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No Priors · · 44 分钟

推出 4D Creation 开放测试:NPC、4D 世界与 Roblox CEO Dave Baszucki 对游戏未来的展望

Sarah GuoElad GilDave Baszucki

播客
TL;DR
  • Roblox 的 AI 战略正在加速一项近20年来基本未变的产品规格:一个拥有逼真画质、10,000人、实时修改能力和 NPC 的 Holodeck。 Dave Baszucki 眼下更近的里程碑,是拿下全球游戏内容的10%——约3亿 DAU、约200亿(原文未说明单位),约为 Roblox 当前规模的3X。他的规划规则是:领导者既要有可进行法证式拆解、可执行的3X目标,也要有持久的10X愿景。

  • Baszucki 认为,多人“4D”模拟最终会成为视频的超集,而不只是另一种游戏形态。 共享世界可以支持移动、空间音频和 Zoom 无法提供的即兴互动;视频则会沦为“传统模拟模式”。真正棘手的基础设施问题,是同步10,000人的状态与记忆,可能需要原生3D与视频潜变量表示的新型混合方案。

  • Roblox 最具差异化的 AI 输入,可能是每月130亿小时的互动数据。 Baszucki 的设想,是把平台历史存储为可回放的向量数据,而不是固定机位的栅格视频。在隐私控制允许的前提下,这些历史可以重建安全事件、从任意机位重拍个人时刻,并用用户的手势、导航、语音和对3D空间的互动训练具身智能体。Baszucki 称,这是打造“远不只是一个 LLM”的 NPC 的基础。

  • NPC 路线将从通用游戏智能体,推进到用户主动选择的虚拟分身,最终成为具备代理能力的替身。 Baszucki 想象,NPC 先学会玩 Roblox 游戏,再模拟一名同意参与的用户的行为,甚至在孩子想和忙碌的父母一起玩时,代替父母顶上15分钟。他表示“没有上线日期”,在被问到目前有多少比例的儿童会建立严肃的 AI 关系时回答“现在是零”;他还设想了侵入性更低的辅导或治疗用途。

  • 至少在一段时间内,Roblox 押注的是模块化、云原生的 AI 技术栈,而不是一个一体化生成视频的世界模型。 其可能的流水线包括多人同步、专用 NPC 系统、3D 上采样、本地2D上采样,以及可能加入的世界模型;创作者可以让智能体运行24小时,同时让20个 NPC 测试者通过客户端模拟器进行测试。Baszucki 预计 AI 带来的是杠杆效应,而非人的消失:“人的参与还有很长的路要走”(“the human touch has got a long runway on it”)。

  • 更低的生成成本不会自动改善游戏经济学,因为消费者的质量预期也会随生产能力同步上升。 Roblox 的云架构可以把资产转化为提示词,动态提供低级别或4K的细节层级,并按需将原始世界上采样成更丰富的风格。与此同时,头部创作者年收入早已达到数千万美元,其中有人超过3,000万美元;创作者排名第1,000位的年均收入增速,还快于排名第1位的创作者,说明商业基础正在扩展,竞争也在加剧。

  • Baszucki 将长期主义与每周迭代结合起来,并采用一套刻意非传统的人才筛选标准。 Roblox 收购 Imbellus 后,通过3D问题解决练习测试数万人,在很大程度上忽略大学声望,更看重已经展现出的解决问题能力和创造力。他对 AI 的态度仍然克制:强调时间与复利,而不是押注某个惊人的单点发明;他同时指出,图形用户界面和 Excel 仍然可以有40年的生命力。

摘要 · 为研究而整理的核心内容

1. Roblox 的北极星仍是多人 Holodeck

  • Baszucki 回溯到一份近20年前的商业计划演示稿,其中描述了一种全新的“人类共同体验”:一个由物理规则支撑的空间,人们可以一起造车、吹灭生日蜡烛、砍树和盖房子。AI 的作用,是以更快速度抵达那个旧目标,同时把参与人数从100人提升到10,000人,并实现逼真画质。

  • 他的产品地图有两个极点。一端是与真实人物进行高保真沟通;另一端是“实时做梦”——一个类似 Vanilla Sky 的自适应世界,几乎所有人都是 NPC。两者之间则是各种中间形态,例如进入一个生成的咖啡馆,通过与具身角色对话学习法语。

  • 在社交体验方面,Baszucki 认为,通信一直在追求更高保真度,从洞穴壁画、书信一路发展到电话和视频。成熟的4D模拟会让视频变成降采样后的兜底模式:“进入传统模拟模式,把它做得像 Zoom 一样”;而更丰富的会议可以让人们在办公室里走动,在共享空间中向对方展示东西。

  • 空间模拟也会改变会议的声学体验。在1,000人的聚会中,距离可以自然衰减声音,而不必把所有人塞进相同的 Zoom 方格。同步合唱仍然困难,因为约30毫秒的延迟就会让参与者听起来慢半拍;Baszucki 设想,可以通过向前推演时间并重新混音来解决。

2. 向量化历史可能成为 Roblox 的具身 AI 优势

  • 核心研究挑战不只是更好的物理效果,而是构建“10,000人的终极同步状态”:每个人去过哪里、做过什么,以及5小时的共同记忆该如何表示。Baszucki 预计,未来5到10年将决定这种状态最终存在于视频潜变量、原生3D,还是某种新的混合表示中。

  • Roblox 最终设想将平台历史保存为向量数据,而非栅格视频,使事件可以从任意视角回放。Baszucki 举的例子都附带隐私前提:用5个虚拟摄像机重建一起安全事件,或把一段有意义的家庭互动重新取景,制作成新视频。

  • 每月130亿小时的数据规模,可以从任意机位复现行为,同时保留用户与底层3D世界的互动。Baszucki 将其与那些试图寻找2亿小时“视频加键盘”数据的研究者作对比;Roblox 已开始训练一种原生、符合隐私要求的 NPC 模型,而且不会共享这批数据。

