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AI a powerful tool for devs to change gaming, says former Google gaming head

Ryan Wyatt deciphers the the possibilities for AI to help gamers and game developers achieve.
The world embraced artificial Intelligence…

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Ryan Wyatt deciphers the the possibilities for AI to help gamers and game developers achieve.

The world embraced artificial Intelligence (AI), hoping to see it transform complex and day-to-day processes. While generative AI models won millions of users, discussions around the transformative potential of AI in all walks of life became mainstream. 

Today, AI is being tested across all business verticals as entrepreneurs challenge the status quo, streamlining and automating processes in varying industries. This drive also resurrects ecosystems that have lost their vigor over years of trial and error.

In the quest to find the true potential of this technology, humanity continues to infuse AI elements into existing systems in the hopes of outperforming current limitations.

The gaming ecosystem sees AI as a means to supersede incremental upgrades. From reutilizing seasoned hardware to squeezing out the price-performance ratio from the latest graphics processing units (GPUs), the gaming industry sees AI’s potential to redefine how gamers of the future will consume their products.

“AI will be one of the most important tools for game developers to improve their work output and production, and unlock rich and new experiences for gamers,” said Ryan Wyatt, the former global head of gaming partnerships at Google and former head of gaming at YouTube.

Wyatt’s exposure to gaming — on both professional and personal fronts — allowed him a special viewpoint at the intersection of a gamer’s wishful thinking and an entrepreneur’s reality check.

Wyatt garnered over two decades of gaming experience before entering crypto as the CEO of Polygon Labs, eventually retiring as the president to take up an advisory role for the blockchain company.

Speaking to Cointelegraph, Wyatt reveals how AI could potentially transform the gaming ecosystem and what it could mean for the future of blockchain gaming.

Cointelegraph: What is the role of AI in the gaming ecosystem?

Ryan Wyatt: The term “AI in gaming” has been overused to the point of exhaustion. In my opinion, it is simply another powerful tool in the developer’s toolkit, which is already extensive and continues to grow. This expansion of toolsets — AI being one of them — will enable a variety of new gaming experiences that we have never seen before and allow game developers to do more. We often talk about AI as a replacement for the work being done in gaming, but I strongly disagree. I see it as a powerful tool that will allow game teams, both small and large, to do more than they ever could before, which may require human resources to be leveraged differently but not minimize or diminish the importance of the many roles required to make a game. And in return, gamers will get to experience games that were never deemed possible before.

CT: Can AI potentially take up the heavy computational tasks that currently rely solely on GPUs? Do you think AI could allow us to repurpose legacy systems that contribute to e-waste, or is it just wishful thinking?

RW: This is a tough one. I do think it is wishful thinking to assume that AI can repurpose all these legacy systems and reduce e-waste. Based on the track record of how hardware has grown and advanced so much over the last two decades, there’s no indication to believe we’re moving in the right direction here, as we’ve continued to increase e-waste over the last 10 years. From a technology standpoint, we’re constantly evolving, and the necessity and demand to expand on hardware, specifically with the GPU, continues to increase significantly. I believe there will be a number of optimizations that AI can introduce to the problem: offloading more resources to the CPU, optimizing for legacy systems, etc., but I think it’s wishful thinking to assume we can reduce e-waste as we continue to push the limits of technology and hardware to create things that were never imaginable before. This seems like a problem that isn’t going to be meaningfully resolved over the next decade, and, in fact, I anticipate it to get worse before it gets better, with AI exacerbating the issue in a 5–10 year time horizon. 

CT: If AI could be used for graphics optimization, unlimited (free world) map rendering or a storyline that never ends, but you could choose only one, which one would you choose as a gamer, and why?

RW: This is a matter of personal preference, but I hope we see both. I believe that storylines and NPCs [non-player characters] could evolve greatly from where they are today. We have seen amazing and beautiful open worlds expand in parallel with computational and hardware improvements. While not unlimited, expanding worlds have played a meaningful role in games over the last decade.

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To me, one area that needs to evolve is how we engage with NPCs in games. This has been rather archaic for quite some time and has largely relied on linear lines of pre-programmed communication and dialogue. This is already changing with companies like Inworld AI and the work they are doing; their tech helps a game developer craft unique and memorable AI NPCs with its fully integrated character engine.

Their engine goes beyond large language models (LLMs) by adding configurable safety, knowledge, memory and other controls in place. The characters then have distinct personalities and contextual awareness, which is insane to see from a gamer’s perspective.

We haven’t had these kinds of dialogue interactions inside of games before, so it’s hard to wrap your head around how it will change the industry because it’s just something that was once unfathomable. Once these developer tools are seamlessly integrated into proprietary engines of large AAA publishers, you’ll see a new era of immersive game experiences. I also believe you’ll see a huge burden lift on the game development cycle that will allow for expansive worlds by not just large studios with companies like Kaedim; you effectively reduce all of the hours lost in modeling by simply generating stunning 3D art with nothing more than an image. These are the types of tools that are going to advance and multiply game development and usher us into a new era of gaming.

The interesting thing is the collision of both of these topics over the next decade!

CT: What are your thoughts on blockchain gaming? How did you find it different from traditional/mainstream titles?

Blockchain gaming is another tool in the toolbelt for game developers and gamers to change the way we interact with games. By storing assets and information on a blockchain, which is not owned by any intermediary, we can expand upon value exchange between game developers, users and gamers (peer-to-peer). This is done inefficiently today, and although some examples come close, such as CS:GO, it is still far from perfect.

The entire crypto space is going through a much-needed reset, washing away bad actors, and from the dust, you will see true, well-intended pioneers and innovators emerge. The unfortunate abuse of the financial aspects of crypto has made many game developers, especially in the West, apprehensive about incorporating blockchain technology into their gaming infrastructure stack, which I believe is temporary.

However, in the East, we are seeing top gaming developers (e.g., Square Enix and Nexon) fully commit to blockchain gaming due to the new game mechanics and relationships that can be created between gamers and developers. I fully expect the re-emergence of blockchain conversations being driven by the application layer in 2024 to 2025, which will do a better job of illustrating the power of launching games on blockchain infrastructure stacks, even if only certain aspects of games are built on them. The last three years of crypto have been dominated in conversation at the infrastructure (blockchain) layer and finance (decentralized finance (DeFi) sector, and ironically, the abuse has come from bad actors of centralized platforms (such as FTX) that don’t even embrace the core values of decentralization.

CT: From a gamer’s perspective, what do you think AI can do to help the widespread adoption of blockchain gaming?

RW: I’m not sure if blockchain gaming will become widely adopted anytime soon; we’re still years out from this, and there are great companies that are pushing the envelope here, like Immutable, but I do think that as AI becomes materially indistinguishable from reality, there is value in blockchains holding accountability over the advancement of AI. This is because blockchains are transparent and immutable, meaning that they can be used to track and verify the provenance of AI-generated content. This is important because it will help to ensure that AI is used ethically and responsibly and that it does not create harmful or misleading content.

I am certain that we will see blockchains in the future host authentic and verifiable information in a world where things coming from AI become indistinguishable from reality. This is because blockchains provide a secure and tamper-proof way to store data, which is essential for ensuring the authenticity and reliability of AI-generated content.

CT: Despite the involvement of the people behind mainstream titles, the blockchain gaming industry has not taken off, unlike other crypto sub-ecosystems. What could have been done differently?

RW: I think this is largely misguided due to timing expectations and the underwhelming first iteration of blockchain games. Game development cycles are so long, and the first batch of blockchain games were either rudimentary, rushed to market, had the wrong incentive mechanisms, were not highly produced or had other issues. There also have been blockchain infrastructure woes that have needed time to overcome, [such as] gas costs, difficult user journeys to navigate and other infrastructure challenges that are just now starting to be resolved by layer-1 and layer-2 protocols.

However, I’ve seen a lot of amazing blockchain games in development that will be released in 2024 to 2025. These games will truly explore the uniqueness that blockchain games have to offer. Games are such a monumental lift to create, and the ones that go deep with either small or large teams will ultimately need more time to show their work. There has been an outsized amount of capital deployed into blockchain games, in the several billions of dollars, and we’ve only seen a single-digit percentage of releases from that cohort of investment.

CT: What went wrong with blockchain gaming? Why don’t gamers buy into the idea of play-to-earn?

Play-to-earn as a philosophy isn’t that crazy. Game developers are always looking to reward gamers for spending more time in their game because longer session times equate to more value, which is captured by the game developer. So, conceptually, this idea of putting time into a game and being rewarded for it isn’t a new game mechanic.

Play-to-earn in blockchain games tries to expand upon this concept of value exchange from developer to player.

