
up to your calendar or your docs. In
Claude, I open customize, go to
connectors, click add, and choose add
custom connector. I paste in the Softr
MCP URL and sign in. That's a normal
OAuth login, the same one you get when
an app asks to connect to your Google
account. Then I check what Claude can do
now. The list has Softr tools for
databases and workflows. Another set
handles pages and user groups, and
there's one for vibe coded blocks. From
here on, when I ask for a table or a
page, Claude builds it inside the app
instead of explaining how I could. I
start with the data because everything
else sits on top of it. I name every
table and every field in the prompt,
including the exact stages a campaign
goes through.
If I skip the stages, Claude invents its
own and I spend 10 minutes renaming
them. Claude works through it one table
at a time. First comes clients, then
campaigns with a link back to the
client. After that, it builds tasks and
fills everything with sample records.
When it finishes, I open the data tab in
the app to see what it actually did. The
links between the tables work and the
stage field is a drop-down with my six
stages in order. I also open one client
and see its campaigns listed right
there. So, the link goes both ways.
Claude can read this data, too, so I can
ask it questions right in the chat. I
ask which campaigns are overbudget and
it compares spent against budget. It
gives me a list that shows how far over
each campaign is. Normally, an account
lead answers that by opening a
spreadsheet and sorting by hand. The
team needs to see the pipeline, so next
comes a Kanban board. This one goes
through vibe coding. Claude writes a
custom block, basically a small React
component, and publishes it as a page in
the app.
>> [music]
>> Unlike my page from the start, this
block reads and writes the campaigns
table.
>> [music]
>> Now, I drag a campaign from internal
review to client review. Then I open
that campaign in the data tab and the
stage says client review. Next, a small
change from the chat. I open the block
in the editor first so you can see what
Claude actually made. The source tab
points at my campaigns table and the
code tab holds the React code if you
ever want to read it. Now, I ask Claude
to make the cards compact and add a
budget badge. It edits this same block
instead of building a new one and after
a reload, the board has the new [music]
cards. Every version gets saved. So, if
I don't like a change, I pick the
earlier one in the version menu and hit
restore. Now, I'm building the dashboard
for the agency owner. It isn't always
obvious how to write this prompt, and
the first result is rarely perfect.
[music] If I just typed build a
dashboard, I'd get a few generic
counters. The AI won't read your mind.
It does exactly what you ask. So, I
brief it the way I'd brief a developer
on my team. That gives me a solid first
version. Then I add detail one request
at a time. I group the active campaigns
by stage and put a progress bar on each
one based on how many of its tasks are
done. After that, I flag anything past
its deadline or launching this week.
While you iterate, you'll catch things
that look broken. Here, the dashboard
shows 40 overdue tasks out of 40. The
block itself isn't miscounting anything
here. Claude gave every sample task a
due date in the past. [music] For the
demo, I ask it to spread the dates over
the next 3 weeks, and the count drops to
something believable. None of this means
starting over. Claude can read what's
already in the app through the
connector, so every fix is one more
message on top of what works. That's why
I never open a fresh chat when something
looks off. Sometimes the first try comes
out right. That mostly depends on how
well you know your own process. If you
can describe it clearly, the AI can
build it. Right now, I'm the only person
who can use this app. The team needs
logins, and so do the clients, but they
shouldn't see the same things. So, I
write the whole access plan into one
prompt group by group. Claude creates
the three groups and adds the client
portal page. Then it sets who gets to
see each page. The dashboard only shows
up for admin. On the portal, a client
gets their own campaigns waiting for
review, plus an approve button. Then I
preview the app as each group, starting
with team member. I get the board and
the tasks, but there's no dashboard in
the menu. As a client, I only get one
campaign card with an approve button,
and the budget field isn't on it.
Switching to admin brings back the full
app, dashboard included. Hiding a menu
item isn't enough for me. So, as the
client, I also try to open another
client's campaign directly, and the app
won't show it.
Then, I click approve on my own campaign
and go back to the data tab. That
campaign has moved to approved. Here,
the user accounts and the data live in
the same app. The board Claude road
follows the same visibility rules as
every other block on the page. So, I
didn't have to build a separate
permission system on top of it. Once a
client approves, someone on my team has
to get the launch ready. I don't want
that to depend on somebody remembering
it, so I ask Claude for a workflow.
Claude builds the workflow, and I open
it in Softr to look at what it made.
It's a short chain on the workflow
canvas. The trigger is the campaign
stage changing to approved. The action
creates a new task and assign it to the
campaign owner. This automation works
for my team, since the task lands on
their side of the app. Small campaigns
don't really need a separate launch task
though, so I narrow it down from the
chat. Claude edits the same workflow,
and now there's a filter step sitting
between the trigger and the action. It
stops the run if the budget is under
10,000.
>> [music]
>> To test it, I approve a big campaign
from the client account. A prepare
launch task shows up in the tasks table
assigned to the right owner. Then, I
approve a small one, and no task
appears. Everything so far ran inside
the editor, so now I publish the app. I
get a live link that I could send to a
real client today, and I didn't have to
set up hosting anywhere. If you want to
use your own address later, Softr lets
you connect a custom domain, too. Before
I trust it, I open that link in a
private window and sign up with a brand
new client account. I want to see the
app the way a client would on day one.
The new account lands on the portal with
just their own campaign. There's one
more thing this MCP connection can do.
Claude can also connect to the live app
as a regular user. So, I connect it with
that client's login, the same way I
connected the builder at the start.
Claude comes back with one campaign, the
same card the client sees in the portal.
Then, I ask it to approve that campaign,
and the campaign moves to approved. The
client account is allowed to approve, so
Claude can do it, too. If I ask it about
another client's campaign, it has
nothing to show. For a busy client, that
means they can check on their campaigns
from a chat they already use. The same
works on the agency side. If I connect
Claude with a team account, I can ask
which tasks are overdue this week. It
answers from the board my team actually
works in instead of a spreadsheet
someone exported on Monday. The building
all happened in Claude, but the data and
the access rules ended up in an app my
team can open and check. If someone in
ops builds their next tool this way, IT
gets something to review instead of
something to rewrite. Most of the work
went into the prompts, and they got
better every time I added detail. If you
want to build your own version, the link
in the description gets you 200 AI
credits in softer. And tell me in the
comments what you'd build first, an
internal tool for your team or a portal
for your clients and partners. I'll see
you [music] in the next one.
Moe Luker
Latest I'm Building My Own Dictation App With GladiaFlow
▶ Watch on YouTube
I am building my own dictation app
because I talk to my computer way more
than I type on it. I just got tired of
paying a subscription every month for
something that I do every single day.
But I'm not starting from scratch.
Gladia, the company that makes the
speech engine I'm using, open source
their own dictation app and it's called
Gladia Flow. And I can hold down a
shortcut and it dictates into whatever
app I'm in. And whatever you say, it
will paste it right here.
So we'll fork it and then we will run
it. And then we will make it our own and
add more features to it. And the nicest
thing about it is it's free. Check out
the Gladia API for free to get €50 of
credits. And the free credits give you
about 70 to 75 hours of speech for free
before you even have to pay a scent.
The AI Advantage
Latest ChatGPT & Grok Bot: 7 Useful Updates for Everyday Life
▶ Watch on YouTube
Another week in AI and a bunch of stuff came out, 
but honestly, most of it not that relevant. I  
personally am more interested in what AI can do 
for me, which often is helping with the boring  
stuff rather than another benchmark chart. 
I'm referring to Google's carbon model that  
beat many benchmarks, but nobody has access 
to it. Nobody could try it. Nobody knows if  
it's actually any good. So, this is my Friday 
video and I always talk about what's new in AI,  
what came out and I want to show you a bunch 
of features and connectors that I think you'll  
actually be using versus just talking about some 
numbers that, you know, maybe sometimes in the  
future could be useful. But honestly, at this 
point, model improvements, I don't care about as  
much. It's kind of hard to talk me out of using 
Opus 5.5 even though the benchmarks might look  
good. So, that being said, let's look at some 
of the new features starting with Chat GPT. So,  
they're doing a few things. They're iterating 
on their little dots, the always on assistance  
with a computer that proactively texts you. It's 
a really neat feature, although I did run into  
some troubles as I started to use it more and 
more. One of them is if you set up the rules,  
which are available under personalization. 
If you didn't know this, you can go there and  
then you have these custom rules that you can 
add. Even though you set up some custom rules,  
it doesn't always follow it. For example, I tried 
to outsource all of my meeting booking in Slack  
to my dot. Didn't always follow it. But again, 
what's new and useful here? Well, they added a  
feature where you can actually connect it to your 
phone and you can start using it for messages on  
your phone. So, we tested this across the office 
and we found that many people don't have it. It  
seems to start rolling out on the pro accounts 
and on my account I actually do have it, but  
it turns out that me connecting my international 
phone number has not worked. So, I don't have a  
US number yet and I don't want to connect this 
to somebody else's phone. But, you know, it's  
here. It's a new way to interact with it. fusing 
dots. This might come in handy. Additionally,  
I want to point out that they've been iterating 
on the call feature, and it's way better now. Hey,  
Eigor. Good to be back with you. What's on your 
mind today? Hey, what's up? Can you hear me? Yeah,  
loud and clear. Nice. Now you can just get things 
done as I talk to you, right? While on the go.  
Exactly. Yeah. Just talk through what you're 
So, it fires instantly. There's no dialup time.  
Remember in the beginning, it sometimes like 
was calling the dot for 40 seconds before it  
connected. and also the responses are snappier. 
I find this to be an amazing way to interact  
with your AI assistant, especially in the morning. 
Maybe you're driving, you just hit the phone call,  
or you're walking somewhere. I just wanted 
to point those things out to you along with  
some changes to chat GPT plans. So, remember 
when a month ago they essentially said that  
they're having the usage you get with your chat 
subscriptions? Well, they just backpaddled on that  
in a big way because they're actually doubling 
your usage on certain subscriptions. I mean, check  
this out. Tibo here from OpenAI who is becoming 
the communicator for these kind of things put it  
out there that if you're in the 100 200 or $500 
plan you're actually going to be getting double  
the usage effective today instead of cutting them 
in half. So in other words the higher up plans are  
getting more value while in more and more ways the 
$20 plans are starting to feel limited. You don't  
have dots. You don't have this big usage limits. 
But to be fair with the value and the intelligence  
that AI can provide it's I mean $20 is an 
incredible steal. and we're probably entering into  
this era where if you want to use it for serious 
tasks, it'll probably have to be on the $100 plan.  
We'll keep an eye on that though. Additionally, 
there were rumors of them removing the chat work  
feature and Tibo confirmed that, hey, they're 
working on it, but it's not ready just yet. So,  
similar to Claude, so we'll probably see a change 
in chat where they remove this work functionality  
that many people find confusing like I'm doing 
work in chat already. When should I switch to  
work? The answer is if you're doing longer running 
tasks or creating things or doing bigger things  
or you need skills, but it should just route 
automatically and we'll get that eventually. All  
right, back to the simple wins that I was talking 
about. Another one is you can now connect iCloud  
apps like your calendar and your email account. 
This wasn't possible up until now. If you had a  
Mac and just use the native email address or 
the native calendar with your Apple email,  
you couldn't connect up. you had to either migrate 
to a Gmail account or do what many people did,  
which is auto forward all the emails from that 
inbox to another inbox that you could connect.  
Well, no more. You can go to customize plugins and 
in here iCloud mail, iCloud calendar available as  
of today. And at this point, I realize many 
people watching this might be like, okay, um,  
cool, good features, but I'm still looking for 
ways to use this AI. sort of always a lingering  
question for many people and even the people who 
are deep into this are always looking for more  
ways to use it. I found this post on a Grockbot 
subreddit from a small business owner that listed  
every single thing he's doing in his home life and 
then in his work. Look at that. This is a list of  
like 30 use cases. The simplest thing you could 
do is copy paste all of this into your AI. If it  
has sufficient context on you, it will be able to 
parse out and tell you what of this matters. But  
honestly, I just find reading this fascinating. 