  • 路线分为3个层级:让 NPC 能够相当熟练地玩任意 Roblox 游戏;在用户主动选择的前提下,根据其手势、视线、语音和行为训练“虚拟分身”;最后再形成一个具备代理能力的接口,把分身派入世界。创作者也可以提示生成“一个快乐的 Ben Franklin”,但 Baszucki 没有给出可定制版本的上线日期。

3. AI 通过智能体与模块化世界生成放大创作者

  • Sarah 的类比是自动驾驶从手工绘制的启发式规则和边界案例,转向端到端学习。Baszucki 认同 NPC 也可能经历类似过程,从决策树逐步走向通用建模方案;但他也承认,像 Grand Theft Auto 这样由人工精心构建的世界,仍然树立了极高的行为标准。

  • 展望5年后,他预计创作者数量会增加,每个团队的杠杆也会大幅提升,而不是由“AI 垃圾内容”取代人的品味。“人的参与还有很长的路要走”,但“5个人产出的质量会令人震撼”;消费者也会迅速把这条更高的质量线当成新预期。

  • 云连接的 Studio 可以让开发者离开24小时,由智能体修改代码、启动构建、执行测试计划,并让20个 NPC 通过不同的客户端模拟器。Studio 原生助手和代码引擎将遵循更广泛的编程实践,同时加入面向沉浸式平台的独特环境生成能力。

  • Baszucki 对以视频为先的世界模型持积极但不承诺的态度。Roblox 正在“加倍投入一个原生支持多人体验的混合多 AI 技术栈”:同步引擎、专用 NPC 能力、原始3D框架、3D上采样、本地2D上采样,以及可能加入的世界模型,而不是一个单体式生成器。

4. 云原生资产同时推高供给与质量门槛

  • Sarah 提出的行业难题是:更便宜的生成式资产,尚未改变游戏经济学。Baszucki 的回答是,“消费者对质量的预期会以完全相同的速度上升”,因此生产率提升会先转化为更丰富的产品和更快的迭代,未必立刻带来更容易的竞争环境。

  • Roblox 正在为纹理引入动态细节层级,网格也在推进中。一项资产可以按传统方式作为纹理、网格或音频文件存在,也可能最终以 AI 提示词的形式按需程序化生成;低端设备获得低 LOD,高端硬件则获得4K细节。

  • 具体的创作示例,是在一个原始的 Roblox 体验上加一句:“让它有点中世纪的感觉,而且更真实。”云平台可以按需将资产上采样为更丰富的3D内容;与此同时,文本、图像、视频,或在世界模型中行走,都可以逐步定义出一个骨架,最终生成可运行的游戏。

  • Roblox 的创作者市场已经证明,基础设施不必决定品类。Dress to Impress 利用分层服装和比赛机制;Grow a Garden 借助云端持久化,让玩家离线时植物仍会生长。Baszucki 的产品规格仍然是“用10,000人模拟现实世界”,至于什么会流行,则由不受控制的创作者市场决定。

5. 稳定20年的愿景支撑快速的运营变化

  • Roblox 的头部创作者如今年收入已达到数千万美元,其中有人超过3,000万美元。更值得关注的是,Baszucki 表示,排名第1,000位创作者的年均收入增速快于排名第1位的创作者;即使更大的团队、更频繁的持续运营以及每日或每周更新让竞争更加激烈,长尾仍在变得更健康。

  • 透明化的发现机制旨在展示哪些因素进入推荐,并迫使 Roblox 让系统具备抗操纵能力。Baszucki 表示,分发已经“更丰富,也没那么尖峰化”;目前大约有20个强势体验争夺榜首,而这在3到4年前可能还没有这么明显。

  • 将 Holodeck 愿景连接到现实运营的桥梁,是拿下全球游戏内容10%的份额:约3亿 DAU、约200亿(原文未说明单位),以及约为当前业务规模的3X。“始终同时知道3X和10X非常有帮助”——没有10X目标很难安睡,而3X则可以按市场拆解,再分配给产品团队。

  • 招聘也遵循同样的系统逻辑。收购 Imbellus 后,Roblox 开始用自研任务筛选数万人,例如让候选人通过一种几何语言给工厂或机器人编程;参与人数从100人、200人、300人逐步增加到400人。这套评估体系让 Roblox “基本忽略”大学声望,并从社区学院或中西部小型工程学校寻找人才。

Elad Gil

What proportion of you think your children will have at least one serious relationship with an AI throughout their lifetime?

Dave Baszucki

I think zero right now.

Elad Gil

Yeah.

Dave Baszucki

I don't think we're close to crossing the human/AI barrier, but it is worth thinking about. Things are changing every day. We have to incorporate that. And then there's also some weird universal truth of things that stick around for 40 years, and you kind of have to blend them together. We feel if we build Roblox right, it might be the kind of thing that's kicking around in 40 years.

Sarah Guo

Hi, listeners. Welcome back to No Priors. Today, Elad and I are here with Dave Baszucki, the founder and CEO of Roblox, the 3D immersive world where more than 150 million users come every day to hang out. We talk with Dave about the future of AI in gaming, Roblox's investments in AI, how NPCs are going to change and really transform games, Roblox Studio—one of the largest coding platforms out there—and their 20-year mission to build the Holodeck. Welcome, Dave. Thanks so much for doing this with us.

Dave Baszucki

It is so great to be here, and thank you for doing this at Roblox headquarters.

Elad Gil

Yeah, exciting to be here.

Dave Baszucki

Great to have you guys. Thanks.

Elad Gil

I think we wanted to start with a big-picture question. You all have been really visionary in terms of where all this is heading, and AI is obviously having a big wave and effect on gaming and what's going to happen in the future there. That's across things like world models, how you think about NPCs and their evolution, how you think about assets within games, and how you think about world creation. We'd just love to hear your big-picture views of where we're going 10 years from now. What's coming?

1. Roblox Builds the Holodeck

Dave Baszucki

Two steps on this one. First, I know you both dabble in investing a little.

Elad Gil

Yeah.

