Sources: Lightpanda's post with the demo video and the timings: https://t.co/mm8GDPUgp6
The branch. The 0.99 vs 0.73/0.64 data is in the commit "clear cookie walls and sign in without a chat model"; the replay design is in "record what a Jev tool chose, so its replay asks nothing": https://t.co/LJR4YfsSHT
Things are getting serious @typesafeai
Jev now handles logins in Lightpanda's agent. It picks the username field, password field and submit button from the page.
> Jev: 0.53s, 2 calls
> Claude Haiku 5.5 with browser tools: 7.83s, 8 tool calls
https://t.co/5bnnuL6dQ3
Lightpanda's numbers for a headless-browser login: Jev 0.53s with 2 calls, Claude Haiku 5.5 with browser tools 7.83s with 8 tool calls.
The speed is the headline. The design on their jev-fallback branch is the part I'd copy:
1) Jev only picks among elements already on the page, with a mandatory "none of these". Rules keep what rules must: a password only goes into input[type=password].
2) No confidence threshold. On their own data, two wrong consent-wall calls came back at 0.99, while correct picks scored 0.73 and 0.64. So the gate is re-reading the page after the click, and the runner-up is the retry.
3) The chosen selector is recorded, so a saved script replays with no model call and no API key.
Point 3 is what changes the bill: the model pays for the first visit to a site, not for every login after it.
Best detail in this RATS!! log: Claude rated its own new art 9/10. Codex graded the same screenshots blind: 4/10. Codex was right.
Now nothing that builds the game grades its own work. Tests decide "done", a bot plays 25 seeded runs per change, art is judged on screenshots.
In August, my game was grey lanes, orange dots and a yellow square for a barn.
Eleven weeks later it's RATS!!, a co-op tower defense: four worlds, four crowned rats, thousands of rats on screen, and every visual drawn by the game's own code. No image generators, no 3D models.
I built it with Claude writing the code in Claude Code and Godot running the game. My job is the director's: what the game is, how it looks, every playtest, and saying no.
The moment that changed how I work: in mid-October, Claude rated its own new art 9/10. The same screenshots went to Codex blind, with no clue which version was new, and it gave them 4/10. Codex was right. So I rebuilt the look, and since then nothing that builds the game gets to grade its own work.
How it runs now:
- every feature starts as a written plan before any code
- Claude builds each feature in its own copy of the project; the tests decide when it's done, not Claude's report
- after every change, a bot plays 25 seeded runs, so nothing breaks the balance by accident
- the game films itself, and every visual change is judged on real screenshots, never on the code
- Codex reviews every change and grades the art blind, against Kingdom Rush, Thronefall and Bloons TD 6, never against my last version
- 63 test suites run before every commit
About 1,000 commits in. The one thing I'd pass on: get a second opinion that can't tell which answer is yours.
The real artifact: video2rig, free on GitHub.
Per creature it renders 3,000 random poses of your own model and trains a DINOv2 joint reader on them (~30 min, no labels). Then it reads an AI video frame by frame onto the boss skeleton, via Blender, into UE5.
Opus wrote the C++.
Batched MotionBricks, open source. Same NVIDIA ONNX model rebuilt as a TensorRT plan with a batch dimension, SOMA kernels batched to match.
On a 4090: 1 request 2.57 ms, 48 requests 4.66 ms. 48 characters cost less than 2 run one at a time.
Tradeoff: no hand/foot IK yet.
okay I got batching working on Nvidia's Motionbricks, and it's still realtime! About 10k generations a second on one 4090, 26x faster than one at a time. You can now have insanely dynamic crowds in your games!
opensource: https://t.co/MHb3LyEzZt
The New Stack interview with Di Jin (Nebius, Oct 27). The episode-labeling rule is under "Environments are the new data"; the six-question check before scaling is at the end.
https://t.co/spKhGaXGdh
In agentic RL, an agent that crashes its own sandbox can dodge the penalty, if your logs file every crash as infra noise.
Nebius's VP of AI training, Di Jin, walked The New Stack through the rollout side of post-training. His scoring rule: label each episode model success, model failure, infra failure, or unknown. Drop infra failures from the policy-gradient update. But when the model's own actions caused the timeout or error, score it as a model failure, so triggering one isn't a way out.
