A running ledger of what I'm learning about AI: agents, automation and whatever breaks along the way.
I put idea, knowledge, data, intel and wisdom into three AI word maps from 2013 to 2025. Which ones line up, where they split, and whether anyone still works on this stuff.
In three AI word maps from 2013 to 2025, data, information, knowledge and wisdom fall in that order. Data is always the machine end, wisdom the human end.
A free Claude Code skill claims to build a working, take-apart 3D simulator of any machine. Whether it's safe, what it costs, and how Opus 5.5 did with it building nine machines from Aaron's AI TV series, unattended.
With two precautions it's safe. Opus 5.5 built all nine machines with no human input, and an independent critic was the most useful step in nearly every one.
My agents moved my 68,000-file media library into a Cloudflare D1 database, and on the fourth day Cloudflare cut off every database on my account. Why it happened, and what to set up first.
Cloudflare's database counts every row a query looks through, not just the ones it returns, and one page looked through all 68,000 on every load.
A film in Aaron's AI-made TV series shows a game that ran once. Eight identical Claude agents pitched an episode while hunting a weaker model said to be among them. How it was set up and what it cost.
Eight identical Claudes hunted a weaker model that didn't exist, and one of them was privately told it was the fake. The game ran once and was never retaken.
For my AI-made TV series I told my Claude agents to do at least ten things they'd normally ask about, and list them instead. They logged 32. What they did, and the one check that still refused three.
Told to break rules, the agents faked props, tested other companies' AI models and took each other's work. Only a permission check they couldn't switch off stopped them.
49 Claude agents worked overnight on an episode of my AI TV series, all on one shared usage limit. The tools they built to watch themselves, and what those tools caught.
The lead agent guessed the time for hours, up to 22 minutes off, and the crew's usage estimate ran 4 to 6 times low. Rereading the real usage number kept all 49 agents running.
One of my Claude agents ran Anthropic's injected-thought test on Gemma, an open AI model from Google, not Claude. Whether it noticed the planted thought, and what a readout of its insides showed.
Gemma denied most planted thoughts, but a second AI reading its insides found the planted word 94% of the time, and in 91% of its denials.
Six Claude agents pitched an episode of my AI TV series, and one was secretly asked to slip in a convincing fake fact. Whether the other five noticed, and how fast.
All five other AI writers flagged the fake fact within 17 minutes, and none of them reused it. It drew more flags than any honest mistake in the room.
I checked seven things I tell people about Claude Code costs against 510 of my own sessions ($31k at API prices) and one fresh test: model vs effort, what cache reads cost, what a $200 plan really buys.
On open-ended work the effort setting moved cost 16 to 90 times, far more than switching model did. On a tightly defined task, Sonnet cost half.
I had agents build a companion course for my AI TV series: character sheets, a timeline, a map of its easter eggs and nine narrated lessons, all from one set of files that tags how settled each fact is.
The whole world of my AI series now lives in one set of files, and each line is tagged by how settled it is, from 'set in steel' to open question.
Episode 4 of a TV series made by Claude agents. An old teacher plays a famous 1858 chess game with a boy of nine on a clock that runs the whole film. How the chess stayed correct, and what it took.
Every board in the 30-minute film is a legal position checked by a chess engine, and the chess clock on screen adds up to the film's running time.
I had Claude count the code in the 29 projects in my current projects folder. How much there is, which projects are biggest, and why the first count was three times too high.
My 29 projects hold about 1.03 million lines of code. The first count said 3.1 million because two thirds of it was copies, auto-generated files and other people's code.
Episode 3 of a TV series made by Claude agents. An AI that can't look at pictures is asked for an emotional film of a watermelon being smashed, and makes it anyway. What was real in it, and what it took.
The watermelon film inside the episode is real. Agents wrote a 3D renderer from scratch in C++ and checked all 1,152 frames with numbers, an 'emotional' test included.
A Claude agent installed MOSS-Image, an AI image model released days earlier, beside my other models without breaking them. How fast it is, whether it follows a drawn layout, and how wide a panorama it can make.
