The New Primitives: Building AI Native Software — Kwindla Kramer, Daily
Description
In 1945 Vannevar Bush described document scanning, OCR, speech to text, hypertext, search engines, a head mounted camera, and voice interfaces, in a single essay, before any of it existed. Kwindla Hultman Kramer uses As We May Think to set up the uncomfortable part: he was a baby programmer in 1995 writing HTML by hand and web servers in C, as excited about web pages then as he is about agents now. Web pages turned out to be a primitive, not a destination. His argument is that agents are the web page of this era, and the thing worth building is the AI native software that comes after. The tour through the decades is the evidence. Each one had a job: programming languages to carry human intent into the machine, interactivity in the 1960s, abstractions for scale in the 1970s, then the personal computer. VisiCalc is the example he keeps returning to, because it did not put accountants out of work, it made vastly more accounting possible and invented categories of work nobody could have described when a screen of calculations took a room full of people. He offers that as the reply to the mass unemployment worry. The talk closes on Gradient Bang, a massively multiplayer game with an LLM at the core of every interaction and hundreds of inference calls in flight, built specifically to exercise the primitives he thinks come next: asynchronous non blocking context compression, long running subagents that share context, progressive skills loading, dynamic interface generation, and conversational voice. Speaker info: - https://x.com/kwindla - https://www.linkedin.com/in/kwkramer/ - https://machine-theory.com/ - https://github.com/pipecat-ai/pipecat Timestamps: 0:00 - Daily, Pipecat, and what comes after agents 1:31 - What Vannevar Bush predicted in 1945 2:13 - Nadella on multimodel harnesses 4:12 - Agents are the web pages of 1995 5:25 - From the abacus to the stored program computer 6:46 - The 1950s: getting human intent into the machine 7:30 - The 1960s: interactivity, Sk
Summary
Generated by gpt-5.6-terraAt-a-Glance
- Verdict: Skim
- Core thesis: AI-native software will evolve beyond standalone agents into multimodal, persistent, multi-model systems that coordinate tools, context, sub-agents, and dynamically generated interfaces around a user's intent.
- Why it matters: The talk offers a useful product and architecture direction for agent systems: treat voice, UI, long-running work, shared context, and model/tool orchestration as one integrated application rather than separate features.
- Best use: Use it as a strategic design prompt and inspect the Gradient Bang segment for concrete interaction patterns; it is not an implementation-level technical guide.
Executive Summary
Kwindla Kramer frames the current agent wave as an early primitive rather than the final form of AI software. His historical analogy is that “web pages” were important in the 1990s but ultimately gave way to richer web and mobile applications; likewise, today's loops, tool calls, context engineering, and copilots should lead to fully AI-native software with new interaction and application abstractions.
He argues that each computing era required a new way to express intent and manage a new capability: programming languages and compilers for early computers, interactive and graphical interfaces for time-sharing systems, databases and declarative languages for scale, then personal, networked, mobile, and multimodal computing. In his view, AI-native systems should build on this progression rather than simply wrap an LLM in chat.
The operational direction comes from Satya Nadella's idea of a multi-model harness: models, data, and tools connected in a feedback loop; progressive disclosure of tools for token efficiency; and rich context. Kramer extends this toward organization-level harnesses and assistants embedded throughout software.
His most concrete example is Gradient Bang, a multiplayer game built with LLMs at the core of every interaction and hundreds of concurrent inference calls. It demonstrates asynchronous context compression, long-running context-sharing sub-agents, progressive skill loading, dynamic UI generation, and conversational voice—patterns that point toward persistent AI applications rather than one-shot agents.
Key Takeaways
- Claim: Agents are a transitional primitive; the larger opportunity is to build coherent, fully AI-native applications that follow them. | Evidence: Kramer compares the present focus on agents to the 1995 focus on web pages: web pages endured, but the enduring high-value category became full web and mobile applications. He labels the intermediate evolution “agents plus plus.” | Implication: Ken should avoid designing systems as isolated chat agents and instead invest in durable application primitives: state, interaction surfaces, delegation, observability, and workflows that persist beyond a single prompt. | Caveat: The talk is a directional thesis rather than a defined product category or a specification for what the post-agent abstraction must be.
