GI is not trying to solve robotics in general. Their strategy is to focus on robots whose actions can be mapped to a game controller. This constraint dramatically simplifies the problem, allowing their foundation models trained on gaming data to be directly applicable, shifting the burden for robotics companies from expensive pre-training to more manageable fine-tuning.

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The path to a general-purpose AI model is not to tackle the entire problem at once. A more effective strategy is to start with a highly constrained domain, like generating only Minecraft videos. Once the model works reliably in that narrow distribution, incrementally expand the training data and complexity, using each step as a foundation for the next.

Instead of developing proprietary systems, the military adopts video game controllers because gaming companies have already invested billions perfecting an intuitive, easy-to-learn interface. This strategy leverages decades of private-sector R&D, providing troops with a familiar, optimized tool for complex, high-stakes operations.

General Intuition's first commercial use case for its human-like AI agents isn't a consumer product, but a B2B tool for game developers. High-quality bots are crucial for retaining players by ensuring full lobbies during off-peak hours when human player numbers are low, providing a clear, revenue-generating entry point for their sophisticated AI.

Startups like Cognition Labs find their edge not by competing on pre-training large models, but by mastering post-training. They build specialized reinforcement learning environments that teach models specific, real-world workflows (e.g., using Datadog for debugging), creating a defensible niche that larger players overlook.

Beyond supervised fine-tuning (SFT) and human feedback (RLHF), reinforcement learning (RL) in simulated environments is the next evolution. These "playgrounds" teach models to handle messy, multi-step, real-world tasks where current models often fail catastrophically.

GI's founder argues game footage is a superior data source for spatial reasoning compared to real-world videos. Gaming directly links visual perception to hand-eye motor control ("simulating optical dynamics with your hand"), avoiding the information loss inherent in interpreting passive video, which requires solving for pose estimation and inverse dynamics.

To protect user privacy, GI's system translates raw keyboard inputs (e.g., 'W' key) into their corresponding in-game actions (e.g., 'move forward'). This privacy-by-design approach has a key ML benefit: it removes noisy, user-specific key bindings and provides a standardized, canonical action space for training more generalizable agents.

The future of valuable AI lies not in models trained on the abundant public internet, but in those built on scarce, proprietary data. For fields like robotics and biology, this data doesn't exist to be scraped; it must be actively created, making the data generation process itself the key competitive moat.

The adoption of powerful AI architectures like transformers in robotics was bottlenecked by data quality, not algorithmic invention. Only after data collection methods improved to capture more dexterous, high-fidelity human actions did these advanced models become effective, reversing the typical 'algorithm-first' narrative of AI progress.

The "bitter lesson" (scale and simple models win) works for language because training data (text) aligns with the output (text). Robotics faces a critical misalignment: it's trained on passive web videos but needs to output physical actions in a 3D world. This data gap is a fundamental hurdle that pure scaling cannot solve.