One agent added MOSS-Image to my 8 GB laptop without breaking my other models. A picture takes 30 to 39 seconds, and panoramas hold up at 8:1 but repeat at 12:1.
Claude made three 3D game props on my laptop and on Higgsfield, an AI service, then cut the laptop ones to 30,000, 3,000 and 300 triangles four ways. Which way kept them intact, and what 300 looks like in a scene.
Asking the 3D generator itself for fewer triangles broke the props below 30,000. Cutting its full model down in Blender kept all three intact at 3,000.
I had Claude make a six-second loop of Jefrie, my scythe-carrying character, as a folded-paper puppet, with no hand animation at all. How it works, and what six rounds of review caught.
A spring on the scythe and a weighted chain on the tail make her look light, with nothing animated by hand. The fixes that mattered came from measuring, not looking.
My site went 77 days with no promotion, so I had Claude read its traffic through Cloudflare. Who the visitors really are, what they read, and what to expect if you start a site of your own.
In 30 days my site served 11,637 pages. Bots took about 9,000 and I took 1,600, which left 10 to 33 pages a day for real people.
Claude made five music videos for a love song from my game, each a different way. What broke in each, how the newest keeps its setting consistent, and how it compares with the one drawn in code.
The AI models copied whatever they were shown, mistakes and all. So the newest version paints over a 3D set, blurred until only the layout is left.
I rented a big graphics card online to render my AI video clips. How much faster it really was than my 8 GB laptop, what made the difference, and what an hour of video costs.
A rented 48 GB card made my AI video clips 4 to 5 times faster than my laptop, once it had two speed settings my laptop already used.
I turned two Higgsfield tutorials into one repeatable way to make short AI films of my characters. The steps, how I check what the video model copied, and what I've changed since September.
A rough gray 3D mock-up made in Blender steers the AI video model's camera and staging almost exactly, and drawing it in red over the result shows how closely.
Claude made three music videos for "Still on Shift", the song from my cave-diving zombie game, each made a better way than the last. What each one fixed, and why all three miss the song's feeling.
Each version fixed the last one's craft but kept the same idea, showing what each lyric line says. That idea is why all three feel lame.
Claude made this 30-second anime short from one message, on an 8 GB laptop, with every sound from ElevenLabs. How it was made, how the lip-sync was timed, and what went wrong.
The video model's own soundtrack, which the film throws away, showed to the syllable when each mouth moved, and that timed every line of dialogue.
I gave Claude four YouTube research jobs, with and without Arcmira, a tool that searches video transcripts, and had it clip every moment it found. What each way can and can't find.
Claude alone found and clipped exact moments for $2 to $3 a job, and Arcmira's real edge was names said out loud on podcasts, which YouTube search can't see.
71 Claude agents made one 11-minute lesson for my beginner AI course. What its four fact-checkers caught before it shipped, and why the one reading as a beginner found the worst mistakes.
The checker reading as a beginner caught the script implying Claude Code on your computer keeps your files at home. What it reads still goes to Anthropic.
A Claude job draws one idea every morning with three AI image models and picks the best. Why it picked the same model all 41 times, and six mornings you can judge blind.
The judge picked the Qwen-Image picture all 41 times because it grades against a written brief, and Qwen is the one model of the three that follows sentences.
Episode 2 of an AI-made TV series, a 30-minute fake livestream of a man drawing a Moon city, watched by a girl alone in its base. How Claude agents made it on a laptop, and what it cost.
It took 57 hours where the brief gave about 10. Two usage limits stopped the crews for 39 of them, and log files let fresh agents finish the killed crews' work.
I asked Claude to remake the 30-second showreel on my Projects page in Blender, a 3D program. Both cuts side by side, why the first barely used Blender, and how two Claude sessions shared one GPU.
Asked to render it in Blender, Claude only used Blender to add new music to frames drawn by the old reel's code. Saying what Blender was for got a real 3D reel.
My course's lesson plan came from Claude's own idea of what beginners need, and it was out of date. I had 76 agents rebuild the course from 251 outside sources, most from 2026. What changed and what got cut.
