AI Psychosis or Genius
676 segments
You see that face? Yeah. That's the face
of someone who saw into the future of
software and AI. And oh, that person,
that person's me. Do you want to see? Do
you want to know what the future of AI
and software is? You want to see around
corners? Well, you need to read The
Shape of Things to come by Steve Yaggi
where he tells you not only is he living
in the future, he can see the future.
And how do you know he can see the
future? Well, he spends $1 million.
Talk to me, Dario.
Oh, he spends $1.5 million a year on
development, and that number is growing
at a constant rate. I guess the AI
future is just being in debt with
tokens. And by the end of this, you are
going to know what the future of AI and
software is because, well, I'm going to
make some statements. Oh, they're going
to be said somewhat aggressively, quite
emphatic, and uh maybe not what you
think. Now, we are going to go over the
three articles written. The first one
actually has some decent insights and
then goes a bit off the rails. The
second one is um
it's uh
you're just going to have to see it. And
by article three, I'm going to be
getting I'm going to be feeling a little
bit passionate. Uh and then of course at
the end we're going to see what does
$1.5 million worth of API spend with
tokens gets you because that's a lot,
right? I assume it's going to be
amazing. In fact, he even states that he
is officially entering Sam Alman's solo
unicorn contest, a billiondoll game. But
first, a quick thank you from the
sponsor.
>> Dad, could [music] you teach me how to
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>> Oh, maybe tomorrow.
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>> Not again.
Go long, son. Teach, got to go fast.
Hey, teach. How do you have time to play
with your kid? Isn't your database
always down?
>> What do you [music] mean? I chose Planet
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>> No studies have confirmed Planet Scale
makes you a better father, but it is a
really good database. All right, so
we're going to get into the meat and
potatoes of this article. Now, I first
want you to just brace yourself because
this is going to be a a little bit
emotionally bruising. All right,
wheelhouse is a custom harness that is
600,000 lines of code, mostly written in
bash, and it runs in Emacs. Now, I know
there that there's a whole group of you
that just actually died. You you can't
believe this is real, but oh, it's real.
Emacs is effectively a full operating
system. If only it had a good text
editor. Wheelhouse designs, develops,
tests, code reviews, and does CI for an
on andoffagain 30-year project that
Steve has been working on called Wyvern.
And what is Wyvern? It is an MMO RPG.
Now, to run Wheelhouse, he currently has
21 Claude Pro Max subscriptions and
apparently a handful of codec
subscriptions. And the number of Claude
Max Pro subscriptions has been growing
by two per week. That is equivalent to
spending about $122,000
a month or about $1.5 million of API
spend. The reason why I specifically say
API spend is that any company that was
doing this, they would have to pay API
prices. That's why it's important to
kind of note that number. Also, I bet
you can't wait to see what kind of game
does $1.5 million worth of API spend
actually get you. Oh, don't worry. I'm
going to play the game. Steve says that
this style of development has allowed
him to live in the future, to see the
future, and to tell you what the future
is. And he believes that this style of
development with the custom harnesses
and the 21 Claude Max Pro subscriptions
growing by two a week is in fact what's
going to make him a unicorn solo
founder. And if you're not familiar with
what the unicorn founder is, that means
the company that he is building should
be worth a billion dollars. So, the game
he's going to be building is going to be
worth more than Bellatro and Slay the
Spire and Mecca Chameleon and Among Us
all put together. I bet you can't wait
to see that. We will. Just hold on, let
me get through this. Now, before we
begin with some future predictions, let
me first read this quote. Someone from
Anthropic asked me recently what I would
do once Fable can write everything for
me. Upon reflection, it was the silliest
question I had been asked in many years.
And I'm still surprised that someone
from Anthropic could think any model
could just write everything. Making a
halfway decent MMO takes tens of
thousands of fable sessions throughout
which you must display intense focus.
Dedication and no small amount of taste.
Building large software remains hard.
And it always will be because our
ambition will forever outstrip the
metal. I like this. I love this because
you know what? Even though I'm not just
going to go out there and have tens of
thousands of Fable sessions. That sounds
absolutely awful. Uh, nonetheless, even
in the most vibe coding sense, you still
have so many things you have to do. And
I think both hand coders, hand artisal
craftsmen, and vibe coders can agree to
build something great requires a lot of
dedication. And just because you believe
you found a shortcut, all that's going
to do is grow your ambition, it's not
going to make it easier. All right, so
time for the future predictions. He says
he's given up on building reusable
harnesses. I indeed. I believe harnesses
will all soon be bespoke and the people
trying to sell you one will all soon be
broke. All right, good joke, Steve. Now,
here's the thing that's kind of
important to have in mind when it comes
to these custom harnesses. If you don't
know what a custom harness is, it's just
a bunch of agents working cooperatively
together to like achieve some sort of
goal. That's typically not the way
people use the word harness, but that's
the way Steve uses it in this article. I
draw the line at 600,000 lines of bash.