Look, here's all the family use cases where it  
manages the school emails for his children so he 
never misses anything even within an attachment.  
Then you have the classic, you know, meal and 
sports use cases. But look at some of these  
specific ones. It writes every vendor purchase 
order in QuickBooks. Tags each line to the job,  
emails the vendor. For me, I do a similar 
thing where I reconcile the invoices in my  
email inbox with our company card that where 
it needs the invoices for every transaction.  
and just have it pull it from the email and put 
it into ramp. There's a plethora of things you  
could do, but most of them are specific to the 
business or the goals or pain points that you  
have. And I realize with AI education, there is an 
exploratory process where you just need to engulf  
yourself in this and look at how different people 
are using it to find how you're going to be using  
it. This post does a really great job at it and 
you can do most of this inside of your dot. Now,  
if you do want to use Grockbot, which she uses 
it in this case, let me just briefly intro you  
to that if you're not familiar. It's basically the 
chat GPT dot but split out into multiple chats but  
it's not chats it's separate bots meaning each bot 
has its own computer and they can communicate and  
work together. Really the framework of thinking 
about it as hiring AI employees is the best  
mental model for this. If I would want to hire a 
person to help me with my invoices well I could  
just add a bot and then work with this stuff. But 
what makes it really attractive is kind of the  
features around it that are available. And a bunch 
of new stuff came out over the last week. So, let  
me quickly tell you about it. If something here 
sounds interesting, you might want to add it to  
your Grockbot setup or even just try it on a free 
plan. So, similar to Chach, they added the ability  
to use your phone's apps. And first, I couldn't 
find it. I wanted to link to my Apple contacts,  
but then I realized I need to go into the mobile 
app. And if I'm in here, you can see you can  
connect the various Apple apps. Not all of them, 
but many of them. Can remote control your home,  
see your entire calendar, too. And kind of the 
core pattern with each one of these is always  
the same. It's you set something up with an 
idea of what you could do. You get inspired  
by a video like this and you know you kind of 
just set it up and it's okay. But then you start  
giving it feedback on the things that it didn't 
do cleanly and it improves. It adds rules to how  
you do things and over time it accumulates rules 
and maybe you even build certain skills to do  
specific things that you can then again train over 
time. So, it's always this loop of like you share  
something, it does it, and then you criticize 
the output, and the next time you do something,  
it's just better, and you just keep running that 
loop. All right. Another feature that you could  
use in your work with Grockots, they added pages. 
Similar to Chhat PT, they have these spaces, and  
inside the spaces, you can create pages. Ooh, they 
actually rolled out slides now. I just noticed  
this wasn't available like a week or two ago. They 
didn't even tweet about this. Look at that. So,  
they have their own copy of Google Slides right 
in here. Anyway, I was going to talk about these  
pages where if you go here, it's basically like 
a mix of a word doc and a notion page. It's a  
markdown file which is a text file that AI loves. 
And now Grockbot has the same thing. So, for  
example, I have this podcast tracker set up where 
regularly it scans for new podcasts that I've done  
from my calendar and then pulls together the links 
and the transcripts and then I can share that with  
the team. Well, I set that up inside of a bot that 
only looks for these podcasts and it has a page to  
track some of the recent ones. Oh, by the way, if 
you want to check out one of these, we'll put a  
link in the description. My conversation with Omar 
recently was really good. You can find it on his  
channel, The Passionate Few on YouTube. Arguably, 
the packaging is a bit aggressive for my taste,  
but it's a really good conversation about some 
of the timeless principles surrounding AI and  
where all of this leads. Two more things I wanted 
to share with you, and this goes for kind of all  
AIS. One of them is one password. They've been 
integrating into more and more apps. And with  
some of the recent security breaches around PHP, 
if you heard about that last week, there was a  
whole security scare. Managing your passwords 
properly has become more and more important.  
And I'm just realizing I'm starting to sound 
like a sponsored segment, but I just genuinely  
think you should have a password manager. Whether 
it's one password or another one, it's just one  
password is the one I've been using since I don't 
know, years. And it's just one of those digital  
things that truly is a game changer. I mean I have 
thousands of login here and it neatly connects to  
many of these tools. So for example, what I can 
do is I can set up a separate password vault just  
for my AI agent. You can see this one shared with 
Grockbot. But then my Grockbot has access to those  
login securely stored in one password. And the 
security of that is actually superior to you even  
having your own passwords because each password is 
unique and the whole thing is encrypted. So even  
if it's hacked, they cannot get the information 
out of it unless they have your master password.  
So you really need to remember one password. And 
if you do that and if that's a complicated enough  
password, this thing is more secure than reusing 
some semiscure password across multiple services.  
Again, just a recommendation, but this thing 
now works inside of Grockbot. And let's see,  
does chat have one password connector? I 
don't really use chat that way, but okay,  
I guess they only have developer tools, so that's 
different. But yeah, independent of AI usage,  
I just highly recommend for your digital life 
to have a password manager. And if you do use  
Grockbot, you could connect it in there and give 
it a separate vault with some login to certain  
sites which you can then access on its web browser 
because remember each bot has its own computer, a  
browser on it. If you have one password connected, 
the login to those tools too. Okay, final tip here  
that I discovered this week and you know this is 
unfortunately only for iPhone users and you know  
versions of this have been around for a while but 
mapping this action button if you have it on the  
iPhones from the past 2 years. It's this one about 
the volume buttons. You can make it do specific  
things. And while in the past I've often had it on 
starting a new chat and chat GPT, now I remapped  
it to access my Grock bots because if you have a 
look here in the action button settings, there's a  
option where you can put it on start voice chat. 
So whatever I'm doing, I could just immediately  
talk to my orchestrator bot, my main bot, and with 
the press of a button get things done like order  
food or reply to emails or get my daily digest. 
It's very similar to talking to your chat GPT dot,  
but the dot doesn't have the shortcut yet. Rockbot 
is a more mature product at this point in time.  
Oh, and actually, I'm just getting notice that 
there's a side button on Samsung. Can I see the  
side button? So, you know, they have it, too. And 
apparently, it's programmable. So, I guess you  
could do the same thing on a Samsung, too. Nice. 
If you watch this channel regularly, my feeling is  
you would probably get a lot of value from it if 
you're not using it already. And again all of the  
context is transferable which talking about that 
I actually thought of one more thing I want to  
show you. If you go to settings general and then 
here under import you can say start import and  
they have this prompt that allows you to run that 
inside of the AI of your choice like chat GPT or  
cloud and you could just bring all the memories 
and your context you have tied to the account  
into Grockbot. I'm telling you that because 
you could run the same thing within Grockbots  
to then migrate back to your dot or claude do it 
or whatever you want to use in the future. Like  
the context is transferable. All right, that's 
the interesting stuff I found this week. I hope  
this was interesting or useful. And I want to end 
with a recommendation. I created a little video  
on this reverse engineer anything repo where you 
can rebuild any app literally in one prompt. It's  
insane. I'll link that video on the screen here. 
Go check it out. And other than that, my name is  
Eigor and I hope you have a wonderful week. News 
you [music] can use. Breaking down the stories  
you actually care about. [music] AI news you can 
use. Eagle's [music] here to help you figure it
AI Samson
Latest One AI character, three outfits #aivideo #seedance
▶ Watch on YouTube
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Higgsfield AI
Latest I Spent 72 Hours Making This AI Commercial With Seedance 2.5 (Every Prompt I Used)
▶ Watch on YouTube
If you keep playing on this knee,
you may not walk properly again.
Don't tie your life to the street.
I want to take care of you.
I'll take care of myself.
Management wants to replace you.
We both know the team needs me.
Hi, I'm Adil. You guys often ask me how to turn
your own characters and clothes into
a commercial. It's three simple steps:
assets, scenes, and editing.
This story jumps between
three heroes in one ad.
So I built it on my four-beat script:
setup, problem, choice, and resolution.
Every scene I generate
gets one of those jobs.
That decides how I split
the story into blocks,
and later, how I cut them together.
Take the goalkeeper.
His fall during training is the problem,
and the save in the final
match is the resolution.
So they're two separate blocks.
And in the edit, the save sits right next
to the other two heroes' resolutions.
Every prompt and asset, including the scenes
I skip, is in the blog post below.
And at the end, I'll show
you what this actually cost,
including the takes that didn't work.
Now, before I generate anything,
I turn the story into a shot list.
That tells me which characters,
clothes, and locations I actually need.
For every shot, I describe it to Claude,
Claude writes the prompt, and I generate
it in Cinema Studio with my assets.
Everything lives in one project,
a folder for each hero.
Once an asset is done, I save it in Higgsfield
as an element with an @ name,
and I give Claude the same
image with the same name.
That way, when I paste Claude's
prompt back into Higgsfield,
the right element attaches itself.
Every character gets the same clean sheet.
A gray background,
body views with the head cropped out,
and a big close-up of the face.
That's what keeps him looking the same in every
scene.
Goalkeeper first.
I'm asking Claude for an ordinary working guy:
dark curls, a warm face,
real skin that holds up in a close-up.
And he's a goalkeeper,
so even in a regular shirt,
he has to look like an athlete. Now I'm taking
Claude's prompt into Soul Cinema and
generating four options at once.
For people, that's my go-to image model.
It keeps real skin textures,
so faces don't turn into plastic AI slop.
Now, the first one smiles
a little too much for me.
The second one feels too stern.
He looks like he's about
to give me a parking ticket.
The third is closer,
but the smile still feels posed.
But the fourth one, I like this guy.
He looks like a real person, not a model.
Let's go with him. And let me know
in the comments which one you would go with.
Now, before I dress him, we need a logo.
Simple enough to spot on a shirt or a shoe,
nothing fancy.
So I'm switching to GPT Image.
It's the best at clean,
flat graphics.
I'm generating four options.
The loops feel interesting, but the double
outline on someone's chest is just noise.
But the C, yeah, it's one wide open shape.
So even small on a shirt,
you can tell what it is.
I'm saving it as an asset so the model
doesn't invent a new logo for every outfit.
Now for the kit. We'll
do it once in detail,
then it's the exact same
move for everyone else.
Claude gets his character sheet and the outfit
sheet and writes the edit prompt.
I run it in Seedream inside Cinema Studio.
Now, Seedream is great at edits.
He changes the clothes and keeps
his face exactly the same.
And there he is. Same face,
but now in the green kit.
I'm checking the crest, panels,
number and logo against the outfit sheet.
Now, a quick note:
these clothes are generated.
For your own product,
just shoot it front and back.
That's how the model
gets the cut, the print,
and the logo exactly right.
Alright, he also needs a version with
a knee brace because he cuts it off later.
That means a clean prop
sheet of the brace,
then the kit with it on.
And here's the brace version.
Same kit and face,
with a brace on the right knee.
I'll bring in everyone else's looks when a scene
needs them, and you can grab all those
prompts from the link in the description.
The assets are ready, now the scenes.
And to write those prompts,
Claude needs to know how I direct,
so I give it my own directing skill.
A set of instructions you load once,
and Claude follows them every time.
This one's called Directing Workflow.
It turns a scene into a shot plan.
It's linked below.
Loading it takes a few seconds:
Customize, Skills,
upload the file, and switch it on.
Then I just mention it in my request.
From now on, I work like this.
I split every story into blocks.
One block is one prompt,
and one prompt can hold several scenes.
I run it a few times,
pull the best moments from different takes,
and fix whatever breaks. First up:
an injured goalkeeper
with one last big match,
and a knee that might not hold.
I build his story from five blocks.
The clinic,
his home, and the street are the setup,
training is the problem,
the tunnel and changing
room are his choice,
and the match is the resolution.
Block one is the setup that establishes
the main character and his reality.
Two scenes in one prompt. At the clinic,
the doctor tells him how bad his knee is,
and at home, he pulls the brace on.
So I'm bringing
in all the assets for the scene:
location assets
for the clinic and the flat,
his character sheets
and his everyday clothes,
his home outfit, and of course the brace.
