Latest / Superlinear / Point, Don't Describe: A Better Way to Work With AI Agents
Transcript
- 0:00Brandon Kase: These tools that convert that higher dimensional information down to a lower dimension make it easier for models to understand.
- 0:08Christine Yip: The right workflow is to build that spatial feedback layer into the game.
- 0:22Christine Yip: Emerging practices for building with agents.
- 0:25Christine Yip: See new angles.
- 0:26Christine Yip: Try different approaches.
- 0:27Christine Yip: Build more powerful things.
- 0:29Christine Yip: I'm Christine Yip.
- 0:30Christine Yip: And I'm Brandon Case.
- 0:32Christine Yip: And this is Super Linear.
- 0:34Christine Yip: Today we're going to talk about a pattern that we've been noticing, which is the higher dimensional interactions between humans and agents.
- 0:43Christine Yip: Well, what does this actually mean?
- 0:44Christine Yip: Maybe, Brandon, you can start us off and explain what the different dimensional interactions are.
- 0:52Brandon Kase: When when we think of one dimension, I mean like a line.
- 0:55Brandon Kase: Yeah.
- 0:56Brandon Kase: And then let's say two dimensions, you can think of as a plane.
- 1:00Brandon Kase: And so when we think about dimensionality in the way in which we communicate, communicating with text, with information that you type or you speak, or on the other side that you read and you listen, this is one-dimensional because the order of the words that are expressed is important in the information that that's being shared.
- 1:23Brandon Kase: Does that make sense?
- 1:24Christine Yip: Right.
- 1:24Christine Yip: So it's one-dimensional because it's all about the order to sequence, like word, which word come after that word, that word, sentence after sentence.
- 1:32Christine Yip: It sounds like that's also the way that Agent processes things, right?
- 1:35Christine Yip: Like a stream of tokens in in a certain order.
- 1:38Brandon Kase: Exactly.
- 1:38Brandon Kase: Exactly.
- 1:39Brandon Kase: And yeah, I think there's now multimodal models that break apart images and other audio maybe into tokens.
- 1:46Brandon Kase: At the end of the day, these tokens are being fed in in a certain order, one at a time.
- 1:50Brandon Kase: And so because of that, yeah, agents are really good at processing linear information.
- 1:55Brandon Kase: So uh, and and as people, we're good at speaking linear information as well.
- 2:01Brandon Kase: Now, but maybe before we go too deep into that, uh, let's just quickly talk about two dimensions.
- 2:06Brandon Kase: So, well, uh, what we see with our eyes, images, uh, this is this is a two-dimensional input to our bodies.
- 2:15Christine Yip: They have positions in in the images, like every pixel has a different position.
- 2:19Brandon Kase: Exactly.
- 2:20Brandon Kase: Like where things are in space, uh, the color, the lights, everything.
- 2:23Brandon Kase: There's a tweet from Andre Karpathi from a month or so ago, and he talks about this.
- 2:30Brandon Kase: So it's very long, so I'm not gonna read the whole thing, but audio is the human preferred input to AIs, so it's the output from our bodies into the agents, and vision is the preferred output.
- 2:41Brandon Kase: And why is that?
- 2:42Brandon Kase: It's because we're social creatures, and so we're really good at sharing information with our words from our mouth, more than typing, actually.
- 2:50Brandon Kase: Uh, we've relied on being able to see and process things visually to survive.
- 2:55Brandon Kase: So our a lot of our brain is dedicated to processing these visual information.
- 2:58Brandon Kase: This was also mentioned just last week in the AI engineering world's fair.
- 3:05Brandon Kase: And so Alan Pike did a talk called Voices in, Visuals Out.
- 3:09Brandon Kase: Anyway, he he mentioned this concept.
- 3:11Brandon Kase: The talk is about more about like uh UIUX and latency budgets when working with these modalities with with a custom agent.
- 3:20Christine Yip: So I guess we are seeing that people are thinking and moving beyond just text or voice, like the one-dimensional forms that you mentioned, and and they're moving more towards the multidimensional form.
- 3:34Brandon Kase: Exactly.
- 3:36Brandon Kase: And the codex and Claude and all all the all the popular models have supported sharing images for for a while.
- 3:44Brandon Kase: And that's something that lots of people are using in their workflows.
- 3:46Brandon Kase: But as we mentioned before, agents are not very good at understanding what you mean directly from an image, even though as humans, we are really good at understanding information that's coming in as an image.
- 3:58Brandon Kase: So um, so there's there's this impedance mismatch.
- 4:02Brandon Kase: And so this is where this practice is emerging that we're gonna focus on here.
- 4:06Brandon Kase: Agents are different.
- 4:07Brandon Kase: Like we said, they they process tokens one at a time.
- 4:10Brandon Kase: And so it's most effective if you want to be precise to um communicate more linearly with the agents, and it's most effective as a human to receive information visually.