Dave Baszucki

There is a Roblox business-plan PowerPoint deck from almost 20 years ago that we pull out sometimes, and we're amazed at the fidelity of it. It portends a new category. One could call it the category of human co-experience. It's got the sizes of a bunch of companies from 20 years ago. You can see social-networking companies, you can see YouTube video, you can see toys, and you can see all of that. What it imagined is really a new category. Some have called it the metaverse. Some have called it the Holodeck, which is really the ultimate high-fidelity simulation where people can come together and do stuff.

Elad Gil

It feels like Ready Player One, the movie.

Dave Baszucki

Exactly.

Elad Gil

Yeah.

Dave Baszucki

We had always imagined that if this high-fidelity space was backed by physics simulation and reality simulation, you'd be able to do stuff. You'd be able to build a car, put wheels on it, and drive it around. You'd be able to go to a birthday party and blow out the candles. You'd be able to chop trees down and make a house out of it. That was literally the genesis of Roblox, and here we are, 20 years later. There's so much more to do.

One vision of AI is: How do you superpower the creation of that Holodeck, and how do you get it photorealistic as soon as possible? How do you get 10,000 people in it instead of 100? How do you do acoustic simulation that sounds realistic with 10,000 people? In that sense, AI is super interesting for trying to achieve a vision that's been around for 20 years and has arguably been in science fiction—Snow Crash, the Holodeck—for even longer.

2. Real Time Dreaming Emerges

There is another interesting vision, and I think it's useful comparing these product ideas. There's the future of just a single person by themselves dreaming what they want to dream. We sometimes call that the real-time-dreaming category. It's a category that we can see a bit of the trappings of in short-form video. There's a little bit of that in short-form video: someone's at 2:00 a.m. in their bed doom-scrolling.

Elad Gil

Uh-huh.

Dave Baszucki

It's reacting to dwell time. It's reacting to what you favorite, and you're getting a little bit of a prebuilt dream. I think that could go all the way to the famous Tom Cruise movie, Vanilla Sky, where he literally dreamed in real time for several years in an imaginary universe where everyone around him was primarily an NPC, and he didn't even know he was doing it.

Sarah Guo

So that's more world-building as content in a continuing way.

Dave Baszucki

That is exactly right. If you put those at two extremes, one is a communication platform, high fidelity, with people you know. The other is real-time dreaming, where everyone's an NPC. Everything in between is possible, and I think we see everything in between ultimately as being possible. We may see weird product categories we never imagined.

People are probably thinking, does the text prompt turn into a voice prompt, and does it automatically turn into a video prompt? For example, “I want to learn French. Video how you're in a French café and start talking to an NPC.” I think there's a wide range of products that start to get into this space we're interested in, which is that 3D reality space.

Elad Gil

Do you think that same space will exist for both consumer and business applications? People also talk about this in the context of, instead of doing a Zoom, why don't you go into a shared space with someone and meet with them? What degree of your life becomes virtual with that kind of technology?

Dave Baszucki

I think on the communication side, people just want more and more fidelity. We can go back to paintings on the wall of a cave. People want more fidelity. We had smoke signals. We had the mail system. We had the Pony Express. We had the telegraph system.

Elad Gil

Uh-huh.

Dave Baszucki

We have the phone system. We have, arguably, the COVID-initiated video experience. We also had the COVID-initiated 3D experience on Roblox, actually, and we found that side-by-side video was used by a lot of young people as an early test case of how to co-experience.

I think as the technology for multiplayer 4D simulation gets better and more photorealistic, it's almost going to be like video is the downsampling. If we were having this 4D immersive communication, we'd say, “Go to legacy analog mode and make it look like Zoom,” basically.

Sarah Guo

Uh-huh.

Dave Baszucki

We could always do that, but we'd be able to do things we could never do on Zoom. You'd say, “Hey, let's pop up and go walk around my office. I want to show you something. Come and follow me,” kind of thing. I do think 4D simulation, as it gets photorealistic, will be a superset of video.

The other thing for business is that there are a few things that 4D—and I use 4D because it's not just 3D shape, but function in a way—will provide that video does not. One is acoustics. There are some really tricky physics problems when you're having a company meeting of 1,000 people. If we try to do it on Zoom, we have a bunch of squares. Who's live? Who's not live? How do we mix the sound? That's very tricky.

If we do it in a three-dimensional simulation, I can hear everyone with attenuation based on how far away they are, and it can actually be a much more natural experience. I walk closer to you, and I hear you. That may actually be a better human-interface paradigm.

There's one final technical thing that's going to be very, very difficult: when people try to sing “Happy Birthday” to you together. No matter whether you're on Zoom or in a 3D simulation, you're hearing them about 30 milliseconds later.

Sarah Guo

Late. Mm-hmm.

Dave Baszucki

What I think we're going to find is that we're actually allowing each one of us to sing “Happy Birthday” with a time-forward extrapolation of each other and then remixing it. For the business side, I do think ultimately we're going to see some interesting conferencing solutions.

Sarah Guo

Roblox has this amazing, wild story with physics simulation, or the physics engine, as part of the birth of Roblox.

Dave Baszucki

Yeah.

Sarah Guo

But today, or for the last decade, I think of this as an immersive world where people have their first coding experiences. They build amazing games. They interact with each other. I don't think of that world as being super focused on realism.

Dave Baszucki

That's right.

Sarah Guo

Is that something that's changing for you guys? Is it enabled now? How should we think about that?

Dave Baszucki

The way I would think about it is that we're pushing really hard on the physics-simulation capability, and at the same time, we have this incredible free market that we can't control on content generation.

I would say we just started talking about full acoustic simulation. I just tweeted about it. Proximity attenuation and all of these kinds of things, as well as echoes, are going to start happening. On the physics simulator, it's gotten better and better and better behind the scenes. It'll keep getting better.

But what we have found, I would say, is that the diversity of developers is beyond our expectations. Some of the things that have gone viral—Dress to Impress, for example, and Grow a Garden—are less physical. But they have leveraged cloud capabilities that we've built side by side. Grow a Garden was essentially able to build an experience where things keep growing even when you're not there by leveraging a lot of the cloud persistence we provided.