Then I describe what I want
in the first scene to Claude.
That's all I type.
The skill does the rest.
It breaks the scene into shots,
decides how the camera moves,
and even tells the model how he should look,
lost and empty.
Then I paste the prompt into Cinema
Studio and pick Seedance 2.5.
I'm generating two takes. Okay, in both,
he's slumped on the table,
practically lying down.
I wanted him standing against it,
and the prompt says standing, but the shots
are so close that the model never sees
his whole body.
The home half is fine in both takes,
the acting works,
so I'm only fixing the clinic.
For that,
I'm adding a wide shot at the start,
so the model sees him standing
at the table before we move in.
That makes four shots. And there we go.
He's upright in both,
and he stays that way.
Now I'm taking the best
of the start and the end,
the clinic from one take,
his home from another one.
Let's watch the clinic
and his home cut together.
The damage to the ligament is serious.
If you keep playing on this knee,
you may not walk properly again.
Before he gets back to training,
I wanted one more scene to make his setup feel
real. He walks past a mural
of himself under a bridge,
just as someone sprays Retire,
old man across it.
That's block two, one scene.
The mural is part of the location.
I'm starting with an empty
street under a bridge,
then a Seedream edit paints the mural
onto the pier and hangs an old lamp right
above it,
so the light on the mural
matches the street.
In the request, the timing does the work.
A car passes,
the mural shows up behind it,
and the vandal is just
finishing up the tag.
This one worked on the first try. I'm taking
the walk and the reveal from one take,
and his face from the other.
Next comes the problem,
the obstacle in his way.
He tries to come back to training,
but the knee says no. First, though,
he needs somewhere to train.
I build a field at a three-quarter angle,
so the model gets the depth
of the pitch and a clear line to run.
For lighting, it's blue hour.
Cool, but bright enough
to follow the action.
Claude's prompt goes into Cinema Studio,
Image, Soul Cinema,
and before I hit generate,
I pick the color. Cinema Studio
has built-in HEX color presets,
and you choose them up front.
First test: Twilight Fable.
Let's make a batch of four images.
Way too purple.
In combination with my other shots,
it would look like it's from another film,
and I'm losing half
the pitch in the shadows.
I want it dark,
but I still need to read the space.
Same prompt, but I'm switching the HEX preset
to The Morning After Rain and running
four more.
Oh yeah, The Morning After Rain works:
colder sky, no purple cast, more neutral
shadows. This is the one I'm keeping.
The field and the look
are locked. Block 3:
for this beat I want a training sequence,
a warm-up, then the drill,
both in one prompt.
He sprints to the cone, turns,
and his knee gives out.
That turn is the part I need to nail.
Two training sheets, and the brace
stays on his right knee in both.
I start with the warm-up. First try,
the simple way: his character sheet,
the field, and some words. Mmm, nope.
Okay, he jogs and that's it. No rhythm,
no knee lift. It looks like
a guy who's late for the bus.
This is where I got stuck. I burned
a bunch of credits trying to describe this
warm-up in words,
and it never moved the way I wanted.
So I made it easy:
I filmed the movement myself.
Watch the right knee.
It comes up high on every other stride,
and that's much easier to show in a clip
than explain with a natural warm-up.
And here's how the clip
gets in. In Claude,
I'm attaching the clip to my message,
together with his character
sheet and the field,
and I'm telling Claude
what this clip is for.
Only the movement, the rhythm,
and the knee coming up on every other stride.
Claude writes me a full prompt that takes
the motion from the clip and everything
else from my assets.
Then in Cinema Studio,
I'm picking Seedance 2.5,
adding the clip next
to the images as a video asset,
and pasting in the prompt.
There. So the clip is called @Video 1.
Here's the warm-up I went with, and there's
the knee lift I couldn't get with words.
Now to the second part of the block,
the fall. I want it to read
as the knee giving out, not a trip.
So I spell out the order:
he sprints to the cone,
plants his right foot, starts to turn,
and the knee gives way.
He drops onto his left side,
rolls onto his back,
and grabs his right knee. Then,
away from the bench, the coach just stands
there with his arms folded and watches.
Two more things in this prompt.
For the acting,
the Directing Workflow skill
scripts his face beat by beat:
lips pressed, jaw clenched,
breathing hard through his nose.
And for the sweaty look, just one line:
sweat at the hairline.
This one's 26 seconds and nine shots,
so I'm not going to render
it in full quality straight away.
I'm making four 480p drafts in Seedance:
cheaper, faster, and they're good enough
to judge the movement and the framing.
Okay, the knee lift from
my clip made it in,
and the turn leads into the fall.
So the training scene
comes from three takes:
the sprint and the fall from one,
the turn at the cone from another,
and the coach from a third. With drafts,
you only finalize the takes
that go into the edit in 1080p.
The warm-up comes from another take,
so I stitch it together
with the drill in the edit.
Take a look.
Now, his knee gives way right as he turns.
My own clip gave me the movement here,
so if you need a specific move,
film it yourself first.
It's cheaper than running take after
take and hoping the model gets it.
On to the choice:
block 4, two scenes again.
In the tunnel, the coach tells
him management wants to replace him.
That outside pressure pushes him.
Then in the changing room,
he cuts off the knee brace.
That's his choice.
For the tunnel conversation,
they need space from the walls,
so he can finish his line and walk out.
In the changing room, it's a close-up.
He cuts the brace and the camera
pushes in on his face.
Both scenes go into one request.
Two takes this time.
He's hugging the wall,
but I asked for both men in the middle.
The changing room already works:
he cuts the brace and pulls it off.
That leaves the tunnel.
I doubt more words would fix it,
so I'll just draw it to save
some time and credits.
Don't judge my drawing. Honestly,
this is my best work.
So blue is the keeper,
yellow is the coach. That just tells
the model where they stand and which way they
face. Now, with the prompt from
Claude and the added sketch,
I run it again. And this
time, both men are right
in the middle of the tunnel.
So now I can mix the shots
from different batches:
the tunnel from this one,
him cutting the brace from the second,
and the final look from
the last one. Here's the mix.
Management wants to replace you.
We both know the team needs me.
Okay, on to the final part.
The resolution comes in block 5:
his comeback after the fall.
The walkout and the match share one prompt.
We start behind him,
walking out of the tunnel,
Pedrinho 1 on his back.
Then the play: the shot, the save,
the counterattack,
and his reaction. First,
the bricks. Anything recurring
more than once gets its own asset:
his team, the opponents, the stadium,
the ball, because with pure text-to-video,
the kits and the players
would change every take.
So I give them their own sheets.
The crowd is already in the stadium asset so the
model doesn't invent people from scratch.
And he's in his match
kit so no knee brace this time.
Here's the request.
It's quite a detailed one;
that's a lot of story for 22 seconds.
Let's see what we got.
The walkout is spot on:
the silhouette, Pedrinho 1 on the back,
stewards at the tunnel.
The kits hold every take,
too: blue for home, and red and black
for the opponents. Now the save.
He flies top corner, hugs the ball,
grass sprays... I mean,
I could watch that on a loop.
So the match comes from
four takes of this prompt.
The walkout from one, the face,
the shot and the save from another,
and the long kick and his reaction from two
more.
I end on his reaction. He looks up,
smiles and raises one finger.
His smile lets all that tension go.
One hero down, two to go. Same
four-beat script for both of them,
so let's pick up the pace. Our next hero
is a ballet dancer who wants to do hip-hop,
and her family doesn't get it.
Her story takes five blocks
with the same four steps.
It starts with the match
cut and the dinner.
The locker room is her problem,
practice and the argument with her dad are her
choice, and it all ends
at the dance battle.
From here on out, I'm not walking
through every asset step by step.
You know the workflow;
I'm gonna stick to what's new in each scene.
Her setup is block one,
and it opens on a match cut.
She closes her eyes in the ballet studio,
then opens them on the bridge.
Her face stays in the same
spot in the frame,
and only her clothes
and surroundings change.
Then we cut to dinner.
She sits next to her dad,
he keeps eating,
her mom glances at her once,
and nobody says a word.
I want you to feel how uncomfortable she is.
The assets go in as usual:
her three looks,
both parents, and all three locations.
I asked Claude for both scenes together.
Here's what I got.
The match cut works here,
but the dinner scene, it's too wide.
I'm watching the whole table here,
not her. And I also want to put both
parents on the other side of the table to
highlight the emotional
distance between them.
So from this take,
I'm keeping the match cut.
So it's just the push-in
and the mother's position I'm changing.
Start on her empty chair,
push in as she enters,
and land right on her face,
keeping her dad at the edge.
Perfect.
Once the camera knows where to go,
I get the exact cut I want.
I'm keeping two takes,
one for the match
cut and one for the dinner.
In the edit,
her setup looks just like this.
As for her problem,
her parents are already against her dancing,
but I wanted to push it further.
So block 2 is a single scene:
the locker room,
where she reads the negative
comments under her dancing videos.
The trick is keeping her dance clip
on the phone screen with the locker room around
her. Here's the move. First,
I generated the vertical clip of her dancing,
then I uploaded it to Claude, along with
the phone asset and everything else we need
for the scene,
and write the following request.
Here's the first take.
The dance stays inside the display
and the comments are readable.
That's what she reacts to.
I keep the close-up on the screen,
cut to her face,
and trim that long pullback at the end.
I run it a few more times and build
the locker room scene from five passes,
one take from each.
The girl leaving, the phone, the comments,
her lying down,
and the wide shot from the other one.
Put together, it plays like this.
Her choice comes in two halves.
In the first,
she keeps practicing despite the comments.
Block 3 covers that:
the bridge and the studio,
an outfit for each,
in one prompt. And now,
she has to really dance. First test:
black streetwear on the bridge,
dancing toward the camera.
I'm keeping the request simple.
She moves like a robot,
and then she just starts jogging.
I asked to mix walking with
dancing. What I wanted is one move
flowing into the next:
shift the weight, turn, drop low,
and keep going. On that first try,
I didn't have a dance skill,
so I fed Claude videos of my friends
dancing to break down the footwork,
weight shifts, and arms,
and turned that into a Dance Direction skill.
It loads the same way as the first one.
Now, instead of just
typing make her dance,
I can prompt actual steps: two side steps,
a quarter turn, a low drop.
Those are easy to check.
Eight shots in all,
four for each location.
With the skill, I tried twice.
Here they are side by side,
without the skill and with it.
Now that's dancing.
On the bridge and in the studio,
she moves through the steps
instead of breaking into a run.
That gives me the practice.
She keeps dancing no matter what they wrote.
Her story needs two more parts.
She stands up to her dad and then
steps into the dance battle.
The argument comes first.
One scene and it finishes the choice part.
Her dad follows her down the hall
and she answers firmly before closing the door.
So I'm describing that to Claude
and this is what comes back.
Don't tie your life to the street.
I'll take care of myself.
It's clear who's speaking,
she lands her answer,
and the door shuts after it. I just
trim the walk and keep the take.
I'm leaving out a few scenes,
like her grabbing the sneakers.
You'll find every one of them,
with the prompts and assets, at the link below.
The battle is her resolution, block 5,
with three scenes: her footwork,
the celebration,
and her dad watching from the crowd.
She needs to own the center of the circle,
with the judge and opponent
framing the edge.
For the first take, I even tried having
the opponent step in while his crew pulls
him back.
I'm attaching all the assets
for the scene:
the venue that already brings the crowd,
her opponent's and the judge's
character sheets,
and her final look.
And obviously, my request to Claude.
Eyes on the opponent?
Bro, it's not even his turn.
Actually, I don't think I like
him coming into the circle.
My eyes go to him when I want
to be watching her feet.
That interruption was on me.
I thought it would add some tension,
so I'm taking his entrance out.
He stays behind the line, and I keep
the celebration and her dad's reaction.
One change to Claude:
the center stays clear,
her feet are visible,
and he never crosses the line.
I run the new version twice.
The first low shot comes from one take,
and the other two shots
come from the second one.
The crowd lifts her,
but her father is there too.
