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AI Engineer July 23, 2026 18m

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

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  1. >> Awesome. So, yes, as >> Awesome. So, yes, as great introduction took us to we are great introduction took us to we are great introduction took us to we are going to be talking about local agentic going to be talking about local agentic going to be talking about local agentic theory for accessible mobile games. And theory for accessible mobile games. And theory for accessible mobile games. And we realize this is the graph track, but we realize this is the graph track, but we realize this is the graph track, but there are graphs here in this there are graphs here in this there are graphs here in this presentation. So, presentation. So, presentation. So, fret not if you're missing them. fret not if you're missing them. fret not if you're missing them. So, So, So, yeah. So, a few disclaimers before we yeah. So, a few disclaimers before we yeah. So, a few disclaimers before we continue. continue. continue. Since we we do work at The New York Since we we do work at The New York Since we we do work at The New York Times and there's a few things we have Times and there's a few things we have Times and there's a few things we have to say about our puzzles AI etc. to say about our puzzles AI etc. to say about our puzzles AI etc. Our puzzles are made by people. They're Our puzzles are made by people. They're Our puzzles are made by people. They're not made by AI. So, not made by AI. So, not made by AI. So, that's just a thing we this true and that's just a thing we this true and that's just a thing we this true and it'll always be true. it'll always be true. it'll always be true. There's no AI in the games themselves. There's no AI in the games themselves. There's no AI in the games themselves. So, there's no AI features. You might So, there's no AI features. You might So, there's no AI features. You might have seen Wordle Bot, that's not an AI have seen Wordle Bot, that's not an AI have seen Wordle Bot, that's not an AI feature. There's so all our games are feature. There's so all our games are feature. There's so all our games are are pretty much AI free. And the work are pretty much AI free. And the work are pretty much AI free. And the work that we're going to be talking about now that we're going to be talking about now that we're going to be talking about now is experimental work. So, it's stuff is experimental work. So, it's stuff is experimental work. So, it's stuff that we look at in terms of solvability that we look at in terms of solvability that we look at in terms of solvability and other and other and other capabilities of agents in the space that capabilities of agents in the space that capabilities of agents in the space that we can potentially take advantage of on we can potentially take advantage of on we can potentially take advantage of on a local device to to do other things a local device to to do other things a local device to to do other things than actually generate games more so than actually generate games more so than actually generate games more so things about playability and other kinds things about playability and other kinds things about playability and other kinds of features we can utilize agents for in of features we can utilize agents for in of features we can utilize agents for in an intelligent way.

  2. an intelligent way. an intelligent way. So, So, So, introduce a little bit of an introduce a little bit of an introduce a little bit of an introduction. So, I also if anyone has introduction. So, I also if anyone has introduction. So, I also if anyone has seen seen seen the last year's World Fair talk that I the last year's World Fair talk that I the last year's World Fair talk that I did on connections, there's a similar did on connections, there's a similar did on connections, there's a similar vibe to this. vibe to this. vibe to this. I did a deeper dive into how a solver I did a deeper dive into how a solver I did a deeper dive into how a solver can be built for can be built for can be built for that game. And if you're interested, you that game. And if you're interested, you that game. And if you're interested, you can take a look. It's on YouTube and it can take a look. It's on YouTube and it can take a look. It's on YouTube and it has a lot of interesting deeper dive has a lot of interesting deeper dive has a lot of interesting deeper dive specifics for RL solvers, which I'll go specifics for RL solvers, which I'll go specifics for RL solvers, which I'll go into in a bit as well. into in a bit as well. into in a bit as well. So, little bit of a history. So, little bit of a history. So, little bit of a history. Everybody here and just in case you Everybody here and just in case you Everybody here and just in case you aren't familiar with AI in gaming, which aren't familiar with AI in gaming, which aren't familiar with AI in gaming, which for you know, it's not the most common for you know, it's not the most common for you know, it's not the most common topic here at at the World's Fair right topic here at at the World's Fair right topic here at at the World's Fair right now, but now, but now, but if you are familiar with the history of if you are familiar with the history of if you are familiar with the history of it, AI has been in games for a long it, AI has been in games for a long it, AI has been in games for a long time. And since this is since the '80s, time. And since this is since the '80s, time. And since this is since the '80s, it's been established as a core pattern it's been established as a core pattern it's been established as a core pattern in games like Pac-Man. in games like Pac-Man. in games like Pac-Man. This is a simple version of an AI called This is a simple version of an AI called This is a simple version of an AI called a finite state machine. And if anybody a finite state machine. And if anybody a finite state machine. And if anybody everyone's familiar with a finite state everyone's familiar with a finite state everyone's familiar with a finite state machine here, probably.