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However, the economies are really difficult to balance when you don’t have the autonomy over every aspect of them due to the nature of them being decentralized. Ultimately, this has either led to pure abuse of the category, unfortunate attempts to do right and fail or will need more tinkering to ultimately find the right token and economic strategy.

CT: Speaking from a different angle, what benefit could AI and blockchain bring to mainstream gaming? What could compel developers to adopt and infuse the tech into their existing gameplay?

RW: There is certainly a chicken-and-egg issue here. Game developers need to push the limits of what these technologies can do, learn from it, iterate on it and then showcase it to gamers to see if this is what they truly want. But at the end of the day, the large games continue to dominate viewership on YouTube and Twitch.

Steam’s top games, such as DotA and CS, have remained juggernauts, and breakout hits like Minecraft and Roblox are generational unicorns. Both of these games took over a decade to materialize into what we know them to be today. In order to achieve mass adoption, you will need to see these games permeated with the technology. I believe that both of these technologies — AI and blockchain — will have breakout moments from native app developers and indie game devs. However, for true mass adoption, larger players will inevitably need to incorporate the technology.

Disclaimer: Wyatt is an angel investor in many AI, Gaming and blockchain companies, including Immutable and Kaedim, both of which are mentioned in his responses.

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February Employment Situation

By Paul Gomme and Peter Rupert The establishment data from the BLS showed a 275,000 increase in payroll employment for February, outpacing the 230,000…

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By Paul Gomme and Peter Rupert

The establishment data from the BLS showed a 275,000 increase in payroll employment for February, outpacing the 230,000 average over the previous 12 months. The payroll data for January and December were revised down by a total of 167,000. The private sector added 223,000 new jobs, the largest gain since May of last year.

Temporary help services employment continues a steep decline after a sharp post-pandemic rise.

Average hours of work increased from 34.2 to 34.3. The increase, along with the 223,000 private employment increase led to a hefty increase in total hours of 5.6% at an annualized rate, also the largest increase since May of last year.

The establishment report, once again, beat “expectations;” the WSJ survey of economists was 198,000. Other than the downward revisions, mentioned above, another bit of negative news was a smallish increase in wage growth, from $34.52 to $34.57.

The household survey shows that the labor force increased 150,000, a drop in employment of 184,000 and an increase in the number of unemployed persons of 334,000. The labor force participation rate held steady at 62.5, the employment to population ratio decreased from 60.2 to 60.1 and the unemployment rate increased from 3.66 to 3.86. Remember that the unemployment rate is the number of unemployed relative to the labor force (the number employed plus the number unemployed). Consequently, the unemployment rate can go up if the number of unemployed rises holding fixed the labor force, or if the labor force shrinks holding the number unemployed unchanged. An increase in the unemployment rate is not necessarily a bad thing: it may reflect a strong labor market drawing “marginally attached” individuals from outside the labor force. Indeed, there was a 96,000 decline in those workers.

Earlier in the week, the BLS announced JOLTS (Job Openings and Labor Turnover Survey) data for January. There isn’t much to report here as the job openings changed little at 8.9 million, the number of hires and total separations were little changed at 5.7 million and 5.3 million, respectively.

As has been the case for the last couple of years, the number of job openings remains higher than the number of unemployed persons.

Also earlier in the week the BLS announced that productivity increased 3.2% in the 4th quarter with output rising 3.5% and hours of work rising 0.3%.

The bottom line is that the labor market continues its surprisingly (to some) strong performance, once again proving stronger than many had expected. This strength makes it difficult to justify any interest rate cuts soon, particularly given the recent inflation spike.

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Mortgage rates fall as labor market normalizes

Jobless claims show an expanding economy. We will only be in a recession once jobless claims exceed 323,000 on a four-week moving average.

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Everyone was waiting to see if this week’s jobs report would send mortgage rates higher, which is what happened last month. Instead, the 10-year yield had a muted response after the headline number beat estimates, but we have negative job revisions from previous months. The Federal Reserve’s fear of wage growth spiraling out of control hasn’t materialized for over two years now and the unemployment rate ticked up to 3.9%. For now, we can say the labor market isn’t tight anymore, but it’s also not breaking.

The key labor data line in this expansion is the weekly jobless claims report. Jobless claims show an expanding economy that has not lost jobs yet. We will only be in a recession once jobless claims exceed 323,000 on a four-week moving average.