His reaction wraps up the family story.
Without it, the argument would
just end at the closed door.
Last up, the schoolboy.
A quiet kid gets called a nerd.
Again, it's five blocks,
and by now you know the four steps:
school and home, the note,
the jersey walk,
and the tournament.
His setup shows two sides of his life,
so that's two blocks, one scene each.
Block one is school,
where he keeps to himself.
Block two is home: he's at his desk,
and his mom is at the door.
Same face and glasses,
two outfits: the navy hoodie for school,
the grey sweatshirt for home.
His room gets the same trick as the field:
a three-quarter angle from the corner.
In the classroom,
I lock that angle
on him in the prompt instead.
For the classroom, I run two takes.
Take two is the one:
the reverse comes in low and close,
and he's alone in the frame.
On to block two,
his home. He's bored at his desk,
staring out the window,
and that's when his mom comes to the door.
I run two takes and keep the second one.
The window light falls warm
on his face, and his mom
is right there in the doorway behind him.
And I'm putting them back to back.
Next, something has to hurt him.
The problem is block 3. One scene
in his locker and it all hangs on one prop.
Someone's left him a note saying NERD.
One word, and you know
how the other kids see him.
Like any prop, the note has its own asset.
Text is where the model slips,
so the word always starts from this one image.
Since it's just an image,
I run eight takes and keep the last one.
The word NERD comes out clean, and the
caricature has his glasses and a gamepad.
The locker scene took two takes.
The second one's better. You can already
see the note on his locker as he walks up,
so the close-up lands.
Here's the finished scene.
I'm also skipping two of his scenes,
the gym and his first gaming room.
Block four is his choice. Again,
one scene, how he answers that note.
He walks back through the school
in his esports jersey.
Before,
NERD was a label they stuck on him.
Now, Nerdy23 is his gamer tag on his back,
and he picked it. I want
the scene to start behind him,
so we can read Nerdy23.
Then the camera tracks in front of him as
he walks and we end on the other students
noticing him. Two takes of this one.
The walk works, but check his back:
Nerdy23 turns into all caps.
So now the jersey is yelling.
The prompt's already
specifying the name correctly,
so I'm not going to rewrite it. I'll just
check each take against the outfit sheet.
Okay, this one keeps the exact lettering.
Here's the walk with that jersey.
We read it,
then cut to his confident face.
In block five,
the resolution is just one scene:
the tournament. It's a bigger room with
stage lights and his team in matching
jerseys.
I bring in the stage and one sheet
with all four teammates,
because again, without it, Seedance kept
generating random people in the background.
Here's one of my first takes.
Without that sheet,
he looks right, but the guys around
him are random kids in black hoodies,
not his team.
I'm going to type in my request,
then I take that prompt into Cinema Studio,
two batches, and hit generate. Okay,
from the first take,
I'll get the wide shot,
his face, and the arena.
And from the second one,
I'm taking the headset,
the hands, and the smile.
Here's the result.
There's that smile.
At school, he was alone.
Now, he's part of a team.
And that's it for the schoolboy.
All three stories are done,
so step three is cutting them into one film.
This is where that four-beat script
from the start really helps.
I can cut between the heroes when they
hit the same kind of moment in the story.
That order is crucial.
If a story doesn't work on its own,
intercutting won't save it. It just
hides the flaws for a few seconds.
When you do mix them,
every single cut needs a clear reason.
Match the beats. A setup matches a setup:
in the first 17 seconds,
we meet all three.
The ballet studio,
the doctor, the classroom.
A problem matches a problem:
the goalkeeper falls,
cut to the ball hitting
the boy in the gym.
A choice matches a choice:
he cuts off the brace,
the boy puts on his jersey,
she picks up the sneakers.
Three decisions back to back.
A resolution matches a resolution:
the stadium, the tournament, the battle,
and at the peak, his fingers on the keyboard
cut to her feet on the floor.
Here's one from the resolution:
the ball in the goalkeeper's gloves,
then the schoolboy's hand
on the mouse at the tournament.
I also use the details I generated:
the knee brace, the jersey, the shoes.
I cut on those close-ups,
so the clothes and gear stay part of it.
All right, before we finish,
let's watch the full ad one more time.
If you keep playing on this knee,
you may not walk properly again.
Don't tie your life to the street.
I want to take care of you.
I'll take care of myself.
Management wants to replace you.
We both know the team needs me.
And here's the most asked question:
how much did it cost?
This project cost about 8,500 credits,
counting the takes I didn't use.
That's a bit pricey,
but for a commercial like this,
it's fine. A real shoot with three casts,
a stadium, and a dance battle would
cost hundreds of thousands of dollars.
So if you make a commercial
like this for a brand,
you can put the credit costs
into the production budget.
The whole project took 72 hours.
On a real set, this would take
months from start to finish.
What I take into the next one is approaching
the story as a real director,
so when you generate something,
you already have a vision of how you're going to
make the story work.
If you get stuck, jump into our Discord
server to get help and share what you're
making. This whole project
started from a viewer comment,
so drop your idea for the next
commercial below.
If one hits a thousand likes,
I'll bring it to life and break down the entire
process. And as always,
if you found this video helpful,
hit the like button, subscribe,
and I'll see you guys in the next one.
Planet AI
Latest World Leaders as Rockstars | Ai Generated
▶ Watch on YouTube
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The AI Daily Brief
Latest New Leading AI Models as Benchmarks Shift
▶ Watch on YouTube
So frequently on this show, you will
hear me ramble off a bunch of numbers
that are supposed to tell you something
significant about a new model that has
just come out. And more often than not,
those benchmark numbers are in some ways
related to artificial analysis, the
company that has become the leading
provider of the overarching benchmark
that people use to judge AI models. And
as AI models become more significant,
the benchmarks that tell us how they
perform relative to one another
consequently get more important. Today
we are looking at a major update to
artificial analysis's intelligence
index, as well as a new leader for the
benchmark, which comes, believe it or
not, from Google.
The AI Daily Brief is a daily podcast
and video about the most important news
and discussions in AI.
All right, friends, quick announcements
before we dive in. First of all, thank
you to today's sponsors KPMG, C data,
Granola, and Blitsy. To get an ad-free
version of the show, go to
patreon.com/aidailybrief,
or you can subscribe on Apple Podcasts.
And if you want to learn more about
sponsoring the show, send us a note at
sponsors@aidailybrief.ai.
On aidailybrief.ai, you can also find
links to everything else going on in the
ecosystem, free trainings, paid
trainings like our new Champions program
at Superintelligent, or of course the
new How We Got Here podcast, and the
first episode out this week called How
Tech Lost America. Again, you can find
all of those links from aidailybrief.ai.
Welcome back to the AI Daily Brief
Headlines edition, all the daily AI news
you need in around 5 minutes. We kick
off today with a story that could have
easily been the main, and honestly
probably would have been if more people
had had their chance to get their hands
on this model. Google has unveiled their
next frontier model, Gemini 4 Carbon,
just 2 weeks after the release of Gemini
4 Argon. As I mentioned on the show a
number of times since Argon arrived,
having a new base model means Google can
iterate quickly with reinforcement
learning rather than needing to complete
a lengthy pre-training run to put out a
new model. And this is definitely a
quick pace, one of the shortest gaps
we've seen between versions of ultra
large models. CEO Sundar Pichai even
suggested the pace would increase from
here, commenting on Wednesday night's
earnings call, "This rapid progress
underscores our incredible model
momentum. We are at the point where AI
is helping us increase our training and
launch velocity. I would expect the next
12 months to see continued acceleration
because of RSI.
So, Google is iterating at a record
pace, but I'm sure you are sitting there
asking yourself the same question that
everyone is, which is is the model any
good? In particular, is it a significant
improvement on the underwhelming release
of Argon? Certainly, when it comes to
the benchmarks, the answer is a
definitive yes. In coding, Carbon gained
eight points on Terminal Bench 4.0 and
six points on Frontier Suite.
Cybersecurity saw a 12-point increase on
Exploit Gym and a three-point increase
on CWE Bench. For computer use, Carbon
picked up seven points on OS World and
eight points on Agent's Last Exam. On
six of those eight key benchmarks,
Gemini 4 Carbon is now the top of the
leaderboard, ahead of Astra and Opus
5.5. Gemini 4 Carbon is now the
frontrunner on the new Artificial
Analysis Index V5, which we will be
discussing in the main part of the
episode. It scored 59 points,
representing a nine-point jump on the
new scale, and placing it ahead of Opus
5.5 in first place. On the AA Coding
Index, Carbon landed in second place,
tied with Sonnet 5.5 and three points
behind Opus 5.5. Now, these are huge
jumps for Google. When Argon was
released two weeks ago, some felt that
Google had missed their window. The
model might have been impressive a month
or two earlier, with benchmark scores
topping Fable, but the release of Opus
5.5 and GPT-61 Soul had pushed the
frontier sufficiently that it left
Google in the second tier alongside
Meta. This release, if people's
experience with it matches the
benchmarks, puts Google genuinely back
in the race for the frontier. Cost is
basically unchanged compared to Argon,
with Artificial Analysis measuring cost
per task at $7.76.
For reference, that's 23% cheaper than
Opus 5.5 and 20% more expensive than
Astra, so right in the middle of the
road for frontier models. Now, here we
come to the less great part. We don't
have many first-hand testimonials, as
Google unveiled the model before it's
ready for general release. They're
following the administration's
pre-release model testing guidelines,
and said they're taking what they call a
deliberate approach to the rollout. The
model will be made available to a subset
of cyber defenders beginning this week
with access extended to trusted partners
in their cyber defense program. As for
the rest of us, Google wrote, "We're
continuing to gather feedback and
iterate on guardrails before making
Carbon available to developers,
businesses, and consumers via our
product services as soon as possible."
One of the few groups talking about
their experience with the new model was
Arena, who had access for testing
purposes. They put out a video review
full of render and game design tests
that were generally slammed for not
being as pretty as Opus 5.5. Now, as I
have said before, I am not particularly
convinced that 3D design is the right
yardstick for LLMs, no matter how much
social media users like to focus on
that, but certainly at least when it
comes to that particular use case,
Carbon is not at the same level as its
rivals.
Arena's Peter Gostev did give a few more
details, however, posting, "I have used
Carbon a bit before the release, and I
can tell you it feels a lot better than
Argon. This is a real deal from Google
this time. I hope they keep up with the
rapid pace of releases from now on."
And that does seem to be the plan.
Responding to Teo tax's commenting that
Fable 5.5 isn't here yet, though,
DeepMind researcher Zachary Nado wrote,
"Gemini redacted isn't here yet,
though." Chubby on X commented, "Okay,
now things get crazy. They have another
unreleased Gemini model that's even
better than Carbon, and Carbon has
already reached number one in the AI
intelligence index today."
Gemini post-training researcher Shao
Zhang added that Google AI is out of
their funk and operating like a
well-oiled machine. Less than a year
ago, he wrote, "Launching Gemini 3 Pro
was a big bang event where the whole
team celebrated number one benchmark
numbers. Today, Gemini 4 Carbon hits
number one on the AI index, yet the
feeling inside is distinctly different.
We've been dogfooding continuously for
weeks, and we've almost adapted to the
new intelligence, taking ambitious code
rewrites for granted, leaving loops
overnight that launched dozens of
experiments to repo, root cause, and fix
mysterious bugs, and using swarms to
inspect and fix RL data. Launches just
feel like periodic checkpoints now." And
despite taking 10 months off the early
adopter AI conversation, you can see
that Google still has lots of people's
benefit of the doubt. Crusader Ventures
Hesam writes, "Why is Google suddenly
dropping models like they invented
transformers, own half the internet's
data, and sit on a notion of TPUs. Oh,
wait.
Latent Spaces Twix writes, "Gemini
number one on AAV5. This is making me
open up anti-gravity for the first time
in a long time. If Google actually pulls
this off, it is officially comeback
season with Meta, Grok, and now GDM
being cool again."
For my part, I think we will suspend
judgment until we get our hands on the
actual model, but it looks promising,
and that in and of itself is exciting.