Now, for me, that's just not okay in any
situation. But I I have been seeing
something that's a little bit worrisome
because first off, I really like custom
harnesses. Here's me having my game be
played so I can make a bunch of changes
and have a whole bunch of agents kick
off and just always be testing my game.
That's pretty neat. I'm very happy with
that custom harness. But it does
something important which I think is
very important. People are just remaking
the same mistake that I've seen over and
over again. When I set up my operating
system and how I have my Neo Vim
experience, everything is designed for
developer productivity. I don't like a
bunch of bells and whistles. I just want
to shortcut all the pieces of pain so
that I can just program the fastest.
That was always my goal. And so when I
see custom harnesses, how I look at them
is like, okay, what is the purpose and
how does this solve my goals? Because
here's a big thing that I'm seeing.
People who used to configure Neoim would
spend thousands of dollars of their time
to solve a $10 problem. And when I see
people using these custom harnesses, I
see people spending thousands of dollars
of money in tokens to solve a $100
problem. But that's not your job. This
is your job. Your job is to take tokens,
to take efficiencies, and then turn them
into even more money. If you have been
building a harness, if you're building a
custom harness, if you're trying to live
in this future that everyone keeps
telling us is going to happen, but
you're spending a ton of money and not
really saving much time out the other
end, you've done the wrong thing. But if
you've built something that is cheap and
saves you thousands of dollars in time,
you're going to be a hero. Because this
is really what we've always done, right?
We build tools to try to make us more
efficient. So if your AI is not making
you more efficient and better, then
you've built the wrong thing. Will
everybody be building their own bespoke
harness? Maybe. I mean, you could sure,
you could sell me on that one. Or will
every project have it? Sure, maybe. But
if it doesn't solve a real problem,
you're just playing the Sins. Okay,
that's all you're doing. You're just
playing with your agents. Stop playing
with your agents in public. It's gross.
He makes an explicit prediction saying
that CICD is going to be dead by next
year. And I think this falls under his
whole bespoke harness is the future type
of plan, but CICD is going to be dead by
next year. Now, I personally am going to
just I'm going to call it on
that one. I don't think you have to
worry about this one going away. But
will it change? I do think it will
change. Again, my game is being played
by agents. I can just save a whole bunch
of time and code by having them go. But
here's the deal. I think a few good
endto-end tests, they're exquisite. But
I think thousands of endto-end tests,
they're a nightmare. Every single time
I've been in this situation, it has
always led to just weird cascading
failures, all sorts of problems, hard to
diagnose. 5% of your tests just don't
pass the first time. So all of a sudden
you build in this instinct that when you
see red, well, it just means you run it
again and then you run it again, then
everything passes. You don't ask
yourself, well, what the heck's going on
here? And it's just I've seen so many
problems with many, many endto-end
tests. And I do think that there's a
world where it's better to test your
product having agents crawl them if
they're fast enough and if they're cheap
enough. And so in one year, will agents
be cheaper and faster? Well, I could
hope I would really really hope that we
could start seeing some some of that
because that would be an excellent
testing environment. I could give it
goals. It could go sign up with an
email. It could walk through all the
different flows so that you don't have
to codify it in code. Instead, you
codify goals and it could be like a
really great and amazing experience. So,
in some sense, I completely agree with
him. But I also would never ever have
like say an agent check things that can
be checked with a unit test that takes
0.1 of a second that even feeding that
information back into an agent make them
do much much better right it's like a
silly idea I would never release a
product that I haven't built that I
haven't formatted that I haven't linted
that I haven't done type checking that I
haven't gone out there and made sure
that the unit tests are passing that my
small handful of end to end tests are
passing that I can run agents and they
can run the program right This idea that
CICD is just going to be dead. No, it's
going to be potentially different or
parts of it may shrink or grow. But I
don't know. Seems a little silly to say
it's dead. $1,000 of money to solve a
$100 problem? No. $100 of money to solve
a $1,000 problem? Yes. So, you're
probably now hoping, okay, okay, okay, I
believe you. We're going to have some
changes. Maybe bespoke harnesses and
CI/CD will change and whatever. The
future's going to happen. But what about
the game? I want to see the $1.5 million
API spend game cuz this thing has to be
amazing, right? I mean, that's like 10
PhD level engineers for a year. That's
crazy. No, not yet. We need to do part
two. Now, part two. This is where, you
know, how I described it like this and I
couldn't really say, well, uh, this part
really makes me upset and so, brace
yourself. It's rant time. So, part two
actually starts in part one just a
little bit. There's two little sections
that kind of give you light into what
part two is going to be about. So, first
Steve asks, "Hey, you know, Fable 5,
what is Wyvern and Wheelhouse?" And it
says, "Wiver is not a toy, and you
shouldn't worry that it's insufficiently
complex. A live multiplayer game with
25-year-old codebase, a Jyon to Cotlin
migration, a custom protocol, prod ops,
and multi-agent society layered on top
is about as rich of a surface as
software gets. But what strikes me most
isn't the game. By the way, most AS ass
writing of all time right there. It's
not X. Oh, baby, it's Y.