From the Fed: In the week ended March 2, initial claims for unemployment insurance benefits were flat, at 217,000. The four-week moving average declined slightly by 750, to 212,250


Below is an explanation of how we got here with the labor market, which all started during COVID-19.

1. I wrote the COVID-19 recovery model on April 7, 2020, and retired it on Dec. 9, 2020. By that time, the upfront recovery phase was done, and I needed to model out when we would get the jobs lost back.

2. Early in the labor market recovery, when we saw weaker job reports, I doubled and tripled down on my assertion that job openings would get to 10 million in this recovery. Job openings rose as high as to 12 million and are currently over 9 million. Even with the massive miss on a job report in May 2021, I didn’t waver.

Currently, the jobs openings, quit percentage and hires data are below pre-COVID-19 levels, which means the labor market isn’t as tight as it once was, and this is why the employment cost index has been slowing data to move along the quits percentage.  

2-US_Job_Quits_Rate-1-2

3. I wrote that we should get back all the jobs lost to COVID-19 by September of 2022. At the time this would be a speedy labor market recovery, and it happened on schedule, too

Total employment data

4. This is the key one for right now: If COVID-19 hadn’t happened, we would have between 157 million and 159 million jobs today, which would have been in line with the job growth rate in February 2020. Today, we are at 157,808,000. This is important because job growth should be cooling down now. We are more in line with where the labor market should be when averaging 140K-165K monthly. So for now, the fact that we aren’t trending between 140K-165K means we still have a bit more recovery kick left before we get down to those levels. 




From BLS: Total nonfarm payroll employment rose by 275,000 in February, and the unemployment rate increased to 3.9 percent, the U.S. Bureau of Labor Statistics reported today. Job gains occurred in health care, in government, in food services and drinking places, in social assistance, and in transportation and warehousing.

Here are the jobs that were created and lost in the previous month:

IMG_5092

In this jobs report, the unemployment rate for education levels looks like this:

  • Less than a high school diploma: 6.1%
  • High school graduate and no college: 4.2%
  • Some college or associate degree: 3.1%
  • Bachelor’s degree or higher: 2.2%
IMG_5093_320f22

Today’s report has continued the trend of the labor data beating my expectations, only because I am looking for the jobs data to slow down to a level of 140K-165K, which hasn’t happened yet. I wouldn’t categorize the labor market as being tight anymore because of the quits ratio and the hires data in the job openings report. This also shows itself in the employment cost index as well. These are key data lines for the Fed and the reason we are going to see three rate cuts this year.

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Inside The Most Ridiculous Jobs Report In History: Record 1.2 Million Immigrant Jobs Added In One Month

Inside The Most Ridiculous Jobs Report In History: Record 1.2 Million Immigrant Jobs Added In One Month

Last month we though that the January…

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Inside The Most Ridiculous Jobs Report In History: Record 1.2 Million Immigrant Jobs Added In One Month

Last month we though that the January jobs report was the "most ridiculous in recent history" but, boy, were we wrong because this morning the Biden department of goalseeked propaganda (aka BLS) published the February jobs report, and holy crap was that something else. Even Goebbels would blush. 

What happened? Let's take a closer look.

On the surface, it was (almost) another blockbuster jobs report, certainly one which nobody expected, or rather just one bank out of 76 expected. Starting at the top, the BLS reported that in February the US unexpectedly added 275K jobs, with just one research analyst (from Dai-Ichi Research) expecting a higher number.

Some context: after last month's record 4-sigma beat, today's print was "only" 3 sigma higher than estimates. Needless to say, two multiple sigma beats in a row used to only happen in the USSR... and now in the US, apparently.

Before we go any further, a quick note on what last month we said was "the most ridiculous jobs report in recent history": it appears the BLS read our comments and decided to stop beclowing itself. It did that by slashing last month's ridiculous print by over a third, and revising what was originally reported as a massive 353K beat to just 229K,  a 124K revision, which was the biggest one-month negative revision in two years!

Of course, that does not mean that this month's jobs print won't be revised lower: it will be, and not just that month but every other month until the November election because that's the only tool left in the Biden admin's box: pretend the economic and jobs are strong, then revise them sharply lower the next month, something we pointed out first last summer and which has not failed to disappoint once.