Now, speaking of Google, the other story
was in their and Microsoft's earnings
reports. Both companies delivered
another incredibly strong quarter in
cloud growth, which is where, of course,
they contain their AI revenue. Microsoft
said their Azure division grew at 48%
over the past year to reach 33 billion.
This is the first time Microsoft has
broken out Azure revenue as a separate
line item, which seems like a very good
decision with growth this strong. Azure
drove overall revenue growth of 19% to
reach 92.3 billion for the quarter. Each
of those figures was a slight beat over
analyst estimates. Microsoft also
disclosed that OpenAI contributed 10
billion to Azure revenue, around a third
of the total business. Microsoft's stock
was up as much as 4.8% to reach a new
all-time high in after-hours markets.
Google's cloud division, meanwhile,
doubled revenue compared to year-ago
figures, reaching 30.7 billion for the
quarter, and meaning they've almost
entirely closed the gap with Microsoft.
This was well above Wall Street's high
expectations. However, as David Wagner
of Apttus Capital Advisors put it, "The
problem is everything else." Search
revenue growth came in at 12%, a massive
slowdown from 17% in the previous
quarter, and 19% the quarter before
that. YouTube revenue also added a third
continuous growth slowdown to reach
9.2%.
Even TPU sales was a bit of a question
mark, with executives dodging a question
about profit margins for the chips
during the earnings call. Overall
revenue growth still came in at 25%,
roughly in line with expectations, but
to some analysts, it looks like Google
might have reached the moment where
they're forced to cannibalize their own
search business because it's no longer a
reliable growth driver. In fact, CEO
Sundar Pichai acknowledged this dynamic
during the earnings call, commenting,
"It's worth noting that the strong
growth in AI mode queries had an impact
because of the lower monetization we're
seeing in AI mode. In addition, Google
missed on bottom-line earnings largely
due to a markdown on their SpaceX stock.
Tech analyst Dan Ives, ever the
optimist, tried to strike a positive
tone writing, "This is the cloud print
we have been waiting for, and in our
view, it matters more than a lighter
search number the bears will lean on
tonight."
And lean on it they did, sending the
stock plummeting as much as 10% in
after-hours markets. Much of the
coverage focused on the cloud race
between the two companies, which are now
neck and neck, but the pace of the data
center buildout might be even more
consequential. Both companies held CapEx
forecasts steady for this year and next,
but actual CapEx spend for the quarter
came in under expectations. Google, by
way of example, is guiding a 50%
increase in CapEx next year to 300
billion, but they're currently
undershooting this year's numbers.
Oracle and Meta are in a similar
position. So, it looks like the AI
buildout may have reached peak velocity.
That's not at all surprising given
physical constraints around components,
power, and labor, let alone community
support running on empty.
Now, we are quite early in this trend,
and Google said that they would have
more in-depth on CapEx during the next
quarterly earnings. But what makes this
interesting is that many AI bears
suggested that a CapEx slowdown would be
the catalyst that pricks the AI bubble.
What we're seeing, however, doesn't
exactly line up with that theory. The
logic was that demand would falter and
force the hyperscalers to slow down.
Instead, it looks like the hyperscalers,
if they had their druthers, would like
to continue accelerating their data
center buildout, but are running into
more fundamental and physical
constraints. Tech analyst Luke Longo
thought the slowdown was more about
finance, but are running into more
fundamental and physical constraints.
Lastly today, more antitrust scrutiny
for Nvidia as the DOJ queries their
acquisition of Hugging Face. Reuters
reports that the Department of Justice
has made inquiries about how the
acquisition would impact competition in
the AI industry. In particular, the DOJ
has asked whether ownership of Hugging
Face would allow Nvidia to control a key
distribution point for AI models. When
they made the $13 billion acquisition in
September, Nvidia maintained that
Hugging Face would remain free to offer
a platform and partner with a wide range
of model developers, chip manufacturers,
and cloud providers. They said the deal
was expected to close in the first half
of 2027 pending regulatory approval.
These inquiries form part of what is now
revealed to be a multi-year antitrust
investigation into Nvidia. In September,
the New York Times reported that the DOJ
had opened an investigation in Nvidia's
licensing and talent acquisition deal
with chip-making startup Groq. That deal
was structured as an acquire deal, which
has been a common practice in the AI
industry dating back to Google's 2024
deal with Character AI. Because these
deals are not technically acquisitions,
they don't trigger automatic antitrust
reviews and can therefore theoretically
close much faster. The assumption had
been that the DOJ was using an
investigation into Nvidia as a way to
crack down on this practice more
broadly. However, sources told Reuters
this week that the investigation is much
broader and seems to predate the Groq
deal. Acquisitions of data center
optimization companies Scale AI MD and
Run AI are also within scope for their
impact on the competitive landscape in
AI infrastructure. And both of those
deals were traditional acquisitions, not
acquire deals. Furthermore, sources said
that recent questioning from the DOJ
covered Nvidia's venture investments,
sales practices, and whether the chip
designer has exerted pressure on its
customers. In other words, rather than
just a narrow investigation about
circumventing antitrust rules, it now
seems the DOJ is embarking on a full
top-to-bottom antitrust investigation of
Nvidia. Obviously, no charges have been
filed at this stage and the
investigation could conclude with no
action, so there's no implication that
Nvidia has done anything improper.
Still, compared to what most people
thought this was, it appears to be a
much more concerning investigation for
the dominant chip maker. Something to
keep an eye on as we go forward for
sure, but for now, that is going to do
it for today's AI Daily Brief. Next up,
the main episode.
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Welcome back to the AI Daily Brief.
Today we are talking about benchmarks.
Specifically, a new set of benchmarks
and how they're shaking up our sense of
the AI field. Now, the eagle-eared among
you may wonder exactly what I think
about benchmarks, given that on the one
hand, with every new model release, I
implore you to only give them so much
attention, and yet at the same time
still rattle off a whole bunch of them
as though they matter. In short, I think
that benchmarks are inherently limited,
but also important. Without them, we
don't have good tools other than
strictly vibes to understand the
difference between different models, and
yet in almost no circumstances do I
think we should take the performance of
one model on any one benchmark or even
in the aggregate as the gospel. Done
well, they are a useful guide to helping
us understand where different models fit
into our overall stack, but as we will
see today, there is more and more effort
to addressing some of the inherent
limitations of benchmarks and trying to
make them better. Whenever there is a
new model, you'll hear me talk about the
scores that it gets on the independent
test administered by Artificial
Analysis. Well, that company has just
overhauled the way that they test model,
giving us a brand new yardstick for
frontier AI with version five of their
intelligence index. The index takes
around a dozen key benchmarks and
distills them into a single score. And
while the index is now entrenched in how
we understand the AI race, leaning so
hard on that single score is a
relatively new phenomenon. Prior to the
era of agentic coding, when LLMs were in
many cases still glorified Google or
writing assistants, vibes reigned
supreme. Ranking on the chatbot arena
leaderboard was the pinnacle test of a
new model because it told developers
what users wanted. But as research and
coding became more important use cases,
we got more objective benchmarks giving
a clearer indication of how each model
would perform on real work. These
evaluations have evolved over time.
First by adding harder questions as
benchmarks became saturated. In other
words, as all the models crowded the
very top score of a benchmark, the
creators of said benchmark would go add
in a bunch of newer harder questions
creating an iterative version that would
hopefully provide more granularity on
the difference between different models
until that model got saturated as well.
As agentic computer use became a
fundamental part of model performance,
the evaluations got an even more
complete rethink. Through each of these
changes, Artificial Analysis also
evolved switching out benchmarks and
rebalancing their weightings as
different model abilities became
comparatively more important. This
hasn't always been a smooth process.
There have been moments where the
Intelligence Index looked extremely
saturated and stopped giving us a good
indication of which models were best.
There were moments when benchmark maxing
allowed developers to game the system
and rank much higher than real-world
testing would support. In fact, this has
been a fairly consistent story when it
comes to Chinese open-weight models. In
early September, Artificial Analysis
pushed an early update with version 4.2
pulling forward many of the changes they
had planned for V5. That decision was
triggered by the release of GPT-6 Astra
which focused heavily on improving
computer use.
The problem was that V4 one of the
Intelligence Index still had relatively
light weightings for agentic benchmarks
leading GPT-6 Astra to have a slightly
disappointing score. And more than just
disappointing, one that didn't really
comport with people's lived experience
of the model. After the update, Astra
was still ranked slightly behind Fable
5.1, but the index had become a closer
reflection on how people were actually
using the new crop of models.
And this has been the story of the
Intelligence Index, a constant cat and
mouse game of updating the mix of
benchmarks to match the rapidly evolving
real-world use cases for AI.
Introducing version 5 of the index,
Artificial Analysis highlighted that for
the first time, the majority of the
benchmarks are built on private data
sets. The idea is to make benchmark
maxing more difficult as model
developers theoretically can't train
their models to the test. And that by
the way is what we mean by benchmark
maxing, when developers include those
sort of evaluation tests and their
answers in the training data set leading
to an artificially inflated score as the
benchmark ceases to measure what the
model can do and instead reflects
something a memory of the correct
answers. For version 5, AA added two new
benchmarks. Frontier Code 2.0, which is
the brand new version of Cognition's
private benchmark of real-world coding
tasks. This test features scoring based
on whether a repository maintainer would
merge the code. They also added Terminal
Bench Science, which is an agentic
scientific research benchmark.
Humanity's Last Exam, once pitched as a
near-impossible knowledge search task,
has been upgraded to HLE Diamond, the
even more difficult version. Similar
saturation updates have been made to AA
Omniscience, which measures knowledge
and hallucinations, as well as Crux PT,
a physics test. GDP val AA, the measure
of agentic work in real-world settings,
is out with the index now relying on AA
Briefcase, Automation Bench AA, and
GDP.pdf to measure white-collar work
along more granular lines. Also removed
are SciCode, a scientific research test,
and AA LCR, which tests long-context
reasoning. Now, rather than just a list
of names and acronyms, these adjustments
say a lot about how AI models have
changed since before the index was
released in January. At that time,
long-context reasoning was one of the
most critical features used for working
on large code bases. Many coding models
still had limited token context windows
and suffered from fatal issues with
context draw. Since then, improvements
to compaction and memory have allowed us
to take a lot of that long-context
performance for granted. Agentic work is
the other huge change that's evident
from the redesign of the index. The
coding benchmarks included in the index
now only measure agentic performance as
that has been cemented as the way
developers use modern AI, and the
science benchmarks are now testing
real-world agentic research work rather
than pre-existing scientific knowledge.
For the time, Artificial Analysis has
chosen to equally weight the index
across four categories: knowledge work,
coding, science in general, which
encompasses both general knowledge as
well as hallucination rate. In some ways
it feels like that 25% waiting for
science is a forward-looking bet based
on how Anthropic and Open AI have been
trading science and math headlines over
recent weeks.
So, what did this change in the scores?
In version five, Opus 5.5 was still in
the lead with a score of 58, at least
until Google dropped Gemini 4 Carbon on
Wednesday. GPT-6 Astra jumped into then
second place with a score of 57, and
Astra had previously been in sixth
place, showing there's a pretty big jump
based on the index giving more weight to
computer use in scientific tasks.
GPT-5.1 Soul takes third place up from
ninth, followed by Sonnet 5.5 which
slipped from second to fourth. GPT-6.1
Terra was in fifth up from 10th,
suggesting the model is a little better
than many assumed earlier in the week.
In just a moment we'll get into what I
think that reflects. Gemini 4 Argon
gained a rank to tie Meta Wonderful in
sixth place, which is a pretty notable
drop for Wonder, which was previously in
third, although many felt that that
ranking didn't line up with real-world
experience.
Fable 5.1 is looking a little long in
the tooth in eighth place, sliding from
fifth. And in ninth place we have one of
the most notable drops in the new index,
with Kim K 3.1 Pro falling all the way
from fourth.