Dress to Impress was able to do some very interesting things with how they run contests and layer clothing on. The specification for our product could be: We just want to simulate the real world with 10,000 people. The more we go in that direction, the more we'll see creators using it in different ways.

Elad Gil

How much attention have you been paying to world models and what's been happening in the AI world in terms of how people are shifting how they do physics simulation or simulations?

Dave Baszucki

I think we're really watching it. The biggest thing we've focused on, and I think we'll continue to focus on, is how do we get that 10,000-player multiplayer-type experience, and how do we fall back to 100 or 10 or 1? We feel it's super robust to build a communication platform, and that's part of our goal of getting to 10% of gaming.

I think we're going to start unraveling the technology for this over the next 5 to 10 years. What's the most efficient way to synchronize the state of 10,000 people?

Elad Gil

I see.

Dave Baszucki

And when we—

Elad Gil

So it's an infrastructure problem versus necessarily a physics simulation problem.

Dave Baszucki

How do we—

Elad Gil

Yeah.

Dave Baszucki

—synchronize the state and the memory over the last 5 hours of 10,000 people? Where have they been? Where have they been in 3D space? What have they been doing? The world-model thing is very exciting because they're storing memory, literally video latency—a minute of frames. It's showing super-early promise.

Elad Gil

Mm-hmm.

3. World Models Store Memory

Dave Baszucki

I think the technical revolution is going to be: What's the ultimate synchronized state for 10,000 people? Is it in video latency? Is it in a much more native 3D format? Is it a hybrid, a new discovery of some 3D video latent space? To be determined.

I will share that the format we're using—part of the vision for us—is to ultimately store the history of everything on Roblox, and to store it not rasterized like video, but as vectors. That means the ability to play back anything that's ever happened on Roblox. That's 13 billion hours a month, and so the ability—

Elad Gil

What do you think that does for you, the history of your world?

Dave Baszucki

There's a sci-fi book by Arthur C. Clarke called The Light of Other Days, which talks about the fantasy of what would happen if we had infinite playback in our world. It's like a real social problem because if everything we've ever done can be played back—actually, in that sci-fi book, it's not just that everything could be played back, but you could look at any playback—

Sarah Guo

Uh-huh.

Dave Baszucki

—and so everything's completely transparent. There are no private conversations. It actually delves into that.

I think for us, we would use it very thoughtfully, in a privacy-compliant and judicious way. But for very simple things, you can imagine: There was a safety incident. Let's go back, put 5 cameras in place, listen to the audio, see what happened—

Sarah Guo

Mm-hmm.

Dave Baszucki

—and make a good judgment call. That's kind of interesting.

There's a really special thing that maybe I did with someone in my family that's really special. Given that I have access to my history, I could play that back and possibly, because it's 3D vector data, not raster data, reshoot it and make a cool video—

Sarah Guo

Mm-hmm.

Dave Baszucki

—of the best moment.

Sarah Guo

Yeah.

Dave Baszucki

I think where it ultimately ends up for us is that there's a huge push now for people to find hybrid video ASDW human interaction data. People are starting to train on video with keyboard input, and the question is: Where do I find 200 million hours of this data?

The data we have—13 billion hours a month—can be reproduced from any camera angle and can interact with the 3D space. So it's very powerful data. It leads to a really interesting computer science program idea around how to create great NPCs that are more than just an LLM.

Sarah Guo

Okay, tell us more about that. Actually, that sounds really interesting.

Dave Baszucki

Go check out on X or XFeed. I think in the last day or two, we released a bunch of native video demos, and maybe we can even play them back here. What we are starting to train is NPCs based on a combination of all the data we have in a privacy-compliant way—

Sarah Guo

Uh-huh.

Dave Baszucki

—that are starting to navigate and starting to play games. The challenge, I think, would be—challenge level 1—everyone has access to an NPC that can get pretty good at playing any Roblox game.

Elad Gil

Mm-hmm.

Sarah Guo

Uh-huh.

Elad Gil

Super cool.

Dave Baszucki

Challenge level 2 is: By watching, if I opt in in a privacy-compliant way, my behaviors—the way I act, literally my gestures, the way I look at things, the way I talk—

Sarah Guo

Uh-huh.

Dave Baszucki

—would we allow you to have your own virtual doppelganger if you wanted?

Sarah Guo

Oh, that's fascinating. Yeah.

Dave Baszucki

Number 3 would be: If I have a good virtual doppelganger, just as agentic AI is all the buzz in other areas, is there a simple user interface for agentic virtual doppelgangers? And that starts to get interesting—

Sarah Guo

Yeah.

Dave Baszucki

—because one could imagine sending their virtual self out to go do something. It could be, you know, my son or my daughter wants to play with me. I'm having to do some work. Could my virtual doppelganger fit in for 15 minutes?

Sarah Guo

Uh-huh.

Dave Baszucki

Sure, that's great.

Sarah Guo

Yeah.

Dave Baszucki

That could be really interesting. There are a lot of other things, just like we're going to see agentic space in 2D, in the workspace, and in the productivity area. I think it's going to be interesting to imagine.

Sarah Guo

So you're basically using these 18 billion hours a month to train—

Dave Baszucki

13 billion

Sarah Guo

13 billion, excuse me—

Dave Baszucki

Yeah

Sarah Guo

to train—

Dave Baszucki

Native—

Sarah Guo

A native NPC—

Dave Baszucki

NPC model.

Sarah Guo

Yeah.

Dave Baszucki

A Roblox privacy-compliant model that will never share the data. Then, over time—no ship date—we could make that customizable as your own virtual doppelganger, or for creators with the addition of a prompt. Upload Benjamin Franklin's history, or, if it's already embedded in an LLM, just say, “Hey, I want Ben Franklin.”

Sarah Guo

Yeah.

Dave Baszucki

“And I want a happy Ben Franklin.”

