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Draft — this page specifies behaviour that is not implemented. It may change without notice. Last reviewed 2026-09-12.

Explanation

The specification says what the system does. These pages say why, and are free to argue, compare and admit doubt in a way a specification cannot.

They are written in the first person plural and they carry opinions. Where an explanation page and a specification page disagree, the specification is authoritative and the explanation is out of date.

The pages

Each one is cheapest to write in the week its governing decision is accepted — the reasoning is fresh then, and expensive to reconstruct six months later.

The product thesis

The hard problems

  • How the agent loop works — three cadences, one screen, and where a decision becomes an input event.
  • Grounding clicks in pixels — the hardest technical problem here. Coordinate spaces, resolution loss, why a model's click lands 40 px off, and what actually fixes it.
  • Sustained actions explained — a model decides once a second; a game wants input every frame. How the two are reconciled.
  • Perception token economics — why you cannot send sixty frames a second to a vision model, with the arithmetic.
  • Failure modes and recovery — the catalogue of ways an agent gets stuck: looping, hallucinated interface elements, modal blindness, goal drift.

The platform

The position