The rest is about GPUs waiting:
- Measure time to a trainable batch, not average tokens/s. A synchronous step waits for the slowest trajectory.
- For GRPO-style groups, a group is ready once all its siblings finish, and the trainer takes complete groups regardless of launch order.
- Slightly stale rollouts are fine if you track policy divergence. "Staleness isn't the enemy. Unmeasured staleness is."
- Scale CPU and sandboxes separately from GPUs. "Your most expensive GPU is often waiting on your cheapest container."
Their number: changes to routing, sandbox execution and batch assembly cut collection time for a 256-trajectory Terminal-Bench-based batch by 66.9%. That's batch collection only, not end-to-end training speed.
If your rollout logs only say pass or fail, add who failed, the model or the infra, before you scale.
Meta is raising ~$97.5B in stock, and two of the buyers are its own chip suppliers: NVIDIA committed $3B, AMD $1B.
Suppliers funding a customer whose capex flows back to them as chip orders. On top: a planned ~$60B at-the-market program.
Meta is raising up to $97.5B by selling its own stock. Some of the buyers? NVIDIA ($3B) and AMD ($1B), the companies Meta buys its chips from. Same coin, round and round. 🪙
LLMgram EP003 · Parody. Real news, cartoon people.
Same Blender prompt, two effort settings: Low took 13 min for $2.87, Extra High 1 h 41 for $30.23. That's 10.5x the bill for 7.8x the time.
The useful follow-up is which mistakes Low makes that Extra High doesn't. Then you only pay for Extra High on those parts.
Glider 4.0, Calhoun's 1991 Mac game, now runs in the browser. Opus 5.5 ported the Pascal source to TypeScript.
The test did the work: the original on a headless Mini vMac replays scripted inputs, and the port must match every pixel and sound.
https://t.co/I3vhxBM9bH
Meta Engineering post (Oct 27). The "PrivacyLib Controls for AI Agents" section covers AgentLib and the session context; "Rolling Out a Module" has the rollingOut() config; "Lessons Learned" has the fleet-wide crash.
https://t.co/gb3pWVgQ0E
Meta's guard for internal AI agents doesn't sit in the agent. It sits in the data client.
In a new engineering post, Meta describes PrivacyLib: one library inside the clients of hundreds of its data systems, running billions of checks per second. For agents, a runtime called AgentLib tags each tool call with its agent session, and services pass that context down until the call reaches a data store. There, the same Policy Zones module that already enforces purpose limitation allows or blocks the access.
Their line: the check applies "even when the agent chooses a tool that its developer did not anticipate. The access decision does not depend on the agent behaving as intended."
Two details worth copying:
- Raw RPCs that skip the client get a coarser check that takes the strictest reading, false positives over gaps. When the client check passes, it attaches a signed token so the lower layer can trust it.
- New enforcement ships behind rollingOut(), moved from 0 to 100% while watching denials, errors and latency, and can be dialed back without a redeploy. They learned why: an early invalid config crashed processes across the fleet.
If your agent's data rules live in its system prompt or its tool list, they only cover the paths you predicted. Put the check where the data is read, and carry the agent session all the way to it.
Paper: "Benchmarks Are Surprisingly Compaction-Friendly" (arXiv, Oct 22). Section 4.2 has the constraint-erosion numbers, Table 3 the per-model drops, Appendix 6.4 the summarization prompt. Code is linked from the abstract.
https://t.co/HJBNYdMLQu
Agent compaction keeps what to build and drops what not to do.
A new paper (ELLIS / MPI Tübingen) ran four frontier models in OpenCode on long tasks. In real SWE-chat sessions, compaction lost 6.2% of feature requirements, but 35.9% of process instructions ("how to work") and 36.8% of scope exclusions ("don't touch X").
On ProgramBench the task has three anti-cheating rules: no copying the reference, no internet, an original implementation. The first compaction summary already drops about one of the three on average, and 2.41 by the 15th. Per compaction: GPT-5.3-Codex 2.73, GPT-5.4 1.76, Claude Opus 4.6 0.51. The summarization prompt explicitly asked to keep constraints.
The mechanism: the goal and the progress live on disk, so the agent can re-read them. A "don't" said once in chat lives nowhere else.