  3. machine here, probably. machine here, probably. I would imagine enough people are. It's I would imagine enough people are. It's I would imagine enough people are. It's a basic AI system which tells the ghosts a basic AI system which tells the ghosts a basic AI system which tells the ghosts in the game what to do when Pac-Man gets in the game what to do when Pac-Man gets in the game what to do when Pac-Man gets a a a dot or not. But basically it is a dot or not. But basically it is a dot or not. But basically it is a conditional kind of symbolic AI. conditional kind of symbolic AI. conditional kind of symbolic AI. And then moving forward we'll talk more And then moving forward we'll talk more And then moving forward we'll talk more about RL and the advancements of where about RL and the advancements of where about RL and the advancements of where that went to. But firstly, the core that went to. But firstly, the core that went to. But firstly, the core thesis of what we're going to really thesis of what we're going to really thesis of what we're going to really focus on is the model of running the focus on is the model of running the focus on is the model of running the devices running AI on our local devices. devices running AI on our local devices. devices running AI on our local devices. So So So most AI most AI most AI infrastructure today runs really on the infrastructure today runs really on the infrastructure today runs really on the cloud and if you're running mobile cloud and if you're running mobile cloud and if you're running mobile application, application, application, most practical scenarios involve cloud most practical scenarios involve cloud most practical scenarios involve cloud architecture. And architecture. And architecture. And that that essentially is expensive that that essentially is expensive that that essentially is expensive because you have AI calls and inference because you have AI calls and inference because you have AI calls and inference calls that you have to make upstream and calls that you have to make upstream and calls that you have to make upstream and then they have to come to your device. then they have to come to your device. then they have to come to your device. So there's things like latency, etc. So So there's things like latency, etc. So So there's things like latency, etc. So in an ideal world when we evolve to that in an ideal world when we evolve to that in an ideal world when we evolve to that place, place, place, we can we can we can offload a lot of the intelligence onto a offload a lot of the intelligence onto a offload a lot of the intelligence onto a device. What that does is make a lot of device. What that does is make a lot of device. What that does is make a lot of the the the make a lot of the calls faster when we make a lot of the calls faster when we make a lot of the calls faster when we get to that world because you're not get to that world because you're not get to that world because you're not doing a round trip to the cloud to get doing a round trip to the cloud to get doing a round trip to the cloud to get that information. So you can that information. So you can that information. So you can actually compress that time to the time actually compress that time to the time actually compress that time to the time within the device frame computation.

  4. within the device frame computation. within the device frame computation. That That That it's private, too. So your AI it's private, too. So your AI it's private, too. So your AI computation is with on it's within the computation is with on it's within the computation is with on it's within the device itself. And if it's set up device itself. And if it's set up device itself. And if it's set up properly, it won't leave the device properly, it won't leave the device properly, it won't leave the device because there's some things that for the because there's some things that for the because there's some things that for the gameplay experience that you don't gameplay experience that you don't gameplay experience that you don't actually need it to leave the device. actually need it to leave the device. actually need it to leave the device. Local computation is the way to go and Local computation is the way to go and Local computation is the way to go and it stays within your confined security it stays within your confined security it stays within your confined security zone uh locally. And uh it's not needed zone uh locally. And uh it's not needed zone uh locally. And uh it's not needed upstream for telemetry or anything like upstream for telemetry or anything like upstream for telemetry or anything like that. that. that. Um and then it should work anywhere. So, Um and then it should work anywhere. So, Um and then it should work anywhere. So, one thing is that games uh one thing is that games uh one thing is that games uh you know, some a lot of games rely on you know, some a lot of games rely on you know, some a lot of games rely on the internet and and many they they will the internet and and many they they will the internet and and many they they will for a live con- connection point, but at for a live con- connection point, but at for a live con- connection point, but at least in in the in many cases where you least in in the in many cases where you least in in the in many cases where you need advanced AI compute, you can need advanced AI compute, you can need advanced AI compute, you can develop games that can work locally on develop games that can work locally on develop games that can work locally on your uh machine, on your mobile device, your uh machine, on your mobile device, your uh machine, on your mobile device, rather. And uh that's great because if rather. And uh that's great because if rather. And uh that's great because if you're in a subway tunnel or something you're in a subway tunnel or something you're in a subway tunnel or something like that, you can still have a a game like that, you can still have a a game like that, you can still have a a game with a very smart AI that is um building with a very smart AI that is um building with a very smart AI that is um building uh uh uh doing something uh without being doing something uh without being doing something uh without being disrupted due to um uh HTTP calls that disrupted due to um uh HTTP calls that disrupted due to um uh HTTP calls that are not getting through. Um are not getting through. Um are not getting through. Um And then it's uh again, the And then it's uh again, the And then it's uh again, the personalization is a big thing in personalization is a big thing in personalization is a big thing in general with on-device models because general with on-device models because general with on-device models because personalization is important. Uh and a personalization is important. Uh and a personalization is important. Uh and a lot of people want their game experience lot of people want their game experience lot of people want their game experience to be tailored to them. And in the world to be tailored to them. And in the world to be tailored to them. And in the world where we can do things um on device, we where we can do things um on device, we where we can do things um on device, we have that capability more so because the have that capability more so because the have that capability more so because the the the the features are local. So, now we're going features are local. So, now we're going features are local. So, now we're going to talk about agentic AI for games.