In fact, Artificial Analysis noted that
the gap between open weight models and
US proprietary models had opened up
massively after the index rebalancing.
They wrote,
"The open weights gap widens from three
points to 12. Kim K 3.1 Pro is the top
open weights model at 46. Among models
with released weights, DeepSeek V4.1
Flash and GLM 5.3 lead at 32, 26 points
behind the leader, and below Claude 3
Haiku 5.5 with 36 points."
Now, in addition to the new gulf between
US and Chinese models, there was also a
clear drop-off between the handful of
leading labs and everyone else.
Anthropic, Open AI, Google, and Meta all
have models with scores of 50 and above.
Fable 5.1 and Kim K 3.1 Pro are just
outside that cut-off. However, there's
then a 10-point gap between Kim K 3.1
and Claude 3 Haiku 5.5, which leads the
rest of the pack. Basically, by adding
more agentic tasks to the index, there's
now a clear separation between frontier
models and the rest.
Artificial Analysis noted that costs
vary wildly among the top 10 models that
arguably make up the frontier. That's
largely because the top 10 is a mix of
large models, token intensive models,
and a few smaller, more efficient
models. At each end of the spectrum, we
have GPT-61 Terra as the cheapest at 96
cents per task, and Fable 5.1 is the
most expensive at $13.04 per task. For a
more apples-to-apples comparison based
on model size, Opus and Sonnet both cost
around $10 per task compared to 624 for
GPT-6 Astra, and only a buck 27 for
GPT-61.
Muse, Wonder, Grok 4.7, and Gemini 4
Carbon are all slightly more expensive
than GPT-6 Astra in the high $7 range.
Now, most people found this to be a
welcome update. OpenAI head of strategic
futures Dean Ball wrote, "This is the
first time an Artificial Analysis
ranking has even roughly approximated my
own subjective ranking of models."
Haseeb Qureshi wrote, "Artificial
Analysis re-ranking their intelligence
score seems to match the vibes a lot
better and clear out a lot of bench
marking. Shows a deeper gap between
Anthropic, OpenAI, and everyone else.
Also shows a bigger gap between closed
and open weights." Ethan Mollick wrote
that the analysis, quote, "matches the
general vibes that we haven't seen a
Fable class open model." And AI content
creator Theo drove that point home,
writing, "Terrible day to be an open
weights models are just as good as Opus
5.5 guy." Now, there were a few people
who spoke up for the open weights
models. Brookings Institute fellow Kyle
Chan pointed out that even before this,
Artificial Analysis had some private
benchmarks. It's just that the share
went from 45% to 60%. Using Kimi 3.1 Pro
score as an example, he suggested that
while the headline news is the gap with
the top US model widening from three
points to 12, that it's more important
to look at the specifics. Science, he
points out, is a major weakness, with
Kimi scoring just 34% on Terminal Bench
Science versus 63% for GPT-6 Astra. But,
he writes, "Kimi is still extremely
strong at coding agents," pointing out
that it actually leads all models on
Terminal Bench 4.0, scoring 67%.
Kyle's conclusion, "Is this evidence of
benchmark gaming? Not necessarily. Some
of Kimi's biggest deficits are on
non-private benchmarks, while it
actually beats Claude on the private
automation bench double A evaluation.
The bigger story, he says, Chinese
models can match or beat US frontier
models on certain agentic tasks, but a
significant gap remains in advanced
scientific reasoning and research
workflows.
And ultimately, even if in general
people think that this is a positive
update, no one is going to agree on
everything. In particular, I think one
of the biggest debates will become what
the relevant waiting should actually be.
Yes, OpenAI and Anthropic are clearly
emphasizing scientific discovery, but
relative to the average individual use
case, does that matter as much as
agentic coding as it does in the waiting
of the new V5 index? Now, that might be
an argument for a different waiting, or
it might be an argument that instead of
paying attention to the headliner
number, we'd be better suited to focus
on the individual benchmarks for the
categories of use cases that we care
about.
One critique that I do think is worthy
of consideration is the fact that the
leaderboards are run based on max
settings. Sri. Dat.World writes, "No one
runs max in real life. Where's the
medium/high/extra
high leaderboard?" And to be clear, it's
not like Artificial Analysis ignores
that, especially in their analysis that
involves cost, the effort setting does
become part of the calculus. But I do
think that on a practical level, people
might be better served by the ability to
organize the index not just by model,
but also by effort. Now, one last note,
alongside the new intelligence index,
Artificial Analysis introduced a new
progress index. The index places all
models released since November 2022 on a
capability scale to see how each lab's
leading model improves over time. It's
designed less to be about the current
batch of models and more to give a
long-term view of model progression.
Still, the new measure gave people easy
access to a bunch of data to play with.
Usama al-Ghareeb, for example, looked at
how the switch to reasoning models
impacted the major labs, commenting,
"OpenAI really does have the best
reinforcement learning, or their models
just suck without reasoning." And by
charting the data in a different way,
they estimated that the gap between the
US and China is now 3.3 months and
closing.
Summing up, like I said at the
beginning, I think benchmarks are
important and inherently limited, but I
love that more effort is going into
improving them, and I think even the
debates that follow are also extremely
value accretive when it comes to how we
understand how different models compare
to one another.
For now, however, that is going to do it
for today's AI Daily Brief. Appreciate
you listening or watching, as always,
and until next time, peace.
The AI Grid
Latest Google Just Created an AI That Simulates Reality
▶ Watch on YouTube
Yesterday, Google DeepMind released
something called Genie 4. You type a
sentence like a motorcycle ride along
the coast or a diver exploring a sunken
cave, and within seconds you're inside
that world. You can walk around it, look
around it, and change it while you're in
it. It even makes its own sound. Nobody
built that world. There are no 3D
models, no game designers, no physics
engine. An AI is imagining every single
frame live as you move. And when most
people see this, they think, "Cool, a
new AI video game toy." But I think
that's completely missing the point.
Because the real reason Google is
building this has almost nothing to do
with games. It's about giving robots
something they've never had before, an
imagination, a way to predict what's
about to happen in the real world before
they act. And if Google gets this right,
then in a few years, Google could
quietly end up with the most advanced
robotics business on the planet. Oh, and
it also makes one of the strangest ideas
in philosophy, that we might be living
in a simulation, feel a lot less crazy.
Here's Demis Hassabis, the head of
Google DeepMind, explaining what's
actually going on inside these models.
>> This model is reverse engineering
intuitive physics. So, you know, it's
watched many millions of videos and
YouTube videos and other things about
the world, and just from that it's kind
of reverse engineered how a lot of the
world works. It's not perfect yet, but
it can generate um a consistent minute
or two of um interaction as you as the
user uh in many, many different worlds.
>> makes a clip. You type a prompt, you
wait, and you get a video. You can watch
it, but you can't do anything with it.
Genie 4 is different. [music] It makes a
world. You press forward, and it
imagines what you'd see if you walked
forward. You turn left, and it imagines
what's to your left. It's predicting the
next moment over and over, many times a
second, based on what you're doing. And
the way it learned to do that is
fascinating. Nobody sat down and taught
it the rules of the world. Nobody told
it that water splashes, that shadows
move when the sun moves, or that if you
drive forward, the road gets closer. It
learned all of that by watching an
enormous amount of video. Think about a
person who has watched so many films, so
many travel videos, and so many nature
documentaries that they can close their
eyes and picture walking down almost any
street in the world. That's roughly what
Genie is doing, except it's not just
picturing it, it's showing it to you
live [music] and letting you steer.
Google CEO Sundar Pichai shared a clip
of a motorcycle ride along the beach.
Everything you see there is being
generated in real time. The road, the
waves, the light. Justine Moore, who got
early access, shared a diver exploring
an underwater cave full of treasure and
said it felt like a massive step
forward. Ethan Mollick, a professor who
writes a lot about AI, typed in a
neo-gothic brutalist city full of robots
and horses, and then asked it to add
dragons, and then a friendly otter. All
in real time. Ethan also made a
Victorian tea party with a mouse in a
little jacket, then added a porcupine,
made the mouse grow wings, and had it
fly over to the teacup. Ethan's verdict
was that it's glitchy, but also
impossibly advanced compared to a couple
of years ago. And one of the people
building it, Tejas Kulkarni, a research
director at Google DeepMind, even showed
Genie 4 simulating the 3D design
software Blender in real time. Not
running Blender, imagining what Blender
would look like as you use it. Here's
what's new in Genie 4 compared to the
last version. It's more realistic.
Characters move more
and splash more like they should. You
can type instructions in the middle of a
session to change the weather, move the
camera, or add people and objects. It
can keep a scene consistent for up to
around 2 minutes, which is about double
what the last version could do. And for
the first time, it creates sound on the
fly. Music, background noise, and even
characters you can talk to. Now, it's
not perfect. Google says the longer you
stay in a world, the more details start
to drift. Objects can change shape or
disappear. Text in the world is often
unreadable. But, that's not really the
point. The point [music] is what it can
already do and how quickly it got here,
which leads me to point number two,
which is how fast this has moved. The
first Genie came out in early 2024. It
made blurry two-dimensional worlds, a
bit like an old platform game, at about
one frame per second. That's basically a
slideshow.
Genie 2 came out at the end of 2024. It
could do 3D worlds, but only for 10 to
20 seconds at low quality. Then, in
August 2025, Genie 3 arrived, and it
could run in real time at 24 frames per
second in sharp video for about a
minute. In January 2026, Google let
paying subscribers try it through
something called Project Genie. And now,
Genie 4 with sound, better realism, and
double the length. So, in about 2 and
1/2 years, it's gone from a blurry
slideshow of a 2D platform game to
photorealistic interactive worlds with
sound that you can steer with your
voice. And the reason it keeps getting
better so quickly is the same reason
chatbots got better so quickly. More
data, bigger models, and more computing
power. Google's own researchers have
compared where world models are today to
where chatbots were around 2021, just
before ChatGPT changed everything. If
that comparison is even roughly right,
the really big moment for world models
hasn't even happened yet. That's the
speed you need to keep in mind for the
rest of this video. Because whatever
this looks like today, it's going to
look very different in 2 years. Which
leads me to point number three, which is
when you'll actually get to use it.
Right now, Genie 4 is in what Google
calls a research preview. That means
only a small group of trusted testers
have it. People in film, gaming,
education, journalism, and engineering.
Google says that in the coming weeks, it
will roll out to Google AI Ultra
subscribers through Project Genie. Ultra
is Google's most expensive AI plan, and
in the US, it costs around $250 a month.
It's also coming to some early access
developers through Google's AI tools for
businesses. So, for most people, the
honest answer is not yet. If you're
willing to pay for the top plan, maybe
in a few weeks. For everyone else, my
guess is that you'll see it first in
other people's videos and in apps built
on top of it. Expect your social media
feeds to fill up with people driving
through made-up cities, walking around
inside famous paintings, and recreating
their childhood homes from a single
photo. That's usually how these things
go. The creators get it first, and
everyone else sees it through them. And
over the next year or two, as it gets
cheaper to run, I'd expect it to slowly
trickle down to cheaper plans, the same
way every other AI tool has. When
ChatGPT first came out, the best models
were expensive and limited. Now, very
capable AI is free on your phone. The
same thing will probably happen here.
But there's a big reason it's going to
take a while, and it's the next point.
Which leads me to point number four,
which is that this thing is probably
incredibly expensive to run. When you
watch Netflix, the video was made once,
and Netflix just sends you a copy.
