Before 'crowdsourcing' was a term, Luis von Ahn built games to solve problems computers couldn't. His ESP Game tricked millions of players into labeling images for free, providing crucial training data for early image recognition AI by turning a tedious task into a fun, competitive experience.

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The term "data labeling" minimizes the complexity of AI training. A better analogy is "raising a child," as the process involves teaching values, creativity, and nuanced judgment. This reframe highlights the deep responsibility of shaping the "objective functions" for future AI.

Counterintuitively, Duolingo discovered that competitive leaderboards are more engaging when users are pitted against strangers at a similar commitment level. Competing with friends often fails because their dedication rarely matches, making the competition feel unbalanced and demotivating.

To accelerate learning in AI development, start with a project that is personally interesting and fun, rather than one focused on monetization. An engaging, low-stakes goal, like an 'outrageous excuse' generator, maintains motivation and serves the primary purpose of rapid skill acquisition and experimentation.

To amplify word-of-mouth, Duolingo identified existing sharing behavior by temporarily tracking user screenshots. They found hotspots like streak milestones and funny challenges, then invested in designers to make these moments even more shareable.

To foster genuine AI adoption, introduce it through play. Instead of starting with a hackathon focused on business problems, the speaker built an AI-powered scavenger hunt for her team's off-site. This "dogfooding through play" approach created a positive first interaction, demystified the technology, and set a culture of experimentation.

To combat poor quality on Amazon Mechanical Turk, the ImageNet team secretly included pre-labeled images within worker task flows. By checking performance on these "gold standard" examples, they could implicitly monitor accuracy and filter out unreliable contributors, ensuring high-quality data at scale.

Good Star Labs is not a consumer gaming company. Its business model focuses on B2B services for AI labs. They use games like Diplomacy to evaluate new models, generate unique training data to fix model weaknesses, and collect human feedback, creating a powerful improvement loop for AI companies.

Founder Luis von Ahn states his biggest mistake was delaying monetization for nearly six years due to an early belief that "making money was evil." He estimates that if the company had started monetizing in year three instead of year six, it would be three years ahead of its current position today—a stark lesson for mission-driven founders.

Good Star Labs' next game will be a subjective, 'Cards Against Humanity'-style experience. This is a strategic move away from objective games like Diplomacy to specifically target and create training data for a key LLM weakness: humor. The goal is to build an environment that improves a difficult, subjective skill.

Dr. Fei-Fei Li realized AI was stagnating not from flawed algorithms, but a missed scientific hypothesis. The breakthrough insight behind ImageNet was that creating a massive, high-quality dataset was the fundamental problem to solve, shifting the paradigm from being model-centric to data-centric.