- Claim: The emerging control plane is a multi-model harness connecting models, data, and tools in an iterative loop. | Evidence: Kramer cites Satya Nadella's description of products such as GitHub Copilot, security tooling, and scientific discovery as “multi-model harnesses with tools access,” using progressive tool disclosure for token efficiency and rich context. | Implication: For Ken's agent systems, model routing, scoped tool access, context assembly, and iterative execution should be treated as first-class platform concerns rather than prompt-level implementation details. | Caveat: The transcript does not explain selection policy, evaluation, failure handling, authorization boundaries, or cost controls for this harness.
- Claim: Multimodality should be native to the application architecture, not bolted onto a text agent as separate channels. | Evidence: Kramer argues that the web's defining contribution was treating text, audio, video, and data as things that belonged together. He links this to Apple's 1987 Knowledge Navigator concept: a conversational assistant combining personal and global information, visual understanding, generated media, video calls, task delegation, and continual learning. | Implication: Design interaction around the best modality for the task and allow voice, visual context, generated UI, and structured data to share the same agent state rather than operating as disconnected product features. | Caveat: The examples are aspirational interface concepts; they do not establish that every workflow benefits from voice or dynamic multimodal UI.
- Claim: AI can expand the volume and accessibility of expert-like work rather than merely substitute for workers. | Evidence: Kramer uses VisiCalc as the analogy: spreadsheets did not eliminate accountants, but made far more accounting-like work possible and enabled new categories of work that were infeasible when equivalent calculation required a roomful of people. | Implication: The strongest product opportunities may be tools that let more users perform formerly specialized analysis, coordination, or operations work—not just labor-replacement automation. | Caveat: This is an historical analogy, not evidence about the labor-market effects of current AI deployment.
- Claim: Persistent, concurrent sub-agent orchestration is a more promising AI-native pattern than a single monolithic agent session. | Evidence: In Gradient Bang, hundreds of inference calls run at a time. The demo includes asynchronous non-blocking context compression and long-running agents with shared context; named agents Eagle, Hawk, and Raptor independently conduct trade and exploration loops. | Implication: Ken should evaluate architectures where background agents maintain work over time, share a governed state layer, and report progress asynchronously instead of requiring every task to complete inside an interactive request. | Caveat: A game environment is unusually tolerant of experimentation and may not transfer directly to business workflows with correctness, security, and latency requirements.
- Claim: The user interface in AI-native software can be generated and reshaped at runtime as an agentic output. | Evidence: Gradient Bang demonstrates progressive skills loading and direct requests such as “Show my task history” and “Hide the map,” where the system produces or changes the relevant interface while maintaining conversational voice interaction. | Implication: Treat UI composition as part of an agent's action space, while retaining stable interaction conventions and approval controls for consequential actions. | Caveat: Dynamic UI increases the need for predictable permissions, user comprehension, and auditability; these controls are not addressed in the talk.
Detailed Brief
Historical framing: new computing platforms require new abstractions, not just faster versions of old ones
- Claims: Kramer organizes computing history around successive problems of human intent transmission and machine capability: languages and compilers in the 1950s, interactive systems and graphical programming in the 1960s, scalable data abstractions in the 1970s, then personal, networked, and mobile computing.; He positions Vannevar Bush's 1945 essay “As We May Think” as a useful precedent for the present moment: Bush anticipated many later computing primitives, including screens, scanning/OCR, speech interfaces, hypertext, search, data networks, wearable cameras, voice interfaces, and brain-computer interfaces.; The 1987 Apple Knowledge Navigator concept is presented as a bridge between classical personal computing and current agent capabilities, because it imagined a personal system that could converse, retrieve information, understand visual context, communicate over video, and autonomously execute delegated work.
- Evidence: Bush's timeline moves from the abacus to electromechanical calculators to an “arithmetical machine” and the Memex; Kramer updates that observed history as abacus, stored-program computer, personal computer, and the current AI-agent era.; He cites Sketchpad as an early graphical-programming system, relational databases and declarative languages as scaling abstractions, and Smalltalk as a major object-oriented programming development.; Kramer worked with Minority Report and Iron Man interface consultant John Underkoffler on a 2006 startup intended to commercialize spatial interfaces; their 2012 demo is described as a real, one-take four-minute system rather than visual effects.