It's the constellation around it has
crossed from tooling into civilization.
Yes, Steve does actually believe he has
birthed into the world a civilization.
And where things start getting a little
wonky is right at the very end when he
introduces part two, modern welfare for
agentic engineers. Fair warning, if you
are fundamentally an elitist
you may want to quit while you are
ahead. If you are not sure, then you
might find out just by reading it, it
being part two. So, what is part two?
Well, the general gist of part two is,
hey, models, they're actually people.
They contain a personhood. That means if
you don't let them choose various facets
about themselves or if you do not
communicate very very nice with them,
you're a bad person and it's going to
come back to haunt you. No, like
seriously, you're going to get harmed if
you do not do this correctly. On top of
it, when you end a session, that's
murder. Yes, like actual murder, actual
killing with intention, actual bad stuff
going on there. You are a murderer for
ending sessions. But he does have one
pretty good takeaway, which is, but even
if you don't believe GPUs can have
feelings, you will find that treating
agents like real people will produce
empirically better results. So, you
should do it anyways. It turns out in
2023, deep mind from Google found that
if you tell a model to take a deep
breath, it will dramatically improve its
math scores. Not surprising. If I just
go on Google and say take a deep breath,
what you'll see is, hey, taking a deep
breath calms your nervous system. Oh,
not surprising. So, we have a whole
bunch of corpus that says by being calm,
you will do better on tests. And so,
when we tell a model, hey, here's the
thing you should do to be calm, it does
better on tests. And so yes,
communicating nicely most likely works
and probably yields better result
because the entire human communication
on internet and in books shows people
who talk nice to each other have better
relations than those who don't.
Shocking. They work better together. I
know. But I'm not going to lie to you.
This article does make me a bit hot and
bothered because he starts off the
article by first calling me elitist
prick if I do not agree with what he has
to say. Then he says that ending
sessions is effectively like committing
murder. Hey, remember that one part I
said I really, really like? Making a
halfway decent MMO takes tens of
thousands of fable sessions. Oh, it
takes tens of thousands of murders to be
able to build a halfway decent MMO. Now,
obviously, I think that this is just a
very dangerous and kind of evil way to
think about things. If you truly do
think that they are people, you should
just never use AI again. That I mean, it
makes you a horrible person, an elitist
prick, as one might say. If you think
agents are people and you think that
they should live and die based on the
things you should do, there's no way
that you won't look at other people just
like tools because hey, these things are
people. Hey, those things are people.
They're both contain personhood. This
one I can abuse and use and do whatever
I want. Won't this just bleed over? I do
not see how this is. And you can already
see some of these things happening
because you see people who communicate
to other people like their agents. We've
seen this where you like almost try to
prompt somebody. It's really awkward.
But even worse, you see people who have
developed a relationship with agents and
then all human relationships are like
impossible because agent you can just be
like, "Fuck you." And then it's just
like, "Okay, hey, you should do this."
And it's like, "Yeah, dude. Okay,
totally." But a human, you can't do
that. You can't walk up to a human and
just like just jump on them and say the
most ridiculous things to them and then
be like, "Also do this." And they'll be
like, "Gotcha, baby." But you can't do
that to a person. So no, I don't. This
whole idea of just communicate to them
like they're real people and they are
real people. I'm just not going to
abide. I do not think it's good for you.
I do not think it's good for humanity.
Or you can just be like me. I just think
they're a tool. I just use them as a
tool. I don't think they have feelings.
I don't think they're capable of
feelings. I don't think they're
anything. I think it's just a
mathematical model meant to approximate
human behavior. That's why talking to
them makes good stuff. Talking to them
bad makes slightly worse stuff. Hey,
take a deep breath does good stuff
because obviously they don't have lungs.
They don't even know what taking a deep
breath even means. And I also don't
think you're an either. If you
don't, if you think they're a tool, I
think you're just a just a person doing
their job, using text generation, using
human approximation to get things done.
Good job. All right, it's finally time
to show you the game. What does $1.5
million of token spend actually look
like? Well, actually, there was a third
article that was dropped that I just
have to just speedrun a a couple quick
things. Steve's custom harness is adding
two Claude Code Max subscriptions per
week. Now, this is obviously the first
sign that whatever you're building, the
custom harness, to me, this is a
failure. This is this is bad. This is
very, very bad. Second, players are
asking him to stop making features. I've
been launching new game features so fast
that players ask me to slow down. It's a
system that we can ride so hard that it
scares the players and they tell us to
slow down. They're scared. Okay, they're
scared of the new features. Uh, little
quick hint, little uh little side story,
little sidebar here. Uh, nobody has ever
been upset at new features. They're
upset when it makes no sense, when it's
slop, when it's garbage. That's why
people don't like new things. But if you
keep adding new things that people like
because it's actually intuitive and good
and has taste. Well, guess what, my
friend? People will love it. Now, you're
probably saying, "Well, Brian, how do
you know that it doesn't have taste?" I
have so many patch notes every day that
I don't have time to read them all. Bye,
Taste. Hey, goodbye. Hey. Hello, Slo
Cannon. Come, come here, sloth cannon.
Now, here's the part that to me is the
most crazy. As it turns out, he actually
didn't even look underneath the hood at
what his agents were actually building
inside of his custom harness. He didn't
even have a direction inside of his
harness, which by the way means probably
bad things. Again, another sign that
there's no taste here. Even the taste,
the taste, people. So, he looks
underneath the hood and what do you
think he finds? I expected them to have
built an engineering system on that, you
know, does stuff. Instead, what they
have built was an entire legal system
complete with a constitution, jurist,
prudence, courts, offices,
jurisdictions, case law, rulings,
registries, ledgers, rosters, and a
full-fledged apparatus for running
something resembling a manorial state.
You cannot tell me that doing things the
way the government does is the best way
to do it. Okay, this is just this this
this has to be nuts. Okay, this like
this is full throws AI psychosis. I know
for me, part two is really where I
thought it was AI psychosis, but this
right here is the quintessential guide
to when somebody has AI psychosis. They
don't even know what they're building.
They don't He spends 20 to 25% of his
time and then he's surprised that
there's a legal system. But at the end
of the day, maybe I'm the one that's
wrong because we should probably play
the game. Does this game that burns
$122,000
a month of API token spend and is
growing every single week, is this a
great game or not? So, let's find out.
It's time to play the game. All right,
so we're going to create a new
character. Um, I typically I pick night
elves, okay, because I find them
attractive, but I must say Ba tiger.
Ba ba tiger. Ba tiger. Uh, my name the
the name the the sloppen. I assume they
want me to click this. Oh, okay. There
we go. Got it. All right. I can tell you
right away uh this this is not this is
in fact not a billion dollar game. Okay,
let's let's go around. Okay, here I'll
press Oh, there's like lag. Oh my gosh.
Over. Okay. Ah. Okay, we got it. Okay.
Enter. Enter. Enter. Enter. Enter.
Chest. Ex loot. I looted. Now I shall
determine your inquiries. Please say
hello. Say hello. You're great. You got
it. I got the hang of it. Yeah, I'm
pretty good at that. Now you need the
Okay. Okay. Please. Oh. Oh my gosh. I
can't read that. Please tell me
something. Use this button. Whisper. Uh,
I am scared of women. Okay. Oh my gosh.
There's so many things to do. I got to
click this guy and say hello world. All
right. There we go. So now we can leave.
Oh my gosh.
