Lab notes, not marketing.

Lightweight notes, experiments, and open questions around world models, interfaces, and the ergonomics of building with them.

note · interface
Designing for trajectories, not prompts
Interfaces drift when they pretend temporal systems are single‑shot. Most useful tools acknowledge that you are really steering a sequence of futures, not a single answer.
[ux] [temporal] [agents]
note · modelling
When the world is the dataset
Instead of scraping text, treat game‑like worlds as streaming datasets whose structure you control. That changes what “data quality” means: you can design it, not just clean it.
[simulation] [data] [design]
note · operations
Debugging agents like systems, not models
Agents combine models, code, and environment hooks. Debugging them looks more like classic systems work: logs, traces, and reproducible scenarios, not just validation curves.
[ops] [logging] [replay]