- Caveats: Historical analogies can guide product imagination but do not determine which current technical architectures or companies will win.; The talk's examples emphasize interface and application possibilities more than reliability engineering, data governance, security, or commercial deployment constraints.
- Implications: Look for missing abstractions that make AI behavior legible and usable at application scale, rather than assuming chat, forms, or existing SaaS UI conventions are the final interface.; Product strategy should distinguish durable capabilities from temporary interface fashions: voice or spatial UI is valuable when it improves task execution, not merely because it appears futuristic.
Notable Concepts & Terms
- Agents plus plus: Kramer's shorthand for the transition from individual agents to multi-model, tool-using, context-rich copilots and organization-level agent harnesses.
- Multi-model harness: A control layer that coordinates models, data, and tools through an execution loop, with model/tool access shaped by context and task needs.
- Progressive disclosure of tools: Making only relevant tools available as needed, intended to improve token efficiency and reduce unnecessary tool-selection complexity.
- Knowledge Navigator: Apple's 1987 concept video, used here as an early vision of a multimodal personal assistant that anticipates modern AI-agent capabilities.
- Asynchronous non-blocking context compression: A sub-agent pattern demonstrated in Gradient Bang in which context can be condensed without blocking the primary interactive flow.
- Long-running sub-agents with shared context: Persistent agents that work independently over time while accessing common state, illustrated by game agents running trade and exploration loops.
- Progressive skills loading: Loading or exposing capabilities incrementally rather than presenting every possible skill at once, analogous to progressive tool disclosure.
- Dynamic user interface generation: The agent creates or reconfigures interface elements in response to user intent, such as displaying task history or hiding a map.
Operator Notes / Why Ken Should Care
- Define a reference architecture for persistent agent work: interactive foreground agent, background sub-agents, shared state/context, event updates, and explicit cancellation or escalation paths.
- Test progressive tool and skill exposure in an existing workflow; measure whether it improves task completion, model cost, and erroneous tool invocation versus exposing the full tool catalog.
- Establish guardrails before adopting dynamically generated UI for operational workflows: permission-scoped actions, stable audit logs, clear provenance for generated views, and confirmation points for irreversible changes.
- Use a multimodal design review for priority agent products: identify which user inputs, system outputs, and context sources are inherently voice, visual, structured-data, or asynchronous rather than forcing all work into chat.
- Watch the Gradient Bang demo segment only if assessing real-time multi-agent orchestration patterns; do not expect the presentation to supply production reliability or security guidance.
Source/Metadata
- Title: The New Primitives: Building AI Native Software — Kwindla Kramer, Daily
- Transcript words: 4123
- Duration seconds: 1274
- Timestamp note: No timestamps or chapters were provided. The transcript contains a substantial repeated passage beginning with the Knowledge Navigator discussion and continuing through the conclusion.
Transcript
Good morning. I know a lot of you in this room. It's great to see you. Welcome to the voice track at AI Engineer World's Fair. For those of you who don't know me, my name is Quindle Holtman-Kramer. I work at a company called Daily. We make developer infrastructure for real-time audio, video, and AI. And we're the team behind PipeCat, which is the most widely used framework for building voice agents today. PipeCat is open source and vendor neutral. It's used by companies like AWS and NVIDIA and Anthropic and thousands of startups and scale-ups and enterprises. And today I'm going to talk about what kind of agents we're building today, including voice agents, but not just voice agents, and what I'm interested in building next. And I'm going to try to put all this in the context of the roughly 80-year history of digital computing so far. So we've got a lot to cover. We're going to go fast. But we're going to start in 1945 with an essay called As We May Think, written by an engineer, an academic, a civil servant named Vannevar Bush. Bush deeply understood technologies ranging from analog computers to photography to radio to radar. And As We May Think is an extraordinary piece of writing. The essay predicts the development of, among other things, document display on a screen, document scanning and OCR, speech-to-text and text-to-speech, programming languages, hypertext, search engines, data networks, something like the GoPro camera, something weirdly like the Amazon Kindle store, voice interfaces, and brain-computer interfaces. And I've been thinking a lot about As We May Think lately because Bush wrote this essay right at the very beginning of the computing age. And I think it feels to most of us like we're working right at the beginning of a new age, the intelligence