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Videos 418t26CVz-w

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

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AI Engineer· published 2026-07-23· 0:18:04· en-US· indexed 2026-08-10 19:43

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Transcript

168 cues· 2,966 words· 16,601 chars

  1. 0:12 Awesome.
  2. 0:13 So yes, as a great introduction took us to, we are going to be talking about local agentic theory for accessible mobile games.
  3. 0:21 And we realize this is the graph track, but there are graphs here in this presentation.
  4. 0:25 So fret not if you're missing them.
  5. 0:28 So yeah, so a few disclaimers before we continue.
  6. 0:33 Since we do work at the New York Times, and there's a few things we have to say about our puzzles, AI, et cetera, our puzzles are made by people.
  7. 0:40 They're not made by AI, so that's just a thing that is true, and it'll always be true.
  8. 0:47 There's no AI in the games themselves, so there's no AI features.
  9. 0:51 You might have seen Wordlebot.
  10. 0:52 That's not an AI feature.
  11. 0:54 So all our games are pretty much AI-free.
  12. 0:58 And the work that we're going to be talking about now is experimental work.
  13. 1:03 So it's stuff that we look at in terms of solvability and other capabilities of agents in the space that we can potentially take advantage of on a local scale.
  14. 1:12 device to do other things and actually generate games, more so things about playability and other kinds of features we can utilize agents for in an intelligent way.
  15. 1:23 So a little bit of an introduction.
  16. 1:26 So I also, if anyone has seen the last year's World Fair talk that I did on connections, there's a similar vibe to this.
  17. 1:36 I did a deeper dive into how a solver can be built for that game.
  18. 1:40 And if you're interested, you can take a look.
  19. 1:42 It's on YouTube, and it has a lot of interesting deeper dive specifics for RL solvers, which I'll go into in a bit as well.
  20. 1:50 So a little bit of a history.
  21. 1:52 Everybody here, and just in case you aren't familiar with AI in gaming, which for, you know, it's not the most common topic here at the World Fair right now, but if you are familiar with the history of it, AI has been in games for a long time.
  22. 2:08 And since the 80s, it's been established as a core pattern in games like Pac-Man.
  23. 2:16 This is a simple version of an AI called a finite state machine.
  24. 2:19 And if anybody, everyone's familiar with a finite state machine here, probably.
  25. 2:23 or I would imagine enough people are.
  26. 2:25 It's a basic AI system which tells the ghosts in the game what to do when Pac-Man gets a dot or not.
  27. 2:33 But basically it is a conditional kind of symbolic AI.
  28. 2:38 And then moving forward, we'll talk more about RL and the advancements of where that went to.
  29. 2:43 But firstly, the core thesis of what we're going to really focus on is the model of running the devices, running AI on our local devices.
  30. 2:54 So most AI infrastructure today runs really on the cloud.
  31. 2:59 And if you're running a mobile application,
  32. 3:02 Most practical scenarios involve cloud architecture, and that essentially is expensive because you have AI calls and inference calls that you have to make upstream, and then they have to come to your device.
  33. 3:13 So there's things like latency, et cetera.
  34. 3:16 So in an ideal world, when we evolve to that place, we can offload a lot of the intelligence onto a device.
  35. 3:24 What that does is make
  36. 3:27 make a lot of the calls faster when we get to that world because you're not doing a round trip to the cloud to get that information.
  37. 3:33 So you can actually compress that time to the time within the device frame computation.
  38. 3:40 It's private, too, so your AI computation is within the device itself, and if it's set up properly, it won't leave the device because there's some things that, for the gameplay experience, that you don't actually need it to leave the device.
  39. 3:53 Local computation is the way to go, and it stays within your confined security zone locally, and it's not needed upstream for telemetry or anything like that.
  40. 4:03 And then it should work anywhere.
  41. 4:04 So one thing is that games, a lot of games rely on the internet, and they will for a live connection point, but at least in many cases where you need advanced AI compute, you can develop games that can work locally on your machine, on your mobile device, rather.
  42. 4:23 And that's great because if you're in a subway tunnel or something like that, you can still have a game with a very smart AI that is building, doing something without being disrupted due to HTTP calls that are not getting through.
  43. 4:39 And then it's, again, personalization is a big thing in general with on-device models because personalization is important.
  44. 4:46 And a lot of people want their game experience to be tailored to them.
  45. 4:49 And in a world where we can do things on-device, we have that capability more so because the features are local.
  46. 4:57 So now we're going to talk about agentic AI for games.
  47. 5:01 And as I'm sure everybody's familiar with AlphaGo, AlphaZero, et cetera here, the Alpha series models.
  48. 5:09 So basically reinforcement learning was the way that games were in the past
  49. 5:16 trained in order to do intelligence, right?
  50. 5:20 So basically what you would do is that you would take a model, have many iterations, and then that model would then be really tuned to a particular game.

Chapters

  1. 0:00 Disclaimers and the experimental frame
  2. 1:55 A short history of AI in games
  3. 2:49 Why run the AI on the device, not the cloud
  4. 4:56 From reinforcement learning to agentic play
  5. 7:00 Demo: an agent playing Space Invaders
  6. 8:19 The on device budget: space, time, and energy
  7. 11:15 Demo: solving the mini crossword by backtracking
  8. 12:33 Accessibility: from toggles to graded dials
  9. 14:40 The agent tuning the game to you in real time
  10. 16:28 What is still needed, and billions of local brains

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