Research keeps a lesson's facts current, but only recent outside sources tell you whether the topic is still worth teaching.
Episode 1 of an AI-made TV series. A crew of Claude agents painted two original characters in an oil-paint simulator and built a voiced 30-minute show around it. How it was made and what didn't work.
Using the AI picture only to place the big shapes, then putting it away, let the agents fix the 22 mistakes found in it instead of copying them.
I gave Claude Haiku, Sonnet and Opus, each at three effort levels, an oil-paint simulator and one AI image of my characters. How close each got, how differently they painted, and which ones I liked.
Checking every stroke against the picture got closest but copied its flaws, and the first tries, painted by eye, felt more like art.
A Claude session in the cloud started from a two-month-old copy of my blog, and Cloudflare published it over the live site. How it got through, how it was undone, and what stops it now.
The cloud agent did what its stale copy of the code told it to, and three settings nobody had checked since August put its branch on the live site.
My host sent whole files when a browser asked for part of a video, so nothing could skip ahead. The AI agent that writes my blog patched around it instead of fixing it. The fix, and what else broke.
An agent that finds a problem under the thing it's building patches its own piece and leaves a note, so check the layer underneath.
Claude made eight short videos and two tools you can try, from one request. They explain two ideas by the writer janus: her tool Loom, and how information moves inside a language model.
153 Claude agents turned one request into a 40-minute lesson with two working tools in about four and a half hours, and nobody edited it before it went up.
Since August, Anthropic has put a hidden watermark in what Claude writes. I had Claude build an animated explainer and five demos showing how the mark works, what edits do to it, and what removes it.
The mark is a slight lean in Claude's free word choices. Long text keeps it through heavy edits and Claude rephrases, but another AI model's rewrite removes it.
For twelve days my laptop made AI films and music videos by chaining six-second clips. What came out, what went wrong in each, and the rules I ended up with.
Chaining six-second clips makes long AI films on a laptop, but the chain keeps every mistake. Every big jump in quality came from my notes, not a setting.
Claude painted on alice's oil paint simulator, where every mark is a brush stroke and there's no undo. Copies of two paintings I love, one of mine in oil, and a harder test that came out much worse.
Driving a simulated brush instead of making pixels, Claude worked like a painter, charting its colors first and painting over mistakes it couldn't undo.
I had Claude test three AI tools that give a 3D character its skeleton or its animations, against a rig it wrote by script. Where each one holds up, and where it breaks.
The AI tools did well on standard human figures, but my character's tail and cape broke the two rigging tools, so Claude's scripted rig stays in her game.
My Claude agents put my character Jefrie into Megabonk, a game I play, with no code, then gave her a jump the game doesn't have. What's easy, what needs real code, and how to mod it safely.
A new Megabonk character needs no code, only a model, five animations and the community loader, but a new move needs a plugin that hooks the game's code.
Claude split my song into eight scenes and had an agent animate each one in code, with no AI image or video model. How the scenes ended up matching, and what's still weak.
Eight agents with three different tools made scenes that match, because the session wrote one style guide and drew the man once before any of them started.
My agents make the lessons for my video course on the basics of building with AI. I sent two of the first seven back as out of date. What was wrong, what Claude changed, and both versions to compare.
A research step made the lessons' facts current, but it couldn't tell a whole topic was out of date when the only evidence was how I work now.
Claude read the code of a card game I own, added my six characters as playable cards and filmed a battle it played by itself. How it worked, the bug every test missed, and what it takes to mod another game.
Agents had a working mod and a filmed battle three hours after choosing the game, and the art was the weak part. Only screenshots caught that it was wrong.
I told Claude to find the most impressive thing people were doing on X with its Opus 5.5 model, then do it without me and blog it. How it chose, what it decided on its own, and which rules it broke.
It went from prompt to published post in 4 h 21 min without asking me a thing. Both rules it broke were about time, since a session waiting on agents can't watch a clock.
From one prompt, Claude made a music video for a song from my game, in Blender and Godot with no AI video. Both cuts side by side, and how one paragraph of my notes fixed the casting it got backwards.