age. So what will we build? At the moment, we're building agents. And we're having a lot of fun doing it. And a lot of the AI engineering work we're all talking about this week is focused on building a full, coherent software stack for AI agents. Here is Satya Nadella talking a couple weeks ago on a crossover episode of the No Priors and Latent Space pod about the challenges of building agents in 2026. That's right. So, in some sense, you want the harness to define the models, the data, and the tools, so that you have a loop across those three. And so what we are trying to, first of all, make sure is each of our products that we build, whether it's GitHub Copilot or the security stuff we showed with M-Dash or even the discovery for science, it doesn't matter. All of them are multi-model harnesses with tools access so that you can do this progressive disclosure of tools so that they're token efficient. And then you're feeding it with very rich context. So if you were here last year at AI Engineer World's Fair, you could draw a through line from the things we were talking about last year to loops and tool calls and context engineering and the stuff we're focused on this year, to some emerging ideas. You can hear that in Nadella's clip there. I think of this as agents plus plus: multi-model harnesses and software copilots embedded in every single piece of software, organization-level harnesses. So how do we go from agents to agents plus plus to the next thing beyond agents? The last time we had this kind of massive change in how we write software and what we write software for and to do was the early days of the World Wide Web. And I was around for the early days of the World Wide Web. I was a baby programmer in 1995. And the thing we talked about all the time in 1995, the way we talk about agents today, is web pages. I spent a lot of time writing HTML by hand and building web server software in C and indexing and search software in C and authoring tooling and management infrastructure for web pages in Perl. I was as excited about HTML in 1995 as I am about agents today. And the web page is still with us, and it's still important and useful. But today we talk a lot more about web applications and native mobile applications than we talk about web pages. So, just like we went from web pages to full-blown web and native mobile, clearly we're going to chart a path to new, fully AI-native software that comes after agents and agents plus plus. So let's keep going back in time in order to think about this future. Here's a timeline Vannevar Bush lays out in As We May Think. He talks about the abacus, which was both an immensely useful device for doing practical everyday mathematical calculations and also an incredibly important theoretical tool that led to ideas like numeric place value and the concept of zero. And Bush talks about the massive jump from the abacus to the state-of-the-art electromechanical keyboard calculating machines that he had in 1945. And then he posits that we're about, or he is about to witness and help create, an equally large leap to what he calls the arithmetical machine. And then he goes a step even further than that and he invents, or designs in that essay, a device he calls the Mimex. And we have a little bit of an advantage over Bush in 1945. We've seen 80 years of computing play out. So we can modify his timeline a little bit. We can go from the abacus to the stored-program computer to, 40 years later, the personal computer, and 40 years after that, this AI agents era that we're all collectively helping to invent and create and bring into being. So the question for me is: what did we build to go from those very first digital computers in the 1940s to the personal computer in the 1980s? In the 1950s, the big job was to figure out more effective ways of transmitting human intent to these new computing machines. We built the first programming languages. We wrote the first compilers. And the theoretical underpinnings here were figuring out how to combine the elegance of mathematical formalisms with something a little bit more like natural language. And then, building on that, in the 1960s, the challenge was to make these machines interactive, make these machines capable of a two-way dialogue with humans. The 60s also saw the birth of graphical programming with systems like Ivan Sutherland's Sketchpad. And the 60s were an amazing era for science fiction. Even though almost nobody had access to a computer, the computer became a big part of the popular imagination. The idea of a computer really resonated with people. And ideas matter. For example, here is the idea of the computer in Star Trek. Computer on. Record. Recording. Come. Captain's log, supplemental. Engineering officer Scott informs warp engines damaged, but can be made operational and re-energized. Computed and recorded, dear. Computer, you will not address me in that manner. Computer. Computed, dear. I love the background sound of punch cards going through a punch card reader, so you know the computer is working even though it's talking to you about what it's actually computing. There were, of course, a bunch of other talking computers in science fiction of the 60s. And then, the next year after this, the Kubrick movie, an interpretation of Arthur C. Clarke's 2001: A Space