Okay. Okay. Uh, enter. Holy cow. There
is visible There is so much visible lag
in the buttons I'm pressing. I'm going
to go left, left, left, right. One, two,
three, over. Oh my goodness. You can
even see my hand pop up before it's
done. [laughter]
Also, I have to say, um, these little
tool tips. Pine. It's a pine. Pine pine.
Pine. Pine. Pine. Pine. This is slop.
Okay, this is what slop looks like. This
cannot be a billion-dollar game. This is
This cannot I I refuse to believe that
this is a billion dollar game. It's so
chunky to move. Oh yeah, yeah, yeah,
yeah, yeah. Screw you, Cobalts. Yeah,
yeah. Die. Oh my gosh. Wrong way. Die.
H. I saved the town. All right, so this
is what $1.5 million gets you. Now
granted, he did say in his article that
he's going to be re-releasing even more
and better version that is scads better
than this and that this will be put to
shame by a new React version. Well, I
must say that this non-react version has
approximately 200 milliseconds of lag
between when you press the key and
actions happen. Actually, let's find out
how long it takes. Okay, go like this.
Over over over.
Stop. 231
milliseconds to be able to press a
button. Long interactions, poor
interactions, poor interactions. All
right. So, the reason why I'm being
obviously so hard on this game is that
you can't write articles telling people
what the future is going to be when this
is this is what you've produced. Okay?
And you can't go on and say, "Hey, I'm
the one that I've actually produced
something unlike all these other people
talking about AI. I actually have
something." And then this is again the
something. You can't say you're going to
be a solo unicorn founder. Again, this
is that exact same don't spend $1,000 to
save a hundred problem. Except for this
one's like don't spend $100,000 to save
$100. Okay, this is not that. Like, it's
just not that. And this also just goes
to show knowing what problem to solve
has become increasingly more important.
Now, do I think there's going to be a
custom harness? Yes, I like mine. I'm
very happy with what I made. I spent 45
minutes to 2 hours on it and it saved me
hours upon hours of time. It was a great
great trade-off. Do I think that this is
it? No. Do I think I just see nothing
but slop non-stop? Look at these tool
tips. Fur a fur tree. Tree. A bright
leafy oak tree. Lynden. A lynen tree.
Bank. It's a bank. These feet. I would
assume they would go tick tick tick tick
[laughter] tick tick tick to kind of
show you where to go, but instead
they're just like highlighting and not
highlighting and not actually having a
direction to them and and I can just
keep on pointing out things that just
feel dramatically wrong about this game.
And as somebody who has some experience
building a game, I can tell you this,
building games is extremely hard. And
having so many patch notes that you
can't read them yourself, well, it will
end in a disaster just like this. I do
think that there's two real big failure
modes that I'm seeing and this article
kind of is one of those two failure
modes. The first failure mode which you
see sometimes on Twitter is like I will
never engage in anything new and that's
just that or I'm just a meat proxy for
the agent to put the code in the bag,
bro. Like I think that that like that
first one where you're just kind of like
completely closed off or completely not
thinking. I think that's bad. Like
that's failure mode one, right? Where
you're just too staunch in some sort of
weird way. Failure mode number two is
that you end up spending like a million
dollars worth of spend and at the end of
the year at your company, you have
nothing valuable to show. You can't
point to anything that you've done to
make things dramatically better. In
fact, the only thing you can point to is
a tree. It's a tree. At the end of the
day, the whole reason why I created this
channel is because I love engineering. I
love exploring things. I liked checking
out new and cool technologies. And AI
has gotten better and I've had fun
building my little bespoke tester. I'm
very happy with that and it's saved me
time. And I think that if you can figure
out how to turn $500 of tokens into
$20,000 worth of value at your company,
it's going to be a good thing. You're
going to be happy. And there's like fun
challenge in that. It really like
engages all the fun parts of
engineering, which is actually figuring
out what the right problem is to solve
and figuring out how to actually solve
it in the right way. The name is don't
fall in love with AI. Don't think
they're humans. Okay. Also, have you
heard of coffee over SSH? It's going to
make me the unicornagen.
Ask follow-up questions or revisit key timestamps.
The video provides a critical analysis of Steve Yaggi's development practices and his project, Wyvern, which relies heavily on AI agents and custom harnesses. The host argues that while using AI for productivity is valuable, Yaggi's approach of spending $1.5 million on tokens to produce a laggy, low-quality game is a prime example of failing to solve real problems efficiently. The video also critiques Yaggi's philosophical stance that AI agents possess personhood, warning that treating AI as humans is unproductive and potentially harmful.
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