- 4:20Brandon Kase: So there's this three-step process that we can talk through.
- 4:23Brandon Kase: It's a cycle, right?
- 4:24Brandon Kase: So we have to pick somewhere to start from.
- 4:26Brandon Kase: But let's say, let's start from rendering.
- 4:28Brandon Kase: So so we see information in 2D, and then if there's some way that we can annotate that two-dimensional space, that's good for our brains.
- 4:39Brandon Kase: And then this two-dimensional information needs to get translated into one-dimensional information for the agents, and then the agents are gonna do something that's also one-dimensional back, typically for most things that you're building.
- 4:52Brandon Kase: And then you might want to render that as two dimensions to consume it as a human better.
- 4:57Brandon Kase: Does that make sense?
- 4:58Christine Yip: Yeah, so basically we're converting the shape the whole time to make it easier for the processor to process it.
- 5:07Christine Yip: And I guess when the agent outputs 1D, this concept is about changing it to a multidimensional, in this case, two-dimensional output.
- 5:16Christine Yip: So we can easily evaluate and review it.
- 5:19Christine Yip: And then when we annotate, it gets translated again into 1D, a form that agents can easily process.
- 5:26Christine Yip: Yes.
- 5:26Christine Yip: That makes sense.
- 5:27Brandon Kase: Yeah.
- 5:28Brandon Kase: So so maybe we should show some examples.
- 5:30Brandon Kase: So there's a there's a really interesting tool that I think more and more people are starting to use.
- 5:37Brandon Kase: It's called Planotator.
- 5:39Brandon Kase: And I'm gonna just show an example of using it.
- 5:44Brandon Kase: So this is about turning the iteration process of nailing down a plan or a spec with the agent into something uh rather than just a one-dimensional conversation with the agent.
- 5:56Brandon Kase: As a human, you can communicate in two-dimensional space.
- 6:00Brandon Kase: Um, and that gets translated down to one-dimensional space for the agent.
- 6:03Brandon Kase: Uh, this is just for an example, we thought, okay, let's just talk about something with the podcast stack.
- 6:09Brandon Kase: So I said, hey, Fable, you know, let's make a plan to add Substack to our podcast publishing window.
- 6:15Brandon Kase: And because it's Fable, it's a lot of this is probably good.
- 6:19Brandon Kase: But just for the purposes of this demo, Plan Notator has these nice tools here.
- 6:23Brandon Kase: So we can remove things that we don't care about.
- 6:26Brandon Kase: We can comment on things like there is a public API.
- 6:29Brandon Kase: Anyway, and you can mark up the plan, right?
- 6:33Brandon Kase: And then depending on how you install Plan Notator, you can send the feedback directly back to the agent or you can copy that feedback.
- 6:40Brandon Kase: And and what gets copied is a one-dimensional translation of this information.
- 6:44Christine Yip: When you have a lot of commons on a huge document or a huge block of text, it's much easier to have a translator like this.
- 6:52Christine Yip: So the agent can like receive very precise feedback.
- 6:56Christine Yip: This is like one of the basic examples of how this translation between different shapes work.
- 7:01Brandon Kase: Here's another example of this.
- 7:03Brandon Kase: Now, there's there was this tool called Agentation, which was popular early on in the code and agent revolution that did the same thing, but for websites.
- 7:12Brandon Kase: So you could mark in two-dimension space some part of a website to give feedback on.
- 7:16Brandon Kase: And at this point, Vex and Claude, both in their first-party apps, have this kind of functionality built in.
- 7:23Brandon Kase: And I know a lot of people are still using the CLI for everything.
- 7:28Brandon Kase: And I just wanted to show that uh it's something that I think more people should play with if if they haven't, if they're working with something on the front end.
- 7:38Brandon Kase: So this is the this is the new superlinear website, and this is Claude.
- 7:42Brandon Kase: This is Claude's desktop app.
- 7:44Brandon Kase: And so, so this is like at the actual rendering of the website here, and I can hover over different components.
- 7:51Brandon Kase: For example, this arrow, click on it, and then make it red and give feedback on that particular component very, very precisely.
- 7:59Brandon Kase: And um, you know, and again, it's it's this feedback loop where as a human I see two dimensions, I'm able to mark up and annotate that two-dimensional thing, and then that gets translated into some one-dimensional representation when it goes back.
- 8:15Christine Yip: Because it's it's much easier than than to be like, okay, Claude or Codex, this arrow on the top middle side of the page that should be made red, or this card on the right side of the page should have more spacing.
- 8:30Christine Yip: Because of that tool that you just showed us, you can do it like much more concisely and also precisely.
- 8:35Brandon Kase: Yes, yes.
- 8:36Brandon Kase: It's precision, concision.
- 8:37Brandon Kase: Also, um, you can focus more on your feedback and less on the instructions about where your feedback applies when you're thinking about it.
- 8:47Christine Yip: I feel like the the part where we get the agents to translate their 1D output to multidimensional output, that's something that most of us have already mastered.