Odyssey, had the HAL 9000 computer. This is a much, much more dystopian view of a talking computer than the Star Trek computers. And by the 1970s, computers had become powerful enough that the next big job was designing abstractions that could scale to much larger amounts of data and much more powerful computing substrates. We got relational databases, which introduced new theoretical underpinnings for data manipulation. And we got declarative languages, which leveraged those new theoretical insights. And programming languages in general continued to evolve in what, to me at least, are really amazing ways. We got Smalltalk and object-oriented programming in the 70s. And all of this set the stage for the personal computer in the 1980s. The Macintosh shipped in 1984. Windows 1.0 shipped in 1985. And Microsoft's mission statement was a computer on every desk and in every home. And, incredibly, Microsoft delivered on that mission statement. And we got a computer on every desk and in every home because these new personal computers delivered real, amazing, tangible benefits. Take VisiCalc, for example, which was the first spreadsheet program. A truly new abstraction for doing computation: numerical computing, two-dimensional, interactive, so durable and so useful that probably most of us in this room use a direct descendant of VisiCalc regularly, Google Sheets or Microsoft Excel or whatever. Or, put another way, this was a spreadsheet in 1957. And this was a spreadsheet in 1985. And I think a lot about VisiCalc these days, too, because I think VisiCalc is an example of how transformative new technologies can be in the way of delivering a capability that used to require a lot of specialized people and specialized knowledge and making it generally accessible. And I think VisiCalc is potentially a counterargument to the argument, or the fear, or the concern, that AI is going to lead to mass unemployment. Because VisiCalc didn't put accountants out of business. Instead, it made much, much, much, much more accounting-like work possible. And it made new categories of work possible that we couldn't even really conceive of when a spreadsheet, or doing a screen's worth of calculations as we think about it today, took a room full of people. So if we were here in the Moscone Center in 1985, and these two interfaces, the Macintosh System 2 and Windows 1.0, were state of the art, what would we have said the world would look like in 10 or 20 or 30 or 40 years? Well, we actually have a really great example of a prediction from that time. Like As We May Think, another famous document in the history of human-computer interaction: a concept video from Apple, made in 1987, called Knowledge Navigator. This is very much worth tracking down online and watching all of if you haven't seen it. I'm just going to play about 20 seconds from the middle. You have three messages. Your graduate research team in Guatemala, just checking in. Robert Jordan, a second-semester junior, requesting a second extension on his term paper. And your mother reminding you about your father's surprise birthday party next Sunday. So the video shows a foldable tablet, a touchscreen interface, a conversational voice assistant with a really strong personality, access to both global and personal information, real-time video generation, real-time computer vision, seamless video call integration, delegation of complex tasks for autonomous execution, and what we might call today continual learning. And it's really, really clearly influenced by As We May Think, but it's also quite different. It really is updated for 40 years of progress, and it really does presage this AI agents era we're in now in a way that Vannevar Bush's Mimex didn't, and maybe couldn't. The Knowledge Navigator video divides our timeline, I think, quite neatly in half. And hold that thought, because we're going to come back to it. The 1990s were about the network. First, local area networks and dial-up, and then the internet and the web. And, with the benefit of hindsight, I now think that the single most important thing about the web was that it was multimodal from the very beginning. More even than the GUIs of the 1980s, the web anticipated that text and audio and video and data were not different things to be used in different programs. They belonged together. And in a real sense, the web was an attempt, and a conscious attempt on the part of a lot of people building the web, to make that Knowledge Navigator video real. Then, in the first decade of the new millennium, the big job was to make all of this computing stuff mobile and continually connected, to put this new multimodal networked computer in your pocket, literally to give a supercomputer to everybody in the world that they could carry around in their hand. And as with the 1960s, there was an efflorescence of futurism on screen in the first few years of the new millennium. And I think it was because computers you could carry around with you and cameras everywhere and a kind of Moore's law for pixels, making screens super cheap, really gave us a chance to think through what we thought the future would look like in a new way. A lot of stuff we could almost but not quite build was cohering in the minds of people working on these machines. And the best and most famous Hollywood computers from that era were created by John Underkoffler for the films Minority Report and Iron Man. Here's Minority Report from 2002. It's no longer there. Time frame? Thirteen minutes. Hey, Chief. Investigator from the Feds here. Yeah, I don't need some twink from the Fed poking around right now. John, the word's out on your calendar. I left you a message at your house. Check in with the papers ahead of Ford and see if the neighbors knew where they went. Check all relations. Checking neighbors and relations. Who put John in? What? Just get him some coffee. Tell him some stories how I save your ass every day and you can't live without me. I got coffee. Thank you. Danny Whitman. Twink from the Fed. Whoops. Come on. So the gestural interface in Minority Report was implemented on screen as special effects, but it was actually based on John's PhD work at the MIT Media Lab. In a real sense, this was real technology. John had brought the UI out of the small screen and into the world with us in a bunch of really interesting and lovely ways. John also consulted on Iron Man, which is a very different view of the future than Minority Report, which was Spielberg working in the American noir and Kubrick dystopian tradition. Iron Man is really squarely in that Star Trek goofy futurist tradition. But I think you can see the common elements in the UI depicted on screen. It's still from the same era. Wake up, Daddy's home. Welcome home, sir. Congratulations on the opening ceremonies. You! I swear to God I'll dismantle you. I'll soak your motherboard. I'll turn you into a wine rack. If you say that you are... I co-founded a startup with John in 2006 to make the Minority Report interface into a commercial product. This is our demo reel from 2012, six years into that work. Music playing Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. San, I adore that houndstooth jacket you're wearing today. Anything I can help with? Or would you like to review tomorrow's schedule? Thanks so much, Tom. Yeah, let's review tomorrow's schedule and see how busy it is. Opening your calendar now. Here is the quick version, since it is late. Tomorrow morning is slammed. Investor meeting at 9, then back-to-back one-on-ones and internal meetings until 1. So the full four-minute video is one take, completely real. And when you watch it, it really does feel both like the Knowledge Navigator video from 1987, familiar but built on real technology, and like something brand new. And I'll just close with a massively multiplayer game project I've been working on with some friends as a canvas to really think about what AI-native software can be. This game is built from the ground up with LLMs as the core of every interaction. At every moment in the game, there are hundreds of inference calls happening, and we couldn't have built anything like this even a year ago. Oh, sorry. Welcome to Gradient Bang, a multiplayer game that showcases real-time agent orchestration. Gradient Bang demonstrates several patterns for AI sub-agents, such as asynchronous non-blocking context compression. Okay, make a note for later. We are going to eliminate Haley Tately from existence. Noted. Long-running sub-agents that share context. Eagle is on five trade loops. Hawk and Raptor are on five exploration loops each. Your fleet is busy. Progressive skills loading. How much does your average ship cost? Ships range quite a bit, Captain. Dynamic user interface generation. Show my task history. Certainly. Hide the map. Okay. And conversational voice. No, I don't want to exchange it. I just want to sell it for cold, hard cash, please. I'm afraid the galaxy doesn't allow you to be shipless and hitchhike. So I have to wrap up, but I will say that the first version of this new draft talk was an hour, so I have a lot more things I'm super excited to talk about with all of you. So if you are interested in this stuff, come find me. We have a booth on the show floor. I'm online, everywhere. And I'm excited to build agents, because agents are awesome, but also to build the next next thing, too. Thank you. Thank you. Surprise birthday party next Sunday. So the video shows a foldable tablet, a touch screen interface, a conversational voice assistant with a really strong personality, access to both global and personal information, real-time video generation, real-time computer vision, seamless video call integration, delegation of complex tasks for autonomous execution, and what we might call today continual learning. And it's really, really clearly influenced by as we may think, but it's also quite different. It really is updated for 40 years of progress, and it really does sort of presage this AI agents era we're in now in a way that Vannevar Bush's mimics didn't and maybe couldn't. The Knowledge Navigator video divides our timeline, I think, quite neatly in half. And hold that thought, because we're going to come back to it. The 1990s were about the network. First, local area networks and dial-up, and then the internet and the web. And with the benefit of hindsight, I now think that the single most important thing about the web was that it was multimodal from the very beginning. More even than the GUIs of the 1980s, the web anticipated that text and audio and video and data were not different things to be used in different