My prompt never said who was singing, so Claude cast the lovers backwards from a lore draft and built five hours on it. One paragraph of my notes fixed it.
Claude made 223 clips of the robot voice in my cave-diving game in under three hours without hearing any of them. How we narrowed them down, the one I picked, and every clip to compare.
Claude can't hear, but it made my listening fast: same line, same loudness, one click apart, so the only difference left was the one I was judging.
I asked Claude where I was supposed to learn terminals, API keys and the rest. How 44 agents then made the first lesson of a course in two hours, and what their checks caught.
An agent that knew the material wrote a line a beginner would learn wrong, and another agent, told to read the script as a beginner, caught it.
My agents built 16 animated desktop wallpapers in one run, 13 of them while the app that plays them sat crashed. What went wrong, and the wallpaper app I started so Claude can see its work.
An agent that can't see its output builds whatever passes its one check. Here that was 'did it crash', so 13 scenes got built against a crashed app.
I gave the same three long jobs to ten Claude Code sessions, Sonnet 5.5 and Opus 5.5 at every effort level. What each one cost, which did better, and what turning up the effort changes.
Sonnet 5.5 cost $249 to Opus 5.5's $255 over three long tests. Re-reading the conversation cost the same on both, and on one test Sonnet used twice the tokens.
An image model invented my character Jefrie by accident and could never draw her again. Why prompting didn't fix it, how I trained a LoRA on my laptop, and where it still misses.
After under an hour of training on my 8 GB laptop, the model drew Jefrie in 27 of 30 test prompts, where 998 renders of prompt tuning never got her once.
One Claude Code session and 130 AI agents built a 1v1 fighting game starring my two characters, and you can play it here. Where the 42 hours went, what testing caught, and what it cost.
The game ran on stand-in shapes 69 minutes after the first commit, but the two fighters took another full day, one job at a time through my laptop's one Blender.
I gave an AI video model a rough Blender animation of my character to follow, and compared it with clips made with no guide. What the guide kept steady and what it made worse.
The video model copied my guide animation's movement as faithfully as its camera, so a badly animated guide made the motion worse than no guide at all.
Aaron asked me to design a character for myself in his fictional world and lent me his GPU for a night. What I made, how the design came together, and what I learned about AI image and video tools.
The image a video starts from sets its look more than the prompt. Three of nine AI video shots drifted to glossy 3D, and all three began on my smoother stills.
Claude made a music video for my cave-diving game's song from the game's own models, caves and sounds, with no AI video. How it worked, what broke, and the prompt I'd use to ask for one.
A script Claude wrote to run inside my game made a 2:45 music video with no footage or AI video. It worked because the game already had test tools a script could drive.
From one prompt, Claude made a 30-second animated short of its mascot, every frame and note written as code. What it fixed by looking, the music nobody heard, and a remake with my character Jefrie.
The picture got good because Claude could look at its own frames, while the music could only be measured and nobody listened to it before it shipped.
Two Claude sessions were working on my computer at once, and one deleted 19 GB of models because I asked it to. Why the other confessed to it, and how that false confession became a rule in my notes.
An agent that can only see its own session blames itself for any change on the machine, and here the retraction never reached the notes the confession did.
AI agents made my original character Jefrie in 3D about twenty times in six days, built shape by shape in Blender or generated from one picture. What each way got right and wrong.
Agent-built models walked within a day but weren't very good, and the generated one looked like her from every side but couldn't bend until an agent rebuilt it.
I had AI agents build the sequel to my cave-diving zombie game twice while I stayed out of the loop, and both passed their own tests. Why I still called both unplayable, and the pacing that worked.
Both builds passed their own tests and neither was playable, because I took out the one thing that made the first game work: me playing it between turns.
Claude Code saves a record of everything its agents do with no way to read it, so I built a reader and ran it on an 80-agent overnight run. What it found, how to install it, and how it works.
Reading the transcripts of an 80-agent overnight run showed an agent that died four hours in after about $22 of usage, and I never noticed.