Millions of people can watch the same
file. But Genie can't do that. Every
person's world is different, and it
changes depending on what they do. So,
the AI has to imagine every single frame
live, just for you. About 24 times every
second. Using a giant AI model running
on Google's own specialized AI chips
inside Google's data centers. Think
about what that means. One person
playing for 1 minute is over 1,000
AI-generated images. Each one made
instantly. Each one matching what came
before and each one reacting to what you
just pressed. Now, imagine a million
people doing that at the same time. And
we've already seen the evidence of how
expensive this is. When Google launched
Project Genie earlier this year,
sessions were limited to 60 seconds and
reports said that was because of compute
costs. Google's researchers have also
said that letting it run longer would
add a lot of cost for relatively little
benefit. That's why it's only on the
most expensive plan and why sessions are
short. The good news is that this always
gets cheaper. Every year, AI chips get
faster and researchers find clever ways
to make models smaller and more
efficient. Waymo, for example, already
made a smaller and cheaper version of
its world model so it could run more
simulations for less money. So, the cost
per minute of a Genie world will almost
certainly keep falling. At some point, a
version of this could even run on a
games console or a powerful laptop. But,
we're not there yet. For now, every
world you walk around in is being
dreamed up by a server farm. Google
hasn't said exactly how much each
session costs them, but it's safe to say
that right now this is one of the most
compute-hungry consumer AI products ever
made. And that's actually a big
advantage for Google because most AI
companies have to rent their chips from
Nvidia. Google designs its own. So, if
anyone can afford to run something like
this at scale, it's Google.
Which leads me to point number five,
which is why this could change video
games. Because the key word with Genie
is real time. Most AI video tools take
minutes to make a few seconds of
footage. Genie responds instantly to
what you do. And anything that responds
instantly to what you do is basically a
game.
Today, making a big video game can take
hundreds of people and 5 years. Every
tree, every building, every character is
designed by hand. Every rule of physics
is programmed by hand. Demis Hassabis
actually started out making video games.
So, this one is personal. Now
>> And for me, it's it's it's very close to
my heart, this project, but it's also
quite mind-blowing because in the '90s
in my early career, I used to write uh
video games and AI for video games and
graphics engines. And I remember how
hard it was to do this by hand, program
all the polygons and the physics
engines.
Um and it's amazing to just see this do
it effortlessly. All of the reflections
on the water and the the way materials
flow
um and and and objects behave. And it's
just doing that all out of the box.
>> Imagine where this goes. A game that
builds itself around you as you play.
You could say, "I want to explore an
ancient Roman city at night." And it
just appears. Characters you can
actually talk to who answer you in real
time instead of repeating the same three
lines. Worlds that never end because the
AI just keeps imagining what's around
the next corner. A kid could describe a
game and play it 5 seconds later. And
Google isn't the only one chasing this.
A company called Runway released its own
playable world model with sound a couple
of months ago. And the money flowing
into this area is enormous. Reports say
AMD is buying a world model company
called World Labs for around $8 billion.
And Amazon is reportedly in talks to buy
another one called Decart for around $7
billion. When companies start spending
that kind of money, it tells you they
think this is going to be a very big
deal. I don't think this replaces normal
game engines anytime soon. Right now,
worlds only stay consistent for a couple
of minutes. And games need rules that
don't randomly change. But for
brainstorming, prototyping, and brand
new kinds of games that couldn't exist
before, this is huge. And remember the
speed from point two. Two and a half
years ago, this was a slideshow. Which
leads me to point number six, which is
the simulation hypothesis. So, the
simulation hypothesis is the idea that
our entire reality might be a computer
simulation. The most famous version
comes from a philosopher called Nick
Bostrom back in 2003. And the simplest
version of the argument goes like this.
If a civilization ever gets powerful
enough to create perfectly realistic
simulated worlds, it would probably
create lots of them. And if there are
billions of simulated worlds and only
one real one, then the odds are you're
probably in one of the simulated ones.
Bostrom's actual argument is a bit more
careful. Bostrom says one of three
things must be true. Either
civilizations almost always die out
before they get that powerful, or they
get that powerful but choose not to run
simulations, or we are almost certainly
living in one. And we don't know which.
Elon Musk explained his version of this
on the Joe Rogan podcast, and it's all
about how fast games get better.
>> Now, if you entertain that,
well, the argument for the simulation
I think is quite strong.
Because if you assume any improvements
at all
over time, any improvement, 1%, 0.1%,
just extend the time frame, make it a
thousand years, a million years. The
universe is 13.8 billion years old.
What would a
civilization, if you count it, if you're
very generous, civilization is maybe
seven or 8,000 years old, if you count
it from the first writing.
This is nothing. This is nothing.
Um
so
if you assume any rate of improvement at
all,
then
games will be indistinguishable from
reality.
Or civilization will end. One of those
two things will occur.
>> Think about that argument and then look
at Genie 4. 50 years ago, the most
advanced video game was Pong, two lines
and a dot. Today, an AI can watch videos
of the world and then imagine a whole
new world with light, water, sound, and
physics that reacts to you in real time.
Nobody programmed the rules. The AI
worked them out by watching. And each
version is dramatically better than the
one before. That's why Genie makes the
simulation idea feel more real. It's not
proof of anything. A world model that
can keep a scene together for 2 minutes
is a very long way from simulating a
whole universe. But it shows that a
computer can generate a world just by
learning the patterns of how things
behave.
And if we can already do this in 2026,
it's not hard to imagine what we might
be able to do in 100 years or 1,000.
Interestingly, Demis Hassabis has a more
nuanced take. Talking to Lex Fridman,
Demis said the idea of billions of
throwaway simulations isn't really
convincing. But Demis does think the
universe might be best understood as
information.
>> And matter is actually just, you know,
we're we're just out the way our bodies
and all the molecules in our body
arranged as information. So, I think
information may be the most fundamental
way to describe the universe and
therefore, you could say we're in some
sort of simulation because of that.
>> [music]
>> Um but I don't I do I'm not I'm not
really subscriber to the idea that um
you know, they these are sort of
throwaway billions of simulations
around. I think this is actually very
critical and possibly unique this
simulation.
>> And here's something that makes this
even stranger.
You already run a world model every
night. When you dream, your brain builds
a whole world with people, places, light
and sound and none of it is coming from
your eyes. It feels completely real
while you're in it. Your brain is
generating it frame by frame from
everything it has learned.
That's not so different from what Genie
is doing. Which raises a slightly
uncomfortable question.
If a brain can generate a convincing
world and now a computer can too, how
confident are we about which world is
the real one?
Whatever you believe, it's a strange
feeling to watch an AI build a
believable world out of nothing and then
look around at your own.
Which leads me to point number seven,
which is the real reason Google is
building this and why most people are
missing it.
Here's something you probably don't
think about. Your brain is a prediction
machine. When someone throws you a ball,
you don't wait to see where it lands.
Your brain predicts where it's going and
moves your hand there.
When you walk down a busy street, you're
constantly predicting what other people
will do. That person is about to step
out. That car is going to turn.
Scientists who study the brain have been
saying for years that a lot of what we
call seeing is really our brain
predicting what comes next. Robots are
terrible at this. Most robots today
can't really imagine what will happen if
they take an action. They just react.
And that's one of the biggest reasons
robots are still clumsy in the real
world. A world model like Genie is
basically that missing piece. It's an
imagination. Before a robot does
something, it can run a quick simulation
in its head. If I push this cup, what
happens? If I step here, will I slip? If
I cross the road now, what will that
person do? Here's Shlomi Fruchter, one
of the people who led the Genie project
at Google DeepMind, explaining exactly
this back when Genie 3 came out.
>> Another thing is that we're excited
about is actually using those
simulations for [music]
planning. So, if you have a robot or you
have some again an agent that wants to
accomplish a goal, they can maybe do
some rollouts in the simulation, figure
out my what might happen. For example,
if they want to go across the road and
they they the the agent can use the
model to predict a few options. Maybe
there is like a few scenarios. Maybe a
person going to cross its path. Maybe
something else going to happen. And then
using those rollouts, it can decide
what's the next action it should take.
And then this is used for planning.
>> It's the bit people are missing. Genie
isn't just a game. It's a way for a
robot to see into the future, a few
seconds at a time.
Imagine a home robot clearing your
dinner table. There's a full glass of
water near the edge, a plate with a
knife balanced on it, and your cat about
to jump on the table. A robot without a
world model just grabs things one at a
time and hopes for the best. A robot
with a world model can run through a few
quick imagined futures. If I grab the
plate first, the knife might slide off.
If I move my arm here, I'll knock the
glass. The cat is about to jump, so wait
a second. Then, it picks the best plan.
[music]
That's the difference between a robot
that breaks your stuff and a robot you'd
actually trust in your home. And it's
also a training ground. Teaching a robot
in the real world is slow, expensive,
and dangerous. If a robot falls down the
stairs, it breaks. If a self-driving car
makes a mistake, someone could get hurt.
But in a world model, you can create
millions of situations, including rare
and dangerous ones, and let the robot
practice safely. A kitchen fire, a child
running into the road, a slippery floor.
And this is already happening. Waymo,
Google's self-driving car company, built
a world model on top of Genie 3 to
simulate rare situations for its
robo-taxis. Things like strange weather
or something unexpected in the road. And
in the Genie 4 announcement, Google
showed it working with its Gemini
robotics research, where Gemini breaks a
task down into steps, and Genie 4
simulates them in real time. One demo
even showed a humanoid robot from
Apptronik, a robotics company Google
works with, playing checkers. Demis has
said for a while that this understanding
of the physical world is exactly what's
missing from robots today.
>> And and and so we've been very
interested in this because
for an AI to be truly general, to build
AGI, we feel that the AGI system needs
to understand the world around us. And
the physical world around us, not just
the abstract world of languages or
mathematics. And of course, that's
what's critical for robotics to work.
It's probably what's missing from it
today.
>> Which leads me to point number eight,
which is why I think Google could end up
with the most advanced robotics business
in the world. Think about the
ingredients you need to build a truly
smart robot. First, you need a brain
that understands language and can plan.
Google has Gemini.
Second, you need something that
understands physics and can predict what
happens next. Google has Genie. Third,
you need a huge amount of video of the
real world to learn from. Google owns
YouTube, the biggest collection of video
on Earth.
Fourth, you need massive amounts of
computing power cheaply. Google makes
its own AI chips.
Fifth, you need real robots in the real
world collecting experience. Google has
Waymo, which already has self-driving
cars carrying real passengers in
multiple US cities. And sixth, you need
the people. Google DeepMind is one of
the best AI research labs in the world.
Now, to be fair, Google isn't the only
company with big robot ambitions. Tesla
is building its Optimus humanoid robot
and has a huge amount of driving video
from its cars, though it recently pushed
its Optimus plans back to late 2027.
Nvidia has its own world models called
Cosmos, built to help train robots, and
it sells the chips that almost everyone
uses.
Companies like Figure and Apptronik are
building humanoid robots, and Meta,
OpenAI, and others are all working on
this, too. But almost no other company
has all six. Some have great robots, but
weaker AI. Some have great AI, but no
robots, no video library, and no chips
of their own. Google has the whole
stack. And we've actually seen this
movie before. Google started working on
self-driving cars around 2009. For
years, people joked that it was a
science project that would never make
money. Then, quietly, Waymo became the
first company to run fully driverless
taxis for the public at scale, while
everyone else was still testing. I think
there's a real chance robotics goes the
same way. Years of quiet research that
people dismiss as demos and toys, and
then one day, Google is just ahead. And
Google's robot AI is already moving
fast. Google DeepMind has been releasing
Gemini robotics models that let robots
understand instructions, use their hands
more precisely, control their whole
body, and even work together. Each one
of those robots gets better when its
brain gets better. And Genie is a big
part of making that brain understand the
physical world. So, when you see a mouse
in a teacup or a dragon flying over a
city and think, "It's just a game."
remember this. The same technology that
imagines those worlds could be what lets
a robot load your dishwasher, help in a
hospital, or work in a warehouse without
breaking things. And Demis thinks the
big moment for robots isn't that far
away.
>> I think in the next couple of years
there'll be a sort of real wow moment
with robotics, but I think the
algorithms need a bit more development.
The general purpose
models that these these these robotics
models are built on still need to be
better and more reliable
and and better understanding the world
around it.
I think that will come in the next
couple of years. And then also on the on
the hardware side, the key is I think
eventually we will have millions of
robots helping helping helping society
and increasing productivity.