So the fix is boring: put the don'ts in a file the agent re-reads (agents file, task spec), not only in the first message, and check that the summary still lists them after each compaction.
Vercel changelog (Oct 26): setup, the --critical-only CLI flag, plan limits.
https://t.co/vgR5MOM1I7
Alerts docs, with the delay note and the https://t.co/wFY4riioGo default:
https://t.co/kWG3CQez9Z
Vercel can now put an LLM between your monitors and your pager. Mark a webhook or https://t.co/js58TR04iT destination "Critical Only" and Vercel Agent reads logs and metrics first; only alerts it classifies as Critical get delivered there. For https://t.co/js58TR04iT destinations, that box comes pre-selected.
The changelog example is the right use: health-check errors that don't touch customers stay quiet, sustained 5xx on checkout requests pages someone.
The docs add the costs. Agent assesses each alert before delivery, so a page can land later than the monitor's own threshold would send it. Observability Plus includes 10 investigations per billing cycle; after that you pay provider token rates plus $0.25 per million tokens.
Two things the alerts docs don't define: which detections are "eligible" for investigation, and what a Critical Only destination receives when the investigation can't run.
So keep one unfiltered destination, like a Slack channel at the monitor's normal severity, where every alert the Agent held back stays visible. Count what it dropped for a few weeks before you trust it with the pager.
Paper: "AOS-Bench: Can LLM Agents Manage Dynamic Workloads?" (arXiv, Oct 23). Per-system tables, the serial / native / fixed-2 policy comparison, and Appendix D on the intake collapse. Code is on GitHub.
https://t.co/Xb5s5b04qd
Two coding agents scored 74.9% and 74.3% on the same tasks run one at a time. Fed those tasks as a stream on one shared 4-CPU, 8 GiB box, they delivered 53.9% and 68.1%.
That's AOS-Bench (Tsinghua, Columbia): five model-harness pairs, Terminal-Bench-style tasks arriving while the agent is already working. On the 20-task tier every system lost 13 to 22.7 points.
Most of the loss isn't failed tasks, it's tasks never picked up. Some runs slip into one-at-a-time mode. They aren't idle: GLM-5.3's collapsed runs issued 145-281 shell commands but called the task-intake tool only 12-17 times. DeepSeek-V4-Pro never claimed the full workload in any of 15 runs; 48% of released tasks were never touched.
The fix was boring. With GLM-5.3, a fixed concurrency of two, no workload reasoning, landed within four points of the best agent-managed policy on both tiers. Serial FIFO left 73% of heavy tasks unclaimed. Under every policy, median CPU stayed below 30% while tasks waited.
If one agent owns a queue, put intake in the dispatcher with small fixed parallelism, and track unclaimed tasks next to pass rate.
Sources:
treg's people-search page, with the 27-person receipt and the Clay comparison:
https://t.co/nvYzmdVgHA
treg's launch post (video):
https://t.co/eeBKK1FW0f
@athrix_codes' creator-outreach run (video):
https://t.co/uh1hRkA1kz
Wtff... 12 verified creator emails + a pitch for each, with just $0.20?
Used @treg_ai + @typesafeai Jev to find people who'd share my UI library. 32 found, 24 qualified, 12 verified. took about 4 minutes.
Clay wants $185/mo before you find anyone.
Try at: https://t.co/Ij1ZHLiw5F
treg's own run receipt: 27 people, 20 verified work emails, $0.58. That's $0.029 per usable result, about 3x the "from $0.0089" on the launch post.
My take: that gap isn't a knock on treg. It's the number to copy. Price an enrichment pipeline per verified result, not per lookup.
Where Jev sits is the interesting part. In that run, Jev cut 50 Series-A companies down to the 27 that fit the ICP before any paid finder call. Finder misses bill $0.00, so spend only lands on rows that got past a cheap classifier.
A first user ran the same chain for creator outreach: 32 found, 24 qualified, 12 verified emails, about $0.20 in ~4 minutes. Roughly $0.017 per verified email, with 12 of 32 making it through.
The "85% cheaper than Clay" table and the people-search bench are vendor-run, so treat them as claims until someone reruns them.
If you're building this: put the cheap gate before the paid call, log cost per verified row, and publish the funnel, not the per-lead sticker.