  5. to talk about agentic AI for games. to talk about agentic AI for games. And um as I'm sure everybody's familiar And um as I'm sure everybody's familiar And um as I'm sure everybody's familiar with AlphaGo, AlphaZero, etc. here. Um with AlphaGo, AlphaZero, etc. here. Um with AlphaGo, AlphaZero, etc. here. Um the Alpha series models. So, basically the Alpha series models. So, basically the Alpha series models. So, basically um a reinforcement learning was the way um a reinforcement learning was the way um a reinforcement learning was the way that uh games were in the past um that uh games were in the past um that uh games were in the past um trained in order to uh do intelligence, trained in order to uh do intelligence, trained in order to uh do intelligence, right? So, basically what you would do right? So, basically what you would do right? So, basically what you would do is that you would take a is that you would take a is that you would take a you take a model, uh have many you take a model, uh have many you take a model, uh have many iterations, and then that uh iterations, and then that uh iterations, and then that uh that model would then um be really tuned that model would then um be really tuned that model would then um be really tuned to a particular game. Um and that's to a particular game. Um and that's to a particular game. Um and that's still happening, but uh what I'm doing still happening, but uh what I'm doing still happening, but uh what I'm doing is setting up the kind of history in the is setting up the kind of history in the is setting up the kind of history in the school of thought of that uh all the way school of thought of that uh all the way school of thought of that uh all the way up to 2024. Um has anybody heard of up to 2024. Um has anybody heard of up to 2024. Um has anybody heard of EfficientZero before here? EfficientZero before here? EfficientZero before here? Uh if not, it's fine. EfficientZero and Uh if not, it's fine. EfficientZero and Uh if not, it's fine. EfficientZero and EfficientZero V2 are the reinforcement EfficientZero V2 are the reinforcement EfficientZero V2 are the reinforcement models uh reinforcement learning models models uh reinforcement learning models models uh reinforcement learning models that are state-of-the-art um and they're that are state-of-the-art um and they're that are state-of-the-art um and they're called sample efficient reinforcement called sample efficient reinforcement called sample efficient reinforcement learning models because they learn learning models because they learn learning models because they learn uh very fast with a lot of a lot less uh very fast with a lot of a lot less uh very fast with a lot of a lot less data than traditional reinforcement data than traditional reinforcement data than traditional reinforcement learning models do on games. Um and learning models do on games. Um and learning models do on games. Um and there's just uh so that was up to 2024 there's just uh so that was up to 2024 there's just uh so that was up to 2024 and that that uh and that that uh and that that uh mechanic is continuing, but it lives mechanic is continuing, but it lives mechanic is continuing, but it lives alongside uh our reinforcement learning alongside uh our reinforcement learning alongside uh our reinforcement learning and agentic game uh development. So, uh and agentic game uh development. So, uh and agentic game uh development. So, uh reinforcement learning, again, is on the reinforcement learning, again, is on the reinforcement learning, again, is on the left is a bunch of cycles that are used left is a bunch of cycles that are used left is a bunch of cycles that are used to train a model in order to change its to train a model in order to change its to train a model in order to change its weight so it becomes more intelligent weight so it becomes more intelligent weight so it becomes more intelligent and able to play a particular game. An and able to play a particular game. An and able to play a particular game. An agentic system is one where you actually agentic system is one where you actually agentic system is one where you actually have a game that is a negotiated by

  6. have a game that is a negotiated by have a game that is a negotiated by agents, which are essentially language agents, which are essentially language agents, which are essentially language models, which are using in-context models, which are using in-context models, which are using in-context learning to figure out the state of the learning to figure out the state of the learning to figure out the state of the world in the game. So, RL changes the world in the game. So, RL changes the world in the game. So, RL changes the model itself and changes the weights in model itself and changes the weights in model itself and changes the weights in the model. Um the agentic system reasons the model. Um the agentic system reasons the model. Um the agentic system reasons over a space in the game, um and there's over a space in the game, um and there's over a space in the game, um and there's no reward system to grind out. Uh the no reward system to grind out. Uh the no reward system to grind out. Uh the loop There's an agentic loop that's at loop There's an agentic loop that's at loop There's an agentic loop that's at play, which then learns the system play, which then learns the system play, which then learns the system through tool calls and other things that through tool calls and other things that through tool calls and other things that are local to the device and using local are local to the device and using local are local to the device and using local device functionality and adapts to a new device functionality and adapts to a new device functionality and adapts to a new situation. So, it's much more dynamic. situation. So, it's much more dynamic. situation. So, it's much more dynamic. So, um So, um So, um So, this is uh basically one example of So, this is uh basically one example of So, this is uh basically one example of an agentic-based game using Have an agentic-based game using Have an agentic-based game using Have everybody seen Space Invaders before? I everybody seen Space Invaders before? I everybody seen Space Invaders before? I I presume. I presume. I presume. Okay. Well, if not, you will There it Okay. Well, if not, you will There it Okay. Well, if not, you will There it is. So, this is a agentic version of is. So, this is a agentic version of is. So, this is a agentic version of Space Invaders, which um is designed to Space Invaders, which um is designed to Space Invaders, which um is designed to use a local agentic framework which we use a local agentic framework which we use a local agentic framework which we worked on to um do basically the basic worked on to um do basically the basic worked on to um do basically the basic things like kill the spaceships as they things like kill the spaceships as they things like kill the spaceships as they get close and avoid the bullets as the get close and avoid the bullets as the get close and avoid the bullets as the spaceships attack. And you've probably spaceships attack. And you've probably spaceships attack. And you've probably seen simulations where our models have seen simulations where our models have seen simulations where our models have been trained to do the same thing, but been trained to do the same thing, but been trained to do the same thing, but this is specifically an agentic system this is specifically an agentic system this is specifically an agentic system that we built to actually play this that we built to actually play this that we built to actually play this game. Um and then you You see the game. Um and then you You see the game. Um and then you You see the agentic states on the right.

  7. agentic states on the right. agentic states on the right. And so, this is the inside the agent And so, this is the inside the agent And so, this is the inside the agent itself and how the loop works. So, itself and how the loop works. So, itself and how the loop works. So, basically, you have a very few basic basically, you have a very few basic basically, you have a very few basic states where you're trying to perceive states where you're trying to perceive states where you're trying to perceive what's happening in this where the agent what's happening in this where the agent what's happening in this where the agent is trying to perceive what's happening is trying to perceive what's happening is trying to perceive what's happening in the scene, where it's trying to in the scene, where it's trying to in the scene, where it's trying to predict the next move of the spaceships predict the next move of the spaceships predict the next move of the spaceships attacking it, where it's deciding what attacking it, where it's deciding what attacking it, where it's deciding what to do next because if the bullet is too to do next because if the bullet is too to do next because if the bullet is too close or if the spaceship is too close, close or if the spaceship is too close, close or if the spaceship is too close, it will take a it will make some sort of it will take a it will make some sort of it will take a it will make some sort of action and then it will act in that way action and then it will act in that way action and then it will act in that way in the appropriate way and then loop in the appropriate way and then loop in the appropriate way and then loop again and then see the state. So, that's again and then see the state. So, that's again and then see the state. So, that's a very simple system, but it's it's a very simple system, but it's it's a very simple system, but it's it's basically a simple agent that's basically a simple agent that's basically a simple agent that's using an on-device model to actually using an on-device model to actually using an on-device model to actually execute its steps. So, some challenges execute its steps. So, some challenges execute its steps. So, some challenges in this space are space [snorts] in this space are space [snorts] in this space are space [snorts] is health is a challenge because on the is health is a challenge because on the is health is a challenge because on the device you have a limited amount of device you have a limited amount of device you have a limited amount of resources. You have a device budget resources. You have a device budget resources. You have a device budget where you have to fit the weights, you where you have to fit the weights, you where you have to fit the weights, you have to compress the state history of have to compress the state history of have to compress the state history of the agent, you have to compress the the agent, you have to compress the the agent, you have to compress the working set or the planning artifacts of working set or the planning artifacts of working set or the planning artifacts of the agent if you even think of the way the agent if you even think of the way the agent if you even think of the way that an agent will create the way that that an agent will create the way that that an agent will create the way that it navigates a system, and you have to it navigates a system, and you have to it navigates a system, and you have to have enough render headroom in order to have enough render headroom in order to have enough render headroom in order to actually render the game and play the actually render the game and play the actually render the game and play the game itself. So, this is basically that.