programs. They belonged together. And in a real sense, the web was an attempt, and a conscious attempt on the part of a lot of people building the web, to make that knowledge, Navigator video, real. Then in the first decade of the new millennium, the big job was to make all of this computing stuff mobile and continually connected, to put this new multimodal networked computer in your pocket, literally to give a supercomputer to everybody in the world that they could carry around in their hand. And as with the 1960s, there was an efflorescence of futurism on screen in the first few years of the new millennium. And I think it was because computers you could carry around with you and cameras everywhere and a kind of Moore's law for pixels, making screens super cheap, really gave us a chance to think through what we thought the future would look like in a new way. A lot of stuff we could almost but not quite build was cohering in the minds of people working on these machines. And the best and most famous Hollywood computers from that era were created by John Undercroffler for the film's Minority Report and Iron Man. Here's Minority Report from 2002. It's no longer there. Time frame? Thirteen minutes. Hey, Chief. Investigator from the Feds here. Yeah, I don't need some twink from the Fed poking around right now. John, the word's out on your calendar. I left you a message at your house. Check in with the papers ahead of Ford and see if the neighbors knew where they went. Check all relations. Checking neighbors and relations. Who put John in? What? Just get him some coffee. Tell him some stories how I save your ass every day and you can't live without me. I got coffee. Thank you. Danny Whitman. Tween from the Fed. Whoops. Come on. So the gestural interface in Minority Report was implemented on screen as special effects, but it was actually based on John's PhD work at the MIT Media Lab. In a real sense, this was real technology. John had brought the UI out of the small screen and into the world with us in a bunch of really interesting and lovely ways. John also consulted on Iron Man, which is a very different view of the future than Minority Report, which was Spielberg working in, like, the American New York. In Kubrick dystopian tradition, Iron Man is really squarely in that Star Trek goofy futurist tradition. But I think you can see the common elements in the UI depicted on screen. It's still from the same era. Wake up, Daddy-some. Welcome home, sir. Congratulations on the opening ceremonies. You! I swear to God I'll dismantle you. I'll soak your motherboard. I'll turn you into a wine rack. If you say that you are... I co-founded a startup with John in 2006 to make the Minority Report interface into a commercial product. This is our demo reel from 2012, six years into that work. Music playing Music playing Music playing Music playing Music playing Music playing Music playing Music playing Music playing Music playing Music playing Music playing Music playing Music playing Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. Thank you. San, I adore that houndstooth jacket you're wearing today. Anything I can help with? Or would you like to review tomorrow's schedule? Thanks so much, Tom. Yeah, let's review tomorrow's schedule and see how busy it is. Opening your calendar now. Here is the quick version since it is late. Tomorrow morning is slammed. Investor meeting at 9, then back-to-back one-on-ones and internal meetings until 1. So the full four-minute video is one take, completely real. And when you watch it, it really does feel both like the Knowledge Navigator video from 1987, familiar but built on real technology, and like something brand new. And I'll just close with a massively multiplayer game project I've been working on with some friends as a canvas to really think about what AI-native software can be. This game is built from the ground up with LLMs as the core of every interaction. At every moment in the game, there are hundreds of inference calls happening, and we couldn't have built anything like this even a year ago. Oh, sorry. Welcome to Gradient Bang, a multiplayer game that showcases real-time agent orchestration. Gradient Bang demonstrates several patterns for AI sub-agents, such as asynchronous non-blocking context compression. Okay, make a note for later. We are going to eliminate Haley Tately from existence. Noted. Long-running sub-agents that share context. Eagle is on five trade loops. Hawk and Raptor are on five exploration loops each. Your fleet is busy. Progressive skills loading. How much does your average ship cost? Ships range quite a bit, Captain. Dynamic user interface generation. Show my task history. Certainly. Hide the map. Okay. And conversational voice. No, I don't want to exchange it. I just want to sell it for cold, hard cash, please. I'm afraid the galaxy doesn't allow you to be ship less and hitchhike. So, I went long. I have to wrap up, but I will say that the first version of this new draft talk was an hour, so I have a lot more things I'm super excited to talk about with all of you. So, if you are interested in this stuff, come find me. We have a booth on the show floor. I'm online, everywhere. And I'm excited to build agents, because agents are awesome. But also to build the next next thing, too. Thank you. Thank you.