- 8:56Christine Yip: We just get the agent to generate an image, a schema, or or a mock-up of a website.
- 9:01Christine Yip: But what I had not mastered before personally was the annotation step.
- 9:05Christine Yip: So I was building this game.
- 9:07Christine Yip: It is a tactical game, so there are a lot of rules and you have to like specify everything, make sure everything works correctly for the system to behave well.
- 9:14Christine Yip: So during the playtesting, there's there's there's often things that are not exactly correct.
- 9:19Christine Yip: So when you give feedback, you have to give your coding agents feedback in text.
- 9:24Christine Yip: So unless the workflow helps you capture that spatial context, you have to manually describe the location, the object, the state, the behavior.
- 9:33Christine Yip: And that was a really annoying part.
- 9:35Christine Yip: I was spending so much time on my feedback step.
- 9:38Christine Yip: So basically, when the game was being rendered on a canvas, I told the agents to also build a lightweight feedback or annotation mode from the start.
- 9:47Christine Yip: So when I click on, for example, when I click on an enemy, it would already capture like the location, like was it in a forest, the position, the coordinates, what state it is, for example, chasing player, what scripts it touched.
- 10:00Christine Yip: And then I would only need to like give the feedback while related to all these things, I actually need the enemy to respond in this way.
- 10:08Christine Yip: So basically, that tool translated my spatial click into something that was agent readable context.
- 10:15Christine Yip: So yeah, I think my takeaway for me was when when playtesting a game or building a more complex project, and when the feedback is naturally very spatial, then uh the coding agent needs that feedback as a text.
- 10:28Christine Yip: So the right workflow is to build that spatial feedback layer into the game.
- 10:32Christine Yip: So you can click the thing, capture the context, and then the agent can turn that annotation into code.
- 10:38Brandon Kase: Yeah, so cool.
- 10:39Brandon Kase: This is the first time I I've heard of someone building a custom tool that that layers on this extra contextual feedback, similar to Plan Notator and the things that are built into Cloud and Codex for static websites.
- 10:53Brandon Kase: But it makes me also think there's lots of opportunities for this when people are building whatever they're building, not just games, but but any anything with a higher dimension.
- 11:04Brandon Kase: So so I guess we we've been talking about images or like the visual, the visual dimension for most of this episode.
- 11:10Brandon Kase: But something that I think is really interesting is there's also other kind of higher dimensional communication forms, right?
- 11:18Brandon Kase: So we could extend images into videos, and that's sort of adding a time dimension, right?
- 11:24Brandon Kase: And so maybe there's some interesting way that we can translate giving feedback on specific parts of a video into linear text.
- 11:33Brandon Kase: And I I don't I don't know of a tool that does this, but it's interesting.
- 11:35Brandon Kase: Then there's, you know, maybe uh instead of a static two-dimensional image, we have a static three-dimensional model that we're trying to give precise feedback on.
- 11:46Brandon Kase: And and there's another opportunity to build a custom tool in that workflow.
- 11:50Christine Yip: Well, I feel I wonder whether this is related to something else that you mentioned the other day, how Gemini understands video now.
- 11:57Brandon Kase: Yeah.
- 11:57Brandon Kase: Yeah.
- 11:58Brandon Kase: So the the Gemini models are the the only kind of like frontier-ish uh model that is multimodal also in in video.
- 12:08Brandon Kase: So so text gets tokenized and sent to the model as tokens.
- 12:12Brandon Kase: Then modern models can tokenize images.
- 12:14Brandon Kase: So they take an image and then that also gets converted into these token streams that get sent to the model.
- 12:19Brandon Kase: But and Gemini can tokenize videos.
- 12:21Brandon Kase: And that's the that's kind of the other way around.
- 12:24Brandon Kase: That's like giving the model this higher dimensional information directly, which is useful for some things, but it's hard to be precise.
- 12:31Brandon Kase: And so these tools that convert that higher dimensional information down to a lower dimension make it easier for for models to understand things.
- 12:41Brandon Kase: But I I think we will definitely be talking about Gemini's uh video video support in a future episode because it's so so cool and there's so much cool stuff you can do with it.
- 12:51Brandon Kase: Um, but you know, we won't talk about it now.
- 12:53Christine Yip: I'm excited about that, that future episode.
- 12:56Christine Yip: Yeah.
- 12:56Christine Yip: So I guess some maybe to like summarize all of this, it's it sounds like a lot of the AI products and workflows, they're moving beyond like plain back and forth chat towards like creating more, like you said, higher dimensional interfaces where maybe humans speak and type linearly, but then when they get um the output from the LLM, they review and interact with it more spatially.
- 13:20Brandon Kase: Exactly.
- 13:21Brandon Kase: While we're seeing this two dimensional and one dimensional translation right now, I'm really excited to see different communication forms translate between the dimensions, like we were kind of gesturing at earlier.