  8. game itself. So, this is basically that. game itself. So, this is basically that. And then, you also have a time And then, you also have a time And then, you also have a time constraint because time itself is constraint because time itself is constraint because time itself is budgeted in a particular way so that you budgeted in a particular way so that you budgeted in a particular way so that you are essentially using like a refresh are essentially using like a refresh are essentially using like a refresh rate of 60 Hz. So, in each frame that rate of 60 Hz. So, in each frame that rate of 60 Hz. So, in each frame that passes, you have to which you get a new passes, you have to which you get a new passes, you have to which you get a new frame every 16 ms a pound if your frame every 16 ms a pound if your frame every 16 ms a pound if your refresh rate is 60 Hz. You need to refresh rate is 60 Hz. You need to refresh rate is 60 Hz. You need to actually fit the agent planning within actually fit the agent planning within actually fit the agent planning within that, and if you go outside of that that, and if you go outside of that that, and if you go outside of that budget, what will happen in the agent budget, what will happen in the agent budget, what will happen in the agent execution, you're going to see jank and execution, you're going to see jank and execution, you're going to see jank and other things on mobile devices that that other things on mobile devices that that other things on mobile devices that that are very hard to are very hard to are very hard to pull out. And then, you have energy pull out. And then, you have energy pull out. And then, you have energy constraints, and energy constraints are constraints, and energy constraints are constraints, and energy constraints are basically battery life. So, battery life basically battery life. So, battery life basically battery life. So, battery life you know, the basic devi- devices these you know, the basic devi- devices these you know, the basic devi- devices these days are not optimized to days are not optimized to days are not optimized to um um um really handle agentic workloads. really handle agentic workloads. really handle agentic workloads. Uh yet, they're getting to that point Uh yet, they're getting to that point Uh yet, they're getting to that point where you have NPUs, neural processing where you have NPUs, neural processing where you have NPUs, neural processing units, and AI chips that are units, and AI chips that are units, and AI chips that are specifically designed to handle that specifically designed to handle that specifically designed to handle that inference, but at this point in time, um inference, but at this point in time, um inference, but at this point in time, um the agentic design of the loop on the the agentic design of the loop on the the agentic design of the loop on the device has to be very curated to do as device has to be very curated to do as device has to be very curated to do as minimum energy processing as possible, minimum energy processing as possible, minimum energy processing as possible, otherwise your phones die fast as it is otherwise your phones die fast as it is otherwise your phones die fast as it is and they'll die even faster.

  9. and they'll die even faster. and they'll die even faster. So essentially there's a constraint So essentially there's a constraint So essentially there's a constraint function in of this for example function in of this for example function in of this for example constraint graph that takes into account constraint graph that takes into account constraint graph that takes into account all three of these areas and so there's all three of these areas and so there's all three of these areas and so there's different ways of managing the different ways of managing the different ways of managing the constraints in this constraint graph so constraints in this constraint graph so constraints in this constraint graph so you can actually make sure that your you can actually make sure that your you can actually make sure that your agent is performing well. So you can agent is performing well. So you can agent is performing well. So you can handle space constraints, time handle space constraints, time handle space constraints, time constraints, energy constraints and constraints, energy constraints and constraints, energy constraints and there's some techniques that we use to there's some techniques that we use to there's some techniques that we use to optimize those constraints so that we're optimize those constraints so that we're optimize those constraints so that we're not not not we're we're penalizing over focus on one we're we're penalizing over focus on one we're we're penalizing over focus on one area and then we're using like soft area and then we're using like soft area and then we're using like soft constraining on another area so that constraining on another area so that constraining on another area so that we're not penalizing too much if we need we're not penalizing too much if we need we're not penalizing too much if we need a little extra space but if we use too a little extra space but if we use too a little extra space but if we use too much time, we want to penalize that much time, we want to penalize that much time, we want to penalize that because we don't want the agent to because we don't want the agent to because we don't want the agent to disrupt the user experience. So disrupt the user experience. So disrupt the user experience. So we we look at things like gaze we we look at things like gaze we we look at things like gaze estimation models as well because estimation models as well because estimation models as well because gaze is another new factor. It's been gaze is another new factor. It's been gaze is another new factor. It's been around for a while but it's evolving to around for a while but it's evolving to around for a while but it's evolving to the point where it can actually the point where it can actually the point where it can actually um um um be useful and an agent has to take into be useful and an agent has to take into be useful and an agent has to take into account gaze model data which is account gaze model data which is account gaze model data which is basically convolutional neural net which basically convolutional neural net which basically convolutional neural net which takes gaze data and then can translate takes gaze data and then can translate takes gaze data and then can translate it to agentic behavior.