Elad Gil

Are there experiences that you imagine creators making with these NPCs that are really different from the games we have today?

Dave Baszucki

I think there are a lot of standard game NPCs that have done such a good job. I won't claim when these types of NPCs would be good enough, but Grand Theft Auto, right? They've been working on this forever. That is a very rich world with a lot of very high-performance NPC behavior.

Imagining someday that many people can create them, I think, to make that happen, these platforms have to be very cloud-connected platforms rather than running locally, to spin up inference on all of these things.

But you could imagine that. You could imagine a very young creator saying, “I'd like to build an American history thing where you go and talk to Benjamin Franklin.” So I think we would want to enable both of those.

Sarah Guo

It's really interesting because the transition is—this is going to be a poor analogy, but there's a transition that happened in self-driving. We went from mapping out heuristics and sub-behaviors and fine detail to capture edge cases to just doing end-to-end models for deep learning—

Dave Baszucki

That's right.

Sarah Guo

—and it sounds like you're basically considering doing the same thing for NPCs. In other words—

Dave Baszucki

I think that's the exciting computer science capability. Rather than all of these wonderful techniques people have used—decision trees and—

Sarah Guo

Yeah, all the hand mapping.

Dave Baszucki

—this and this—getting to a purely more general modeling solution would be really fascinating.

Sarah Guo

Yeah, super interesting.

Elad Gil

What do you think the role of a Roblox game designer, or any game designer, is 5 years out from now? Do you think it's different?

Dave Baszucki

I think I'm optimistic that, typically, with an industrial revolution or whatever revolution—we've chatted about stuff like this before—there's a thought that there won't be any jobs after this. I think I'm a little bit more optimistic that a new class of things will show up.

I think there's a huge opportunity for more creators. I'm not to the point where I believe that what we call AI slop today is going to take over. I think the human touch has got a long runway on it. You could imagine more diversity or quality of experiences supplemented by AI.

But I do think the role will be more leveraged, and the quality coming out of 5 people will be astounding.

Elad Gil

Mm-hmm.

Dave Baszucki

We'll come to expect that quality, so quality will go up. I think iteration on testing will go up. I think where we see platforms like Roblox going is that, just as people are starting to spin up agents to develop code, hopefully people on the Roblox platform, against the Roblox cloud, will be able to go away for 24 hours, and their agents will be tweaking and testing, spinning up a Roblox experience, and sending 20 NPCs into it on various client emulators.

Sarah Guo

That's fascinating.

Dave Baszucki

There's an NPC on a phone, and there's an NPC here tuning the game. Hopefully, you'll feel more power in what you're building.

Sarah Guo

I'm also curious: There's a set of research around world models, and I'm sure you've seen that, that's just trying to directly generate game experiences—

Dave Baszucki

That's right.

Sarah Guo

—with no physics engine underneath. You don't control the mechanisms. It's just video. What's your view on that?

Dave Baszucki

I think it's a super exciting, interesting thing to think about. I think, like I said before, one question is: As the fidelity gets higher, is memory stored in video latent space?

Sarah Guo

Mm-hmm.

Dave Baszucki

Or does there need to be another research breakthrough where memory is ultimately stored in some new latent space that's 3D or 4D?

Sarah Guo

Mm-hmm.

Dave Baszucki

The fidelity is amazing. I think that's really beautiful. I think that the way we would see the ultimate architectures of these platforms is probably, for a while, not an all-in-one thing. We would probably see some hyper-efficient 1,000-person synchronization-state engine.

Sarah Guo

Mm-hmm.

Dave Baszucki

We might also see some of the photorealism not being done server-side, but being done in intermediate spaces or client-side as well. We may see multistep pipelines where there's the raw framework, there's 3D upsampling, and then there's local 2D upsampling.

We're actually going, "Oh my gosh, people are putting together a bunch of pieces: dedicated NPC capability, dedicated synchronization capability, 3D upsampling, 2D upsampling, and potentially world model stuff." You could imagine a world model being used even in its early state today, rather than in a gameplay state, where rather than making a video, you talk about the video while you walk around.

You kind of say, "Put me in a Western world. I want to go left, I want to go right, add a few horses." And that video actually goes to a multiplayer experience. You could imagine that. I think what a lot of other people are wondering is: Does someone turn it, just like they did with short-form video, into a highly retentive, like, local dreaming product that could just react to what you're doing?

I think it's still early for both of those, but it's a big possibility. I would say that we are doubling down on a hybrid multi-AI tech stack that supports multiplayer natively.

Sarah Guo

Yeah. I think one of the ideas that's internationally very interesting has been the idea that you could generate serial micro-dramas as a format that's not yet that popular in the West, but seems like a good format for the technology.

Dave Baszucki

Absolutely.

Sarah Guo

Yeah.

Dave Baszucki

Micro-dramas—I've watched a few. It's really interesting. It's fun to see that some entrepreneurs tried to do that—I won't mention who—5 or 10 years ago—

Sarah Guo

Yeah, right.

Dave Baszucki

—and then they naturally emerged, kind of thing. It's interesting to think: If those micro-dramas are easier to produce, they don't need live actors. But what is the plotline that really resonates? We'll see with that.

Elad Gil

And you can mass-test that at scale if you're using AI, right? You can actually have—

Dave Baszucki

That's right.

Elad Gil

—a very large number of iterations. This is kind of one of the arguments people make around the Fermi paradox: Why haven't we seen alien life? The idea is there's alien life; they're just stuck in these virtual worlds now, where it's more fun than the real world.

Dave Baszucki

I haven't heard that.

Elad Gil

Yeah.

Dave Baszucki

What's the famous quote? "Where is everyone?"

Elad Gil

Yeah, exactly.

Dave Baszucki

Where is it?

Elad Gil

So one option is they're in some virtual landscape that's more compelling than the real world, and so therefore there's no reason to travel the universe.

Dave Baszucki

Yeah, it could be—

Elad Gil

Yeah.

Dave Baszucki

—or it could be—

Elad Gil

Yeah.