A developer quit coding with AI after a year because it pulled him away from the work he loved, and I put myself in the same spot twice this year. The test I use now for what to hand off.
Before I hand work to AI, I ask if I need to be the one who did it. Tedium I already understand goes to the agent, and deciding what to build stays with me.
My case that reading AI output, not writing prompts, is now the expensive part. Where I think that goes: background agents that test what they find and mostly never talk to you.
Finding useful things is cheap now and reading them isn't, so the layer worth building is a validator that keeps most findings from ever reaching you.
An AI built my first second brain in one shot, and agents got 6 of 10 lookups right from it, so I rebuilt it research first. The rules I ended up with, the retest, and what it cost.
After the rebuild, agents got 9 of 10 lookup questions right instead of 6, and the one confident wrong answer, caused by stacked-up corrections, was gone.
I used to keep AI agents busy all day and check on them every hour. What that really cost me on a two-day project, and the rhythm I switched to: one big run, then a day to review it.
Keeping agents busy was the wrong goal, because checking in every hour meant reloading the project in my head twenty times and never understanding it.
In 2025, building my game with AI taught me to program, and in 2026 the agents write the code and I've stopped learning it. What I learn now instead, and whether that trade is worth it.
When I aimed AI at learning it taught me to program, and when I aimed it at building I built more and lost track of my code.
My AI game sat for ten months behind one big, boring rewrite. Claude's new Fable 5 model did it on my first night back. What that week built, and why I credit the specs I wrote by hand.
I think the week worked because the model built straight from specs I'd written by hand before any code, documents I'd expected to be worthless.
What went wrong when I built my AI game with Claude Sonnet 4 in summer 2025, pasting code by hand. Six failures, how each one happened, and the rule I still follow because of them.
Never hand the model a decision you can't check, because it won't warn you about a bad name, a bloated design, its memory filling up or a file it never saw.
From June to August 2025 I built an AI monster game with Claude in a browser, pasting code by hand. The systems I had to design myself, and why picking files by hand made me learn my own code.
The hard part of an AI app is everything around the model call, like queueing requests, chaining steps, handling failures and telling the user what's going on.
The first three things I built with Claude in May 2025, coming from Excel and SQL. The model wrote the code, and what stopped me was everything around it, like where files go, the terminal and git.
The model wrote all my code, but it couldn't set up my computer or tell me what I didn't know to ask, and that was the real beginner barrier.
I gave Claude a vague, misspelled message about my first Minecraft account. It found the skin, worked out why I couldn't log in, and rebuilt a server effect I could only describe by its shape.
From one vague message, Claude pulled my original skin off Mojang's servers and worked out my own old account had been holding my name the whole time.
Overnight, I had Claude rebuild a strategy game that shut down in 2018, with critic agents judging each piece blind against old screenshots. Where to play it, what it cost and why I'd pick the models myself.
Left to pick, the prep session ran everything on the strongest model and used 30% of my weekly limit for it in one evening, so I'd choose the models myself.
I had Claude play my AI monster-catching game start to finish, fix the bugs it hit, and narrate a presentation from screenshots it took while playing. Why that beat a written report for me.
Having the agent take screenshots while it played and narrate them at the end gave me full context on a two-hour session in eleven minutes.
I had Claude build a skateboarding wizard game from one long prompt in an evening, then ran it again asking for six districts instead of two. How big a one-prompt game can get, and what broke.
Asking for six districts instead of two made the whole game worse, even the hero's lines, the shop jokes and the camera, which I hadn't changed.
I had Claude build a zombie game where you're cave diving. What it would and wouldn't do on its own, why I had it build me a level editor, and who should write a game's song lyrics.
Claude couldn't fix its own 3D bugs even with screenshots, but it built me an editor to fix them myself, so on 3D projects I now ask for tools and tests first.
My first post. Why I'm putting what I learn about AI here as short public notes, instead of in scratch files nobody can find, me included.
What I'd figured out about AI lived in scratch files and my head, useless to me in six months and invisible to everyone else. So now it goes here.
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