  10. it to agentic behavior. it to agentic behavior. And so And so And so it just begs to mention that we need to it just begs to mention that we need to it just begs to mention that we need to consider things like the Arc AGI score consider things like the Arc AGI score consider things like the Arc AGI score because we also have the base because we also have the base because we also have the base intelligence of the model and the base intelligence of the model and the base intelligence of the model and the base intelligence of a lot of these models intelligence of a lot of these models intelligence of a lot of these models aren't capable yet of being fully aren't capable yet of being fully aren't capable yet of being fully cognizant of all the complex decisions cognizant of all the complex decisions cognizant of all the complex decisions that an agent can make in the most that an agent can make in the most that an agent can make in the most intelligent and possibly interesting intelligent and possibly interesting intelligent and possibly interesting games in the future but we have to games in the future but we have to games in the future but we have to essentially surmount this to get to that essentially surmount this to get to that essentially surmount this to get to that point. And the last thing I'll show you point. And the last thing I'll show you point. And the last thing I'll show you before I hand it over to Joanne is before I hand it over to Joanne is before I hand it over to Joanne is this is another agent that we built to this is another agent that we built to this is another agent that we built to solve the mini crosswords. So if you solve the mini crosswords. So if you solve the mini crosswords. So if you play the mini crosswords, this is called play the mini crosswords, this is called play the mini crosswords, this is called a constraint satisfaction agent which a constraint satisfaction agent which a constraint satisfaction agent which uses a satisfaction graph to figure out uses a satisfaction graph to figure out uses a satisfaction graph to figure out how to put the words in the crossword how to put the words in the crossword how to put the words in the crossword puzzle at the right place so that um puzzle at the right place so that um puzzle at the right place so that um that it fills the puzzle properly. And that it fills the puzzle properly. And that it fills the puzzle properly. And it backtracks in the puzzle and finds it backtracks in the puzzle and finds it backtracks in the puzzle and finds the right word, sometimes finds the the right word, sometimes finds the the right word, sometimes finds the wrong word, but the constraint graph wrong word, but the constraint graph wrong word, but the constraint graph here is optimized so that if the here is optimized so that if the here is optimized so that if the constraints are getting too um constraints are getting too um constraints are getting too um uh too crowded or too incorrect, then it uh too crowded or too incorrect, then it uh too crowded or too incorrect, then it will backtrack efficiently and the agent will backtrack efficiently and the agent will backtrack efficiently and the agent can use natural language from the graph can use natural language from the graph can use natural language from the graph to backtrack and find the correct to backtrack and find the correct to backtrack and find the correct crossword crossword crossword uh crossword layout. Um so uh crossword layout. Um so uh crossword layout. Um so basically where we now, we have a lot of basically where we now, we have a lot of basically where we now, we have a lot of different models that we are different models that we are different models that we are considering. So we have generalist considering. So we have generalist considering. So we have generalist models um like for example Google Seema, models um like for example Google Seema, models um like for example Google Seema, which will be the agentic framework uh which will be the agentic framework uh which will be the agentic framework uh agentic framework that can do a lot of agentic framework that can do a lot of agentic framework that can do a lot of different things in this space. Um we different things in this space. Um we different things in this space. Um we have agents that do visual estimation on have agents that do visual estimation on have agents that do visual estimation on the phone.

  11. the phone. the phone. Uh and then we have ins- entire Uh and then we have ins- entire Uh and then we have ins- entire generative worlds that are being built generative worlds that are being built generative worlds that are being built using AI. Um and that will be a whole using AI. Um and that will be a whole using AI. Um and that will be a whole different interesting agentic space to different interesting agentic space to different interesting agentic space to consider. Now I'll hand it over to consider. Now I'll hand it over to consider. Now I'll hand it over to Joanne to talk about accessibility. Joanne to talk about accessibility. Joanne to talk about accessibility. >> Oh, is this thing on? Yes. >> Oh, is this thing on? Yes. >> Oh, is this thing on? Yes. Um let's talk about accessibility. How Um let's talk about accessibility. How Um let's talk about accessibility. How can we build a system that truly serves can we build a system that truly serves can we build a system that truly serves everyone? everyone? everyone? Um like Shafiq mentioned, traditionally Um like Shafiq mentioned, traditionally Um like Shafiq mentioned, traditionally games live in a world of fixed state games live in a world of fixed state games live in a world of fixed state models, rigid, hand-authored. A player's models, rigid, hand-authored. A player's models, rigid, hand-authored. A player's choice is often limited to a toggle or a choice is often limited to a toggle or a choice is often limited to a toggle or a static menu. The flaw here, as you could static menu. The flaw here, as you could static menu. The flaw here, as you could have guessed, is that it's entirely have guessed, is that it's entirely have guessed, is that it's entirely deterministic, predictable, and deterministic, predictable, and deterministic, predictable, and completely blind to the real-time needs. But we don't need to reinvent the wheel But we don't need to reinvent the wheel here to battle to build the here to battle to build the here to battle to build the battle-tested accessible game. We ground battle-tested accessible game. We ground battle-tested accessible game. We ground our design in an our design in an our design in an existing international standard, WCAG existing international standard, WCAG existing international standard, WCAG 2.2. 2.2. 2.2. This framework evaluates interactions This framework evaluates interactions This framework evaluates interactions across four human-centric pillars. Is across four human-centric pillars. Is across four human-centric pillars. Is this experience perceivable, operable, this experience perceivable, operable, this experience perceivable, operable, understandable, and robust? understandable, and robust? understandable, and robust? Giving us a proven global foundation to Giving us a proven global foundation to Giving us a proven global foundation to build our dynamic player states.

  12. But you can't have rules without But you can't have rules without breaking them. Some common pitfalls breaking them. Some common pitfalls breaking them. Some common pitfalls where our break these standards. A where our break these standards. A where our break these standards. A mobile game like crosswords, as an mobile game like crosswords, as an mobile game like crosswords, as an example. There are motor challenges we example. There are motor challenges we example. There are motor challenges we come across where tiny grid cells can come across where tiny grid cells can come across where tiny grid cells can lead to mistaps, active cell highlights lead to mistaps, active cell highlights lead to mistaps, active cell highlights are invisible to low vision players, uh are invisible to low vision players, uh are invisible to low vision players, uh cognitive barriers can be forcing manual cognitive barriers can be forcing manual cognitive barriers can be forcing manual logins or timers that are unforgiving logins or timers that are unforgiving logins or timers that are unforgiving and alienating to process speed uh to and alienating to process speed uh to and alienating to process speed uh to processing speed needs. processing speed needs. processing speed needs. A static easy mode can't fix a crossword A static easy mode can't fix a crossword A static easy mode can't fix a crossword grid that remains fundamentally blind to grid that remains fundamentally blind to grid that remains fundamentally blind to our players. Although it's still in draft, WCAG 3.0, Although it's still in draft, WCAG 3.0, spoiler alert, is following the trends spoiler alert, is following the trends spoiler alert, is following the trends of dropping the binary pass/fail to a of dropping the binary pass/fail to a of dropping the binary pass/fail to a graded bronze, silver, and gold scoring. graded bronze, silver, and gold scoring. graded bronze, silver, and gold scoring. Accessibility is developing into a more Accessibility is developing into a more Accessibility is developing into a more diverse scale and moving away from our diverse scale and moving away from our diverse scale and moving away from our standard checkbox. standard checkbox. standard checkbox. The same shift should apply for The same shift should apply for The same shift should apply for gameplay. This scale visualizes the values that This scale visualizes the values that can change depending on the needs of the can change depending on the needs of the can change depending on the needs of the player. player. player. Here we have the core dials that scale Here we have the core dials that scale Here we have the core dials that scale depending on the player's real-time depending on the player's real-time depending on the player's real-time needs.

  13. If we tune for a player needing more If we tune for a player needing more assistance, we have input tolerance that assistance, we have input tolerance that assistance, we have input tolerance that controls the flexibility around physical controls the flexibility around physical controls the flexibility around physical constraints, making interactions more constraints, making interactions more constraints, making interactions more forgiving. The step granularity adjusts forgiving. The step granularity adjusts forgiving. The step granularity adjusts for the number of operations in a for the number of operations in a for the number of operations in a sequence, sequence, sequence, helping users break complex tasks and helping users break complex tasks and helping users break complex tasks and tuning to players who needs more nuance. tuning to players who needs more nuance. tuning to players who needs more nuance. The agent's time The agent's entire job The agent's time The agent's entire job The agent's time The agent's entire job is to dynamically calculate these dials is to dynamically calculate these dials is to dynamically calculate these dials as they rise and fall together, as they rise and fall together, as they rise and fall together, balancing the scale against the player's balancing the scale against the player's balancing the scale against the player's live context. With on-device models, the agent can get With on-device models, the agent can get a real-time feel for how the player is a real-time feel for how the player is a real-time feel for how the player is doing. For example, we can use vision doing. For example, we can use vision doing. For example, we can use vision models to track eye gaze and figure out models to track eye gaze and figure out models to track eye gaze and figure out when the user might be facing search when the user might be facing search when the user might be facing search friction, analyze shaky taps for someone friction, analyze shaky taps for someone friction, analyze shaky taps for someone having a hard time with controls, meet having a hard time with controls, meet having a hard time with controls, meet players where they're at by allow by players where they're at by allow by players where they're at by allow by allowing handwriting recognition. allowing handwriting recognition. allowing handwriting recognition. Um focus traps. But we don't want the Um focus traps. But we don't want the Um focus traps. But we don't want the agent to just watch, we want it to act. agent to just watch, we want it to act. agent to just watch, we want it to act. We simulate on the right um well, the We simulate on the right um well, the We simulate on the right um well, the simulation on the right is a broken simulation on the right is a broken simulation on the right is a broken dialogue forcing a user into a keyboard dialogue forcing a user into a keyboard dialogue forcing a user into a keyboard trap. For a user using a switch or a trap. For a user using a switch or a trap. For a user using a switch or a keyboard instead of touch, focus order keyboard instead of touch, focus order keyboard instead of touch, focus order is very important. If we have a broken is very important. If we have a broken is very important. If we have a broken dialogue, tab and focus can be an dialogue, tab and focus can be an dialogue, tab and focus can be an endless loop with no way to navigate endless loop with no way to navigate endless loop with no way to navigate back.

