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rozgo

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Simulation and AI Engineer — Developing games and simulations for humans and AI.

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World model for AI agents. Doing process mining of missions, operations and logistics to transform them into digital twins. AI agents can then leverage these digital twins as world models for control or prediction.

It could be the language. Almost 100% of my code is written by AI, I do supervise as it creates and steer in the right direction. I configure the code agents with examples of all frameworks Im using. My choice of Rust might be disproportionately providing better results, because cargo, the expected code structure, examples, docs, and error messages, are so well thought out in Rust, that the coding agents can really get very far. I work on 2-3 projects at once, cycling through them supervising their work. Most of my work is simulation, physics and complex robotics frameworks. It works for me.

Working on "context engineering" for coding agents. Specifically for complex dev environments and targets, like robotics, digital twins and games. Been able to witness agents go from 100% failure rate to contributing nearly 90% of the plumbing code. I'm helping agents understand how to use simulators and game engines; configure, build and deploy DevOps/MLOps pipelines.

We ask it to predict, and in doing so it sometimes creates a model of the world it can use to "think" what comes next. In forward pass.

In startups and projects where Rust is a premature optimization this makes sense. But, some startups and projects are all about the competitive advantage created by optimizing from day one. In these cases, choosing Rust and other early optimizations is the main enabler of a unique product.

In our game studio, engineers are creating lots of developer art on their own. But the real productivity booster is coming from artists using language models to generate entire art pipeline scripts. Several Python scripts to automate Blender3D and offline asset post-processing. Many artists are also changing shaders by asking language models to modify existing code.

[dead] 4 years ago

Can summarize academic literature, solve math problems, generate Wiki articles, write scientific code, annotate molecules and proteins, and more.

When your AI models operate on a vectorized space, then yes. Pipelines from real-to-vectorspace and synthetic-to-vectorspace can be extremely indistinguishable from each other. Basically a video game. This makes training on synthetic data extremely effective, if not for real inference, at the very least for transfer and curriculum learning.

Is Rust Web Yet? 4 years ago

We’ve been able to build a mobile/web hybrid ride-sharing app using Yew/GraphQL. A robot Lego-like 3D builder, with Yew interop with ThreeJS. And a full 3D web game with Yew hosting a Bevy game. Everything packed with trunk.

It’s still a bit rough around the edges but the Rust benefits more than makes up for it.

Got the chance of running the examples and glance over the code. Also checked the book and docs. As I mentioned in another post about Bevy, it looks incredibly elegant and clean. Almost feels like this could make engine development fun again. And custom engines feasible.

Contrary to popular belief, the need to build your own engine is real for a significant amount of projects. I look forward to being able to quickly put together a few building blocks, customize the renderer and experiment with new systems.

This is absolutely the case for programming languages. From Haskell to Rust. Programming languages shape the way we think and reason about the problem. Sometimes it does this so well, it leaves us starring into the abyss. Facing dead on the problem domain—after all sides quests have been removed. Once you can delegate away all the busy work, you can focus on bigger and better abstractions.

2. "you're kind of like a video game." I think this is a fair characterization. It's obviously not a video game, but there is enormous overlap, once you've successfully modeled your perception in vector space.

This is actually my entire strategy for approaching autonomy, I make as much of the problem space a game; just a serious one. And the most successful optimizations and solutions are the ones that adopt techniques from games. Many academic solutions are formalizations for old-school game "hacks".

In my line of work, training, in many occasions, is about making deep computer vision match ground truth, generated by game tech.

Thinking with your code can be an effective learning tool. You can learn how to offset more and more abstraction layers to your code and focus on higher level capabilities. When your code becomes a thinking tool, you will pay more attention to the languages you use, and start requiring more from them; as they will shape your thinking.

Initially, ML languages did this for me. I now use Rust in a similar fashion. Even when I have to program in languages that require heavy cognitive load, like C++ and JS, I can leverage what I've learn in my preferred languages. Program defensively (maybe slower?), design with types, and still be able to build highly complex software while managing complexity.

Control theory for fun can be really fun. Using control systems for solving problems you are familiar with can help develop an intuition, that you can then map to other problem domains. Years ago a peer at LucasArts taught me how to use PIDs for game cameras, and I've used them everywhere since.

Very simple rules can create lifelike emergent behavior. This is an example of 2 simple motors using PID to try to target a red dot, in 3D, with gravity on: https://www.youtube.com/watch?v=8hfKs02QHR4&list=PLpDgOnZpfh...

I can watch control systems all day.