To be fair, not every aspect of the jobs report was stellar (after all, the BLS had to give it some vague credibility). Take the unemployment rate, after flatlining between 3.4% and 3.8% for two years - and thus denying expectations from Sahm's Rule that a recession may have already started - in February the unemployment rate unexpectedly jumped to 3.9%, the highest since February 2022 (with Black unemployment spiking by 0.3% to 5.6%, an indicator which the Biden admin will quickly slam as widespread economic racism or something).

And then there were average hourly earnings, which after surging 0.6% MoM in January (since revised to 0.5%) and spooking markets that wage growth is so hot, the Fed will have no choice but to delay cuts, in February the number tumbled to just 0.1%, the lowest in two years...

... for one simple reason: last month's average wage surge had nothing to do with actual wages, and everything to do with the BLS estimate of hours worked (which is the denominator in the average wage calculation) which last month tumbled to just 34.1 (we were led to believe) the lowest since the covid pandemic...

... but has since been revised higher while the February print rose even more, to 34.3, hence why the latest average wage data was once again a product not of wages going up, but of how long Americans worked in any weekly period, in this case higher from 34.1 to 34.3, an increase which has a major impact on the average calculation.

While the above data points were examples of some latent weakness in the latest report, perhaps meant to give it a sheen of veracity, it was everything else in the report that was a problem starting with the BLS's latest choice of seasonal adjustments (after last month's wholesale revision), which have gone from merely laughable to full clownshow, as the following comparison between the monthly change in BLS and ADP payrolls shows. The trend is clear: the Biden admin numbers are now clearly rising even as the impartial ADP (which directly logs employment numbers at the company level and is far more accurate), shows an accelerating slowdown.

But it's more than just the Biden admin hanging its "success" on seasonal adjustments: when one digs deeper inside the jobs report, all sorts of ugly things emerge... such as the growing unprecedented divergence between the Establishment (payrolls) survey and much more accurate Household (actual employment) survey. To wit, while in January the BLS claims 275K payrolls were added, the Household survey found that the number of actually employed workers dropped for the third straight month (and 4 in the past 5), this time by 184K (from 161.152K to 160.968K).

This means that while the Payrolls series hits new all time highs every month since December 2020 (when according to the BLS the US had its last month of payrolls losses), the level of Employment has not budged in the past year. Worse, as shown in the chart below, such a gaping divergence has opened between the two series in the past 4 years, that the number of Employed workers would need to soar by 9 million (!) to catch up to what Payrolls claims is the employment situation.

There's more: shifting from a quantitative to a qualitative assessment, reveals just how ugly the composition of "new jobs" has been. Consider this: the BLS reports that in February 2024, the US had 132.9 million full-time jobs and 27.9 million part-time jobs. Well, that's great... until you look back one year and find that in February 2023 the US had 133.2 million full-time jobs, or more than it does one year later! And yes, all the job growth since then has been in part-time jobs, which have increased by 921K since February 2023 (from 27.020 million to 27.941 million).

Here is a summary of the labor composition in the past year: all the new jobs have been part-time jobs!

But wait there's even more, because now that the primary season is over and we enter the heart of election season and political talking points will be thrown around left and right, especially in the context of the immigration crisis created intentionally by the Biden administration which is hoping to import millions of new Democratic voters (maybe the US can hold the presidential election in Honduras or Guatemala, after all it is their citizens that will be illegally casting the key votes in November), what we find is that in February, the number of native-born workers tumbled again, sliding by a massive 560K to just 129.807 million. Add to this the December data, and we get a near-record 2.4 million plunge in native-born workers in just the past 3 months (only the covid crash was worse)!

The offset? A record 1.2 million foreign-born (read immigrants, both legal and illegal but mostly illegal) workers added in February!

Said otherwise, not only has all job creation in the past 6 years has been exclusively for foreign-born workers...

Source: St Louis Fed FRED Native Born and Foreign Born

... but there has been zero job-creation for native born workers since June 2018!

This is a huge issue - especially at a time of an illegal alien flood at the southwest border...

... and is about to become a huge political scandal, because once the inevitable recession finally hits, there will be millions of furious unemployed Americans demanding a more accurate explanation for what happened - i.e., the illegal immigration floodgates that were opened by the Biden admin.

Which is also why Biden's handlers will do everything in their power to insure there is no official recession before November... and why after the election is over, all economic hell will finally break loose. Until then, however, expect the jobs numbers to get even more ridiculous.

Tyler Durden Fri, 03/08/2024 - 13:30

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