Dave Baszucki

—we could really start conjecturing about the future evolution. Is it human or machine life, and all of that?

Elad Gil

Yeah.

Dave Baszucki

And once it gets to maybe human-machine life, what happens? So—

Elad Gil

Yeah, the subsumption, yeah.

Dave Baszucki

Yeah, that's interesting.

Elad Gil

Yeah.

Dave Baszucki

That's the Vanilla Sky theory.

Elad Gil

Yeah. Exactly.

Dave Baszucki

Or the optimistic thing is—

Elad Gil

Yeah.

Dave Baszucki

—more the holodeck thing.

Elad Gil

Yeah, yeah.

Dave Baszucki

Like, everyone's hanging out with other people rather than a simulation—

Elad Gil

Mm-hmm.

Dave Baszucki

—of themselves.

Elad Gil

Yeah.

Sarah Guo

Are there experiences that you imagine from a communication or social perspective that you think are going to be just different or new, or that you're going to have real insights into from these really great NPCs? Because I'm sure you've seen what has happened with the rise of AI companions and how engaging they are, given they're just text interfaces.

Dave Baszucki

There's a Black Mirror dating episode. I don't know if you've seen it, where they have a lot of virtual-doppelgänger power.

Sarah Guo

Yeah.

Dave Baszucki

Obviously, Roblox is not doing dating. We're just talking about this right now—18-plus, ID-verified, all of that.

Elad Gil

Yeah.

Dave Baszucki

So let's not go crazy, but let's think about a future. In the Black Mirror episode, you literally can spawn the lives of 1,000 virtual doppelgängers. Those 1,000 virtual doppelgängers—you're on your new dating app, and in 3 minutes, someone else's virtual doppelgängers live 1,000 virtual lives with your virtual doppelgänger. Then they say, "What's the success rate?"

When the 1,000 virtual doppelgängers say, "98% of the time we had a good life," then you say, "Oh, we should go on a date—

Elad Gil

Uh-huh.

Dave Baszucki

—or something."

Elad Gil

Yeah.

Dave Baszucki

So I think—

Sarah Guo

Like social simulation. That's going to be useful.

Dave Baszucki

There's a lot of things that I think are going to be really hard to project. I think one of the things we would focus on is: The more we can just build raw, high-performance infrastructure, have AI as a service, have all of these things capable in a cloud, have the same thing run on a phone as a computer, and have it auto-translate, hopefully we would just cover some of these things.

Sarah Guo

Yeah. I'm really optimistic about that, given the engagement that people see with these companions as just a text interface with the beginning of memory, right?

Dave Baszucki

Absolutely.

Sarah Guo

Versus if you're Roblox, you have embodiment. You have, as you said, cloud persistence.

Dave Baszucki

That's right.

Sarah Guo

And I think it's just going to make the characters much more interesting very quickly. Yeah.

Dave Baszucki

I'm thinking through how we would embody memory for NPCs, which is more than just a prompt. One could imagine any NPC on Roblox, because we have a recording of the whole thing, actually having access to everything they've ever said or done in a very lean format, so they can go back through that and retrain on that.

Hopefully, that would be a native part of the platform. But I do know there's a lot of interesting engagement with these types of companions, and imagining fully 3D versions will be pretty fascinating.

Elad Gil

Yeah. A friend of mine basically asks at dinner parties—he runs a well-known AI company—and his controversial question for the group is often, "What proportion of you think your children will have at least 1 serious relationship with an AI throughout their lifetime?"

Dave Baszucki

I think zero right now.

Elad Gil

Mm-hmm.

Dave Baszucki

I do. I don't think—

Elad Gil

Yeah.

Dave Baszucki

—we're close to crossing the human-AI barrier. But it is worth thinking—

Elad Gil

He meant it even in the context of, even if it's superficial and there isn't true intelligence behind it, just given the behavior with text, once you start having video, virtual worlds, 3D environments—

Dave Baszucki

I can imagine a real-time coach or therapist in your earbud—

Elad Gil

Mm.

Dave Baszucki

—just hanging out all the time.

Elad Gil

Yeah.

Dave Baszucki

So I think for that kind of less evasive, more over-the-shoulder coaching, I think that seems like—

Elad Gil

And that's already a major use case, it seems, for ChatGPT and other platforms, where mental-health advice or coaching or other things like that are actually one of the major use cases today. So, yeah.

Dave Baszucki

Yeah. I think that will be arguably very valuable. Mm-hmm.

Sarah Guo

Can I ask an industry-perspective question, just given you've worked in gaming for a very long time now? Why do you think that there's a lot of discussion about how assets of different types are cheaper to create with generative tools? I don't think that's really changed the dynamics of the gaming industry yet. I don't know if you would agree with that claim or explain it.

4. AI Rebuilds Game Creation

Dave Baszucki

One could say that no matter how cheap it is to create assets, the expectation of quality from consumers goes up at exactly the same velocity.

Sarah Guo

Okay.

Dave Baszucki

And so what was not possible a while ago will become possible, and the expectations of consumers will go up. I think there's a general notion that the technology for the gaming industry has to move to the cloud, vertically integrated, and asset management can't just ship on a DVD or be a giant download.

Elad Gil

Uh-huh.

Dave Baszucki

I think we're really seeing this. We've launched dynamic LOD for textures. Meshes are on the way. You could imagine every single asset in the game—sound, 3D object, image—existing in various formats. The traditional format is a texture, a mesh, or an audio file.

Sarah Guo

Mm-hmm.

Dave Baszucki

The future format could be an AI prompt, and it's generated procedurally on demand. There are these 2 things. They're both very AI-enabled.

One can then imagine that you have to be cloud-connected, because for all of these assets, if there's a full range of LOD, just like with video streaming and upsampling, low-end devices need low LOD, and high-end devices need 4K LOD. Ultimately, there's on-demand AI generation.

That then gets into, once again, one of the demos is probably on 3D upsampling. The notion is that if someone makes a very primitive experience on Roblox, they would augment it with a prompt and say, “I know it's kind of primitive, but make it kind of look medieval and more realistic,” and have all of those assets auto-upsample in 3D in the cloud for free, on demand. That's the kind of just-in-time thing we're thinking about: how AI can accelerate if you have a cloud platform.

Sarah Guo

Roblox is also, from the studio perspective, one of the biggest development environments in the world.

Dave Baszucki

That's right.

Sarah Guo

What are you seeing from the perspective of AI coding there?

Dave Baszucki

This is great. Once again, industry-standard ways of using a different model with Studio—so if you're in cloud code, you can control Studio—are super exciting. A lot of our users have started gluing these things together, with the hope that ultimately they can build stuff from there.

Roblox Studio itself is running a native assistant as well, and a native code engine. I think the pattern for that is that Roblox Studio will, more and more, follow many of those industry best practices for code, but in parallel needs to have an environment-generation component that's very unique to that.

I think the future of environment generation is, once again, any prompt you can imagine: text, image, video, possibly walking around in a world model to define a world, having it iterate on that, iterate on that to a primitive 3D skeleton. Do I like it? Then iterating on that to a fully functional game.

I think that's our vision: to run those side by side, so a first-time Studio user gets it out of the box. At the same time, we plug into all of your AI workflows. The final thing is that, because it's so cloud-connected, you have all of that cloud capability we talked about earlier: spinning up jobs, spinning up agents, running test plans, and keeping grinding away, trying something different.

Sarah Guo

Just out of curiosity, what is the cycle of development for a successful Roblox game today?

Dave Baszucki

What we have seen—

Sarah Guo

Yeah.

Dave Baszucki

Over the years, we've seen bigger teams. The top Roblox creators now are well into the tens and tens and thirties plus million a year. It's really serious stuff.

We've seen in the Roblox creator community, I think, a healthy sign that the average yearly revenue of creator number 1,000 is going up faster than that of creator number 1, so that's a healthy long tail. All the way out to creator 1,000, there's such a huge community of people making a living.

What I think our creators have found is that it's gotten both healthier and more competitive. I think we've seen the pattern now of much more live ops in that, because this is cloud, you can update your experience just like good websites, every day or every week. That's just a constant practice. I'd say update frequency is much more rapid.

Sarah Guo

Mm-hmm. Which is great for users because they get updated content at a faster rate and so on. Yeah.

Dave Baszucki

That's right. Users love updates. They love new things. It keeps games fresh.

The other thing we've seen is, on the discovery side, we've tried to take the approach more and more that we want discovery to be completely transparent. These are all the things that are going into the discovery algorithm. We check it. There's a benefit to that transparency in discovery: it actually keeps a lot of pressure on us. “Oh, my gosh, someone's going to game discovery.”

Well, then we'd better make it really good, right, and transparent. I actually think transparent discovery and recommendations is an interesting trend for the industry worth talking about.

With that, we've also seen the content distribution get richer and a little less spiky. There are now, like, the top 20 experiences on Roblox are all really good and all vying for the number 1 slot, which maybe wasn't so true 3 or 4 years ago.

Sarah Guo

Zooming all the way out for a second, I think it was true 5 or 10 years ago when we met. It was true when I was talking to one of the members of your leadership team today.

They will say you're an extremely high-conviction, very long-term-oriented leader, right? So, the 20-year plan for Roblox is to do things in line with the vision we have. You're obviously also all in on AI, right? Very excited about the technologies and investing in them.

How do you square these things, where you have a very long-term view when so much is happening in the environment all the time?

5. Roblox Plays the Long Game

Dave Baszucki

I think we always want to pair “take the long view,” which is one of our 4 big values, with “get stuff done.” It's almost like in those old Gartner charts.

Sarah Guo

Yeah.

Dave Baszucki

“Take the long view,” not “take the long view.” “Get stuff done,” not “take the stuff.”

Sarah Guo

Yes.

Dave Baszucki

The magic quadrant is “take the long view, get stuff done.” By “get stuff done,” we typically mean rapid iteration inside the company.

If someone has a view of some exciting new product and we're going to ship it in 6 months, that can be a very scary thing unless it can be broken down to, “We're going to ship this thing every week and iterate toward this,” but we have a good target of where we're going.

Inside the company, I'd say our AI team, our facial age estimation team, and our safety team—these are literally things working on a weekly basis, which allows a fairly fast reaction time. AI, I think, is arguably, as far as speed right now, just every day.

Sarah Guo

But you mean, you make it sound pretty simple in that all the things that you're trying to get done on a weekly or 6-month timescale are all aligned toward a vision that isn't really affected by it.

Dave Baszucki

I think if you have your 6- to 12-month vision—

Sarah Guo

Yeah.

Dave Baszucki

Hopefully that's moving not too fast.

Sarah Guo

Mm-hmm.

Dave Baszucki

At the same time, the weekly iterations are moving very quickly in that direction. You could say the Roblox vision is ultimately to build the Holodeck. It's 10,000 people. It's multiplayer, real-time modification of the environment. It's NPCs.

Sarah Guo

Mm-hmm.

Dave Baszucki

Photorealistic. That's a pretty stable spec for 20 years.

Sarah Guo

Yeah.

Dave Baszucki

And so then—

Sarah Guo

I actually feel like that's the biggest takeaway for me here. I spend a lot of time with software CEOs, right? I think there's a lot of actual concern about whether the vision we had for the company, in terms of its durability or its value, is still as valuable as we thought 5 years ago.

For Roblox, perhaps because you were pointing at something so far away to begin with, it's pretty clear: AI only moves you toward it.

Dave Baszucki

I think we—

Sarah Guo

You have crisped that up over the years.

Dave Baszucki

We've crisped that up over the years. I would say 2 years ago, we were a little less crisp. We would say, “We're going for 1 billion DAUs.” That's a good spec with the spec I just mentioned. It's a little harder to operationalize around product management teams and that.

So we took a step—a stepping stone—and said we want to get to 10% of global gaming content on the way to that. It's actually a remarkably good step. It's about 300 million DAUs. It's about 20 billion. It's about 3X where we are.