  14. back. back. Here the agent can monitor that focus Here the agent can monitor that focus Here the agent can monitor that focus path, flag the loop, and inject an exit path, flag the loop, and inject an exit path, flag the loop, and inject an exit route live on the device. When you're navigating with limited When you're navigating with limited dexterity or just fat fingers, tiny dexterity or just fat fingers, tiny dexterity or just fat fingers, tiny targets can mean a miss. Instead of targets can mean a miss. Instead of targets can mean a miss. Instead of using players using players using players instead of making players play instead of making players play instead of making players play operation, our agent is a live layout operation, our agent is a live layout operation, our agent is a live layout auditor. It measures the interface on auditor. It measures the interface on auditor. It measures the interface on the fly, catches violations, and the fly, catches violations, and the fly, catches violations, and dynamically resizes the controls. dynamically resizes the controls. dynamically resizes the controls. The agent rewrites the layout live The agent rewrites the layout live The agent rewrites the layout live adapting to the human and not the other adapting to the human and not the other adapting to the human and not the other way around. Think of it like a real-time tug-of-war Think of it like a real-time tug-of-war where the system is no longer fixed but where the system is no longer fixed but where the system is no longer fixed but tunes the game to the player. tunes the game to the player. tunes the game to the player. Accessibility and challenge stop being Accessibility and challenge stop being Accessibility and challenge stop being treated separately and become two ends treated separately and become two ends treated separately and become two ends of one dial constantly tuning for the of one dial constantly tuning for the of one dial constantly tuning for the moment. Ultimately, this is Ultimately, this is uh there this is where on-device AI is uh there this is where on-device AI is uh there this is where on-device AI is heading. By building systems that can heading. By building systems that can heading. By building systems that can actively sense human frustrations, we actively sense human frustrations, we actively sense human frustrations, we can move past fixed menus and turn our can move past fixed menus and turn our can move past fixed menus and turn our devices into responsive empathetic devices into responsive empathetic devices into responsive empathetic partners.

  15. partners. partners. But there's still groundwork to be laid. But there's still groundwork to be laid. But there's still groundwork to be laid. Looking ahead for local agents to truly Looking ahead for local agents to truly Looking ahead for local agents to truly understand games, there's still a lot we understand games, there's still a lot we understand games, there's still a lot we need to build. need to build. need to build. First, they have to be faster. We need a First, they have to be faster. We need a First, they have to be faster. We need a plan we need plans and decisions within plan we need plans and decisions within plan we need plans and decisions within a 16-ms frame to prevent stuttering for a 16-ms frame to prevent stuttering for a 16-ms frame to prevent stuttering for games. We need models to predict the games. We need models to predict the games. We need models to predict the game so that we can see exactly what a game so that we can see exactly what a game so that we can see exactly what a layout change will do before they layout change will do before they layout change will do before they actually make it. And the real magic actually make it. And the real magic actually make it. And the real magic though will be the long-term memory though will be the long-term memory though will be the long-term memory learning one specific person's unique learning one specific person's unique learning one specific person's unique habits and needs over time. habits and needs over time. habits and needs over time. We need a shared game state language so We need a shared game state language so We need a shared game state language so one agent can work across multiple games one agent can work across multiple games one agent can work across multiple games instead of being rebuilt from scratch instead of being rebuilt from scratch instead of being rebuilt from scratch for different releases releases. for different releases releases. for different releases releases. And then finally, we need better chips And then finally, we need better chips And then finally, we need better chips and honest testing. Faster chips paired and honest testing. Faster chips paired and honest testing. Faster chips paired with real benchmarks to prove that the with real benchmarks to prove that the with real benchmarks to prove that the agent makes things better. And the future of AI doesn't have to be And the future of AI doesn't have to be one giant centralized brain. It can be one giant centralized brain. It can be one giant centralized brain. It can be billions of small local brains, each billions of small local brains, each billions of small local brains, each running on a personal device, each running on a personal device, each running on a personal device, each shaped entirely by the individual it shaped entirely by the individual it shaped entirely by the individual it serves. >> [applause] >> [applause] [cheering] [cheering] [cheering] >> Woo!

Summary

This presentation explores local agentic theory for accessible mobile games, emphasizing that the New York Times' games are human-made, not AI-generated. The discussion touches on the history of AI in gaming, referencing finite state machines in classics like Pac-Man and hinting at advancements with Reinforcement Learning (RL) solvers. The practical takeaway is the potential to leverage agents on local devices for enhancing game playability and other intelligent features, rather than for game generation.

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