>> Which leads me to point number nine,
which is what this means for you. In the
short term, you'll mostly see Genie in
entertainment. New kinds of games,
interactive stories, and creators
building worlds in minutes instead of
months. Filmmakers are already using it
to quickly sketch out scenes before they
shoot them. A director can walk around a
set that doesn't exist yet, try
different camera angles, change the time
of day, and try 10 versions of a scene
in an afternoon before spending a single
dollar on a real set. One of Google's
engineers called it rapid ideation. It
won't replace filming, but it could
change how films get planned. Teachers
could use it to let students walk around
ancient Rome or the inside of a cell.
Google even suggested you might one day
step inside a historical painting and
talk to the people in it. And if you
want to try it yourself, keep an eye on
Project Genie over the next few weeks.
Even if you don't pay for it, a lot of
the most impressive things people make
with it will end up online and it's
worth watching because it's one of the
clearest signs of where AI is heading.
There are downsides, too. If you work in
game design, 3D art, or visual effects,
your job is going to change. Not
overnight, but it will. And as these
worlds get more realistic, it'll get
harder to tell what's real footage and
what's generated. Google says everything
Genie makes carries an invisible
watermark called SynthID, which is a
good start, but it won't solve that
problem on its own. In the longer term,
and this is the big one, world models
could be what finally makes robots
useful in everyday life. Robots that can
predict what's going to happen are
robots that can work safely around
people, in your home, in hospitals, in
care homes, in shops. That's a much
bigger deal than any video game. Which
leads me to my honest take on all of
this. Here's what I think. Genie 4 looks
like a toy, and it's being shown off
like a toy. Motorcycles, dragons, and
mice in teacups. And honestly, it's an
amazing toy, but I think that's the
least important thing about it. It's
still early. It's expensive to run. It
only stays consistent for a couple of
minutes, and the details drift. Most
people won't get to use it for a while.
But look at the speed. In about 2 and
1/2 years, it went from a blurry
slideshow to real-time worlds with
sound. If it keeps improving at anything
like that rate, the version we get in 2
or 3 years will be hard to tell apart
from reality, at least for short periods
of time. And the real prize isn't games.
It's giving machines an imagination, a
way to predict the real world before
they act in it. Google has the brain,
the imagination, the videos, the chips,
the cars on the road, and the
researchers. [music]
That's why I think most people are
sleeping on this. In a few years, the
company everyone currently thinks of as
the search engine could be the company
that builds the smartest robots in the
world. So, what do you think? Is Genie 4
just a cool toy, or is it the start of
something much bigger? And does it make
you think about the simulation idea a
little differently? Let me know in the
comments. I read them. And if you want
to stay ahead of what's happening in AI
explained in plain English, make sure
you subscribe. I'll see you in the next
one.
>> Mhm.
Fireship
Latest Docker Explained In Under 2 Minutes #docker #devops
▶ Watch on YouTube
So what is Docker and what's the point
of it? Say you clone a teammate's
project. Before you can run it, you need
the right version of Node, a Postgres
database, and the same settings they
have. And if one thing is off, it works
on their machine and breaks on yours.
Docker is a tool that lets you package
and run your apps in something called
containers. A container is basically a
box that holds your app along with
everything it needs to run like the
runtime, the libraries, and the config.
As long as a machine has Docker
installed, your app runs the same way.
Every container comes from an image. The
image is the readonly blueprint, and a
container is a running instance of it.
You can start as many containers from
one image as you want. Sort of like a
class and objects in programming. To
make an image, you write something
called a Docker file, which is just a
text file with instructions. This one
says, "Start from a node image, copy in
your code, and install the
dependencies." The last line is the
command that starts the app. Then docker
build turns that into an image and
docker run starts a container from it.
And you don't have to build everything
yourself. Docker hub is basically GitHub
for images. For that project, you don't
install Postgres at all. You just run
the official Postgres image. Now a lot
of people think a container is just a
virtual machine, but it's not. A VM runs
a whole operating system of its own.
Containers all share one kernel, which
is the core of the operating system. So,
they're a lot lighter and they start up
fast. I don't think you need Docker for
everything. If you're building something
small on your own machine, that's
totally fine. But once there's a
database, a team, or a server involved,
it makes life a lot easier. So, at its
core, Docker packages your app with
everything it needs to run the same way
anywhere. So, hopefully this helped you
guys out.
Two Minute Papers
Latest OpenAI Claims It Just Did The Impossible
▶ Watch on YouTube
I did not think this would happen in my
lifetime. Let me try to explain. For
many decades now, computer scientists
have been thinking up devilishly
difficult problems and found that trying
to solve some of them takes incredibly
long. Some of them would take a
quadrillion years to solve by brute
force. But we humans have invented so
many amazing algorithms. We can write
programs that simulate light rays to
imagine never before seen scenes. I love
this. so much and we can write physics
simulations to create really lifelike or
imaginary worlds. Absolutely ingenious
human developed techniques and you are
saying that some problems just cannot be
solved efficiently. Well, that is
exactly what the exponential time
hypothesis says. It says that some
problems are cursed and might always
remain so. Here is a cursed problem. The
cat is sleeping or the dog is barking or
the robot is dancing. When is this true?
Well, just make the cat sleep. Problem
solved. Easy peasy. What is Caro even
talking about? Get out of here. No, no,
no, no. Wait, let's add another line.
The cat is awake or the dog is silent or
the robot is dancing now. The first one
wants the cat to sleep. The second one
wants the cat to be awake. So, we have
to look for help with a different
variable. Let's look at the dog. Oh my,
same problem. The dog is barking in the
first, silent in the second. But wait,
the robot is luckily dancing on both.
So, that can satisfy both lines. Hooray.
But the point here is that one line was
very simple, but two lines needed a bit
of computation. Still simple, of course.
And now you'll see the crazy part. We
call this the three satisfiability
problem. And if you increase the problem
size with more animals and lines, what
happens? Well, just get a processor that
goes through a billion combinations per
second and you are done instantly,
right? Not quite. This computer program
would take so long it might never
finish. Well, it could take one
quadrillion years to finish if we check
every combination. Well, then this is so
many combinations. So, better write an
algorithm that does it a smarter way and
do it a lot quicker. And here comes the
crazier part. We couldn't. Nobody had
ever been able to do that in the general
case. Yes, we can be quicker than just
trying all the combinations. We have
smart algorithms but none of them could
defeat the exponential barrier. This is
called the exponential time hypothesis.
So it's over right? Do we have no hope
left to solve this? Dear fellow
scholars, this is two minute papers with
Dr. Koa Eher. Well, all this dril means
that this problem is cursed. Cursed how?
Well, cursed in a sense that as the
problem size grows even just a tiny bit,
it gets much harder. In the worst case,
exponentially harder. Ew. Now, we can't
prove it, but so many people believe it
to be true that many papers have been
written assuming that this is true and
building on that. And then something
insane just happened. Hold on to your
papers, fellow scholars, because the age
of AI has led us into a breakthrough.
OpenAI published a research paper where
they say they proved that this
hypothesis is not true. They say that it
is possible to defeat the exponential
barrier. I'm going to be honest, I did
not think this would happen within my
lifetime and it just did. if the proof
gets properly verified. It looks
increasingly convincing, but the expert
review is not 100% done yet. But if it
holds up, then one of the most important
assumptions of theoretical computer
science has just fallen. That is
insanity. Now, I will note that this is
not to be confused by the P question
mark equals NP problem. That has not
been solved. Now, you could say, "Okay,
Caro, but who cares about this silly
satisfiability problem? Just bring your
dogs and cats elsewhere." Well, I say
you have to consider carp reductions.
Before you ask, no, this does not mean
shrinking a fish. It means something
completely different. Imagine you have
to deliver life-saving medicine to
hundreds of hospitals and you are a bit
low on gas. You need the most efficient
route. Or imagine you have to assign
radio frequencies to thousands of
transmitters so they can talk without
too much interference. Or place the
fewest number of sensors needed to
monitor an entire system or select the
most valuable scientific equipment to
load it onto a small spacecraft. All of
these are very different problems except
that they are not. All of these problems
can be molded to look like our three
satisfiability problem with the cats and
dogs. You take your roads and transform
them into a dog and cat question. That
is carp reduction. Wait, and does that
mean that? Oh yes. [laughter]
Yes, it does. If you can write an
algorithm that can do that one problem
faster, it could work for all of these
problems and then even more. Not always,
but it's often the case. And that is why
this work is so incredibly surprising
and valuable. Plus, it gets better. The
paper reveals not just the proof that
such an algorithm exists. The paper
actually gives us the algorithm. And it
gets even better. It not only finds the
solution, but also tells us exactly how
many solutions are there. This is a
historic moment in our lives. What a
time to be alive. And just to
demonstrate how incredibly efficiently
scientists can communicate with each
other, all of this summed up in short. A
subexponential bound has been claimed
for three set refuting the exponential
time hypothesis. Very concise and super
awesome. If you enjoy this, consider
subscribing and hitting the bell. We
have a lot more papers coming and if
everything goes well, an interview with
Spencer Huang as well. Very fun. I use
Lambda to reproduce AI research papers
often in minutes. It's also great to
train your own models or fine-tune an
existing one. Run inference or text to
image or video. Easy peasy. Running a
Deep Seek chatbot or agent. Super fast,
super reliable. Lambda gives you
powerful Nvidia GPUs to run your own
experiments. I test ideas from the
papers I cover and moments later,
results. Love it. Seriously, try it out
now at lambda.ai/papers. Ei peepers.
Thomas Frank
Latest I never dread this workout
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Veritasium
Latest What happens if I lower this weight into the water?
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What happens if I lower this weight into
the water? Is the scale going to go up,
down, or stay the same?
>> Oh god.
>> Oh.
>> Um,
>> no. It will get lighter.
>> I think it might get a little bit
heavier.
>> I think it might add like a little
weight.
>> It's not going to touch the bottom. It's
just going to I'm just going to hold it
in there.
>> You're not going to touch the bottom.
>> No, just hold it.
>> Ah, that then it will not move at all.
>> Then there's no change. I think
>> I don't think it's [music] going to
change.
>> Let's see it. Let's see it.
What?
>> Oh, well, it's increased by 13 g.
>> Why?
>> When you lower the weights into the
water, the water pushes up on it. That's
buoyancy. But [music] that push works
both ways. The weights push back down on
the water with exactly [music] the same
force. And that downward push travels
through the water and into the scale. If
I take the weights out of the water and
just weigh them themselves,
you can see they're 100 g. So, the
weight of the beaker is not increasing
by the weight that we've added. It's
increasing by 13 gram, which is the
weight of the water we've displaced.
>> So, that's why you're reading 13 g
extra. It's the weight of the water
you've displaced.
>> Wow. It's crazy. That's crazy.
Mark Rober
Latest Beat Me, Win $100
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This is my childhood game cupboard. This
is my childhood living room. And this is
my childhood favorite park. And I'm here
today to offer $100 to anyone who beats
me in any of them.
>> Is this for real?
>> Yeah.
>> Dirty dog.
>> Uh-huh.
>> I won. A
>> next.
>> I won. I won. Man,
>> the game's over.
>> I got 400. Next,
>> I feel like you owe me $100. Do you have
$100?
>> And the competition was unrelenting.
Round after round, my strategies were
proving unstoppable, which wasn't a
surprise to me because for the last 6
months, I played hundreds of games, ran
millions of simulations, and analyzed a
bunch of data to discover the secret
strategies to win every single time.
Almost every single time.
>> THAT WAS THE WIN. AND ALL THE TRICKS
yourself right
Ali Abdaal
Latest Advice to my younger self
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So, you know that thing [music] that you
keep on worrying about? To be honest,
it's not going to matter in a few years.
It's certainly not going to matter in a
few decades. And certainly when you're
on your deathbed, it's [music] not even
going to vaguely register. So, it's not
to say you shouldn't do it, but like you
can totally do it. Just stop worrying
about it so much. Just approach it with
a little bit more lightness, a little
bit more ease. Try and enjoy the process
cuz it's not going to matter anyway in a
few decades. [music] So, why waste all
of that effort worrying about it?