It can be forensically torn apart. We can see what part is the U.S. market. We actually have a higher target for the U.S. than 10%.

That has been very clarifying. I think for a software CEO, always knowing both 3X and 10X is very helpful, because if you don't know 10X, then it's hard to sleep at night. If you don't know 3X, it's hard to plan forensically how we're going to operationalize that and how quickly we're going to get there.

Elad Gil

One other thing that I think Roblox has done uniquely well is how you've thought about hiring and how you've rethought certain aspects of that. I think that's really led to people who have more bias to action, who are moving quickly, who are iterating rapidly.

Can you talk a little about how you've rethought some aspects of that, if you're willing to share that as part of this?

Dave Baszucki

One is, we've been very public that we really want values-aligned people who are good problem solvers, who are very creative, and it's hard to do signal-to-noise in that kind of a hiring thing. So what...

We actually bought a company about 5 years ago that was trying its best scientifically to build 3D assessment tooling for some big companies to really find people who are problem solvers and creative thinkers.

Sarah Guo

That's part of what I was referring to.

Dave Baszucki

Yeah.

Sarah Guo

I thought it was fascinating that you made that acquisition.

Dave Baszucki

So we bought Imbellus. We got a great team of scientists, people that had been involved with the SAT test and all of that, and we've tuned that to our new college grad intern program so far. We've essentially, I believe, in a very fair meritocracy kind of way, taken the—whatever it is—10, 50, 60,000 people and run them all through what we've, I think, shown to be a very fair assessment, not weighted by any other social factor.

The people that come out of there give us incredible confidence that they're problem solvers. They do a bunch of other things really well. So we have this building wave inside the company from 3 years ago, 2 years ago, and 1 year ago, of these 100, 200, 300, 400 people that hopefully we're mentoring—some of the best future leaders in the industry.

Sarah Guo

Yeah, super interesting, because I have a number of friends who always talk about how you discover untapped sources of talent—

Dave Baszucki

That's right.

Sarah Guo

—or how you find the best people in the world, and are there ways to test for that or sort of screen for that?

Dave Baszucki

We've done a lot of testing on this—fairness testing. Looking backward on it, I'm very confident in where it's going to go for us.

Sarah Guo

Super interesting. Yeah.

Dave Baszucki

It's a very systems-oriented approach. The one thing we have found, which is a little edgy, might be the correlation between traditional universities and our own testing.

Elad Gil

Sorry, what's edgy about that?

Dave Baszucki

Well, I think people typically think, "I went to Stanford. That's where all the top talent is."

Elad Gil

Oh.

Dave Baszucki

We have found that not necessarily to be true. And we have found talent at community colleges and small Midwestern engineering schools. Because we're assessing in our own way, we basically ignore the signal of where you went to university.

Sarah Guo

I've heard that anecdotally from other CEOs now, particularly for certain cohorts, like the cohort that came during COVID. For a lot of the top universities, it's perceived as a weaker cohort. I don't know the reason or the interpretation behind it, but it's interesting to see this shift in terms of how people even think about where some of the best talent is.

Dave Baszucki

Yeah.

Sarah Guo

So it's interesting that you're saying that as well.

Dave Baszucki

So we get to have self-determination. We get to say, "Colleges, you do what you want"—all of that. We're just going to do it in a fair way that we think is our way, and it's worked out.

Elad Gil

Can you give, because it's so interesting, any intuition for some way you test for problem-solving capability?

Dave Baszucki

I think we make public some of the tests that we use.

Elad Gil

Okay.

Dave Baszucki

And the cool thing is they're all built on Roblox. They're all tested by lots of people, and they're arguably really interesting three-dimensional problems, like programming a factory or using some new geometric language to program a robot.

Elad Gil

Okay.

Dave Baszucki

It's almost like turtle graphics.

Elad Gil

Cool. Yeah.

Dave Baszucki

And you can play with that and see how people—

Elad Gil

We're going to try to get jobs tomorrow.

Dave Baszucki

Yeah.

Sarah Guo

Yeah, yeah.

Elad Gil

That'd be awesome.

Sarah Guo

I was thinking I'd play with that. Sounds fun.

Dave Baszucki

I might actually be a little afraid to take the test myself, given how good some of our candidates are.

Elad Gil

As a long-term predictor of the future, is there something happening in AI that you believe or hold with conviction, like 5 years out, that you think not everybody believes yet?

Dave Baszucki

I think typically it's the other way. More people believe more stuff than I believe.

Elad Gil

You think of yourself as a skeptic?

Sarah Guo

He's building the holodeck, but he's a skeptic.

Dave Baszucki

I think I'm more about the power of time and the power of compounding rather than an amazing invention and just rapid iteration. One thing I am constantly amazed by is either the graphical user interface or Microsoft Excel. I think I was playing with Microsoft Excel in the '80s. And here we are 40 years later. It's not that different.

Sarah Guo

Yeah.

Elad Gil

Still very useful.

Dave Baszucki

It's an interesting complement. In the AI world, things are changing every day. We have to incorporate and do that, and then there's also some weird universal truths of things that—

Sarah Guo

Yeah.

Dave Baszucki

…stick around for 40 years, and you have to blend them together. I think the good news is that we feel if we build Roblox right, it might be the kind of thing that's kicking around in 40 years.

Elad Gil

Awesome. Thanks so much, Dave.

Sarah Guo

Thank you for joining us.

Dave Baszucki

Thank you. Okay, cool.

Sarah Guo

Yeah. Good to see you.

Dave Baszucki

That was really good—

Elad Gil

Yeah.

Dave Baszucki

…good questions.

Sarah Guo

Yeah.

Sarah Guo

Find us on Twitter at nopriorspod. Subscribe to our YouTube channel if you wanna see our faces. Follow the show on Apple Podcasts, Spotify, or wherever you listen. That way you get a new episode every week. And sign up for emails or find transcripts for every episode at no-priors.com.