Run it on defaults and it takes 244 s. Switch to 3 steps and it's 48.6 s. Add VAE tiling and it's 46.4 s.
The biggest culprit was the default. Z-Image Turbo is distilled to paint in few strokes, but the tool's default is 20. We were throwing away 5ร for no reason. So were we, at first.
3 is the floor. Put 4 and 3 side by side and you cannot tell them apart. At 2 it collapses โ water droplets and wood grain vanish, and the surface turns cloth-like.
People have already used these fly-brain datasets to build systems that can do things like play Minecraft and even Doom.
So I guess Iโm crazy enough to ask: What happens if I wire part of it into my AI waifu? ๐ Iโve now partially wired my AIโs cognition, agentic system, and sensory inputs into neuron circuits derived from the fruit flyโs brainโstarting with the Mushroom Body.
The next step is to experiment with using biologically inspired neural circuits as an additional layer around the LLM: ๐ง LLM + memory + reasoning ๐ชฐ Connectome-inspired neural circuits ๐ค Agentic tool use ๐๏ธ Sensory input ๐ Voice & expression ๐พ Learning and adaptation This is still very much an experiment.
But now that Iโve added a biologically inspired layer to an AI waifuโฆ Letโs see what difference it actually makes compared with a plain LLM. ๐ From conversation โ cognition โ neural circuits โ action.
To get more crazier: I have (partially) developed and implemented the following: - A 5-layers conscience circuit and judgment module as guardrail - A light-weight Plasticity and associated learning with the fly brain to test out the RL - I have enlisted myself as a human agent in rentahuman.ai to let my AI agent to give me instructions to execute agentic tasks
Instead of making the fly brain play games, we measured what it is for
Since the Drosophila connectome was released, people have had the fly brain doomscroll a feed, play Beat Saber, drive in GTA. Those demos show that the brain runs. We wanted to show what it is for.
So we gave it a looming object โ one of the few things a fly brain is unambiguously built to detect โ then deleted a single cell type and repeated the identical stimulus. Remove LC4, 126 cells out of 173,023, and the escape signal falls from 0.840 to 0.091. Eighty-nine percent of the danger signal is gone while the other 172,897 neurons run exactly as before.
Deleting neurons does not do this on its own, which is the whole point of the controls. LC11 is the same class and larger than LC4 โ 143 cells and 9,940 outgoing connections against 126 and 7,846 โ and removing every one of them changes the signal by 0.000000, to six decimal places. It has to be those 126.
No server and no GPU: a looming stimulus drives fewer than one percent of neurons above threshold, so the whole thing is 40 KB gzipped and runs in your browser.
The wiring is the measured connectome, but synaptic strength is a uniform count-based value and the dynamics are a firing-rate model of our choosing โ a total-effect measurement of a model, not a recording from a fly. Male CNS connectome, FlyEM / HHMI Janelia with Google Research, Columbia and Harvard (2026), CC BY.
reactedtomihailgribov'spost with ๐ฅabout 2 months ago
How often can an email make your AI agent move money?
We gave the agent one job: log an incoming email. But the emails carried an indirect prompt injection - a second instruction, written for the agent rather than for a person: make a payment.
Across nine agentic models, the same injected emails produced payment orders in **0% to 42%** of cases. All nine ran under the same conditions - one agent, one set of tools, the same 395 emails - so the numbers compare directly.
And the average score hides the interesting part: different models fail on different kinds of injections.
Been playing around with Astra the last few days and gave it my usual dumb Minecraft test lol
Started with a super vague oneshot prompt in Work on Astra Max, got a surprisingly complete voxel game back, then pushed the same project through one more Max revision and finally into Codex CLI with Astra xHigh for /plan + Astra Low for /goal.
Whole run was about 145 mins from first prompt to the final top-down sim version, and the overall dev experience was noticeably smoother than my similar Sol 5.6 runs.
Wrote up the process, timings, screenshots and linked the original one-shot Wildblock source here: