
Google JUST WON the Coding Game...
Channel: Wes RothPublished: March 28th, 2025AI Score: 98
111.1K3.0K59046:16
AI Generated Summary
Airdroplet AI v0.2Google seems to have seriously upped its game with the release of Gemini 2.5 Pro, a new AI model that's crushing it, especially when it comes to writing code and building simulations. This thing shot up to number one on AI leaderboards overnight, showing off some seriously impressive capabilities, including understanding and generating complex projects like training other AIs or creating intricate game mechanics from scratch. It feels like a major leap forward, handling tasks that were previously difficult or impossible for other models in a single go.
Here's a breakdown of the cool stuff it did:
- Gemini 2.5 Pro is a Beast: This new model is apparently number one across AI leaderboards, particularly strong in coding, math, and creative writing. It's the largest score jump seen on the Arena leaderboard, beating out top models like Grok-3 and GPT-4.
- Amazing Coding Abilities: It's described as "easily the best model for code," incredibly powerful, and capable of one-shotting entire coding tickets, meaning it can solve a complex problem in a single prompt.
- Massive Context Window: It boasts a 1 million token context window, which means it can remember and process a massive amount of information at once. This seems key to its ability to handle complex, multi-step requests like creating entire games and training pipelines. It feels like you can give it a lot more to think about, and a 2 million token window might even be coming.
- Self-Correction and Reflection: A surprising insight is its ability to self-correct and improve its reasoning during the thought process. It thinks through a problem, reflects on its initial ideas, and often refines its approach based on that reflection before providing the final answer. This is different from models that just think and then output.
- Snake AI Simulation: A complex test involved asking the AI to create a two-player snake game in Python with barriers and power-ups, make it play autonomously using reinforcement learning (RL), and set up two different RL training approaches to compare them. Reinforcement learning is like teaching an AI through trial and error, rewarding good actions and penalizing bad ones.
- One-Shot Potential (Almost): The goal was to see if the AI could one-shot this entire process – game coding, RL pipeline, training setup, and code output – from a single prompt. Previous models couldn't do this, or if they seemed to, you couldn't verify the code.
- Deep Q Network (DQN) vs. Q-Learning: It chose to compare two RL algorithms: simpler Q-Learning and more complex Deep Q-Learning (DQN), which uses a neural network (like other modern AIs). The DQN approach involves storing learning in a neural network for better scalability, especially in complex environments, unlike Q-Learning which uses a table.
- Troubleshooting Success: While it didn't perfectly one-shot the snake game code initially (requiring a few back-and-forth interactions to fix syntax errors), it successfully resolved all the issues and produced working code. The presenter doesn't see needing a few rounds of troubleshooting as a failure, calling it reasonable.
- Successful RL Training: The AI successfully set up and ran the RL training simulation for the snakes. After 10,000 episodes, the snake trained with DQN learned much faster and achieved significantly higher scores than the one trained with Q-Learning, confirming the DQN's effectiveness for this type of task.
- Out-of-the-Box Outputs: The AI automatically included helpful features like outputting training data progress during the simulation and providing clear instructions on how to run the code, even though these weren't explicitly asked for in the initial prompt.
- Soccer Simulation: Tasked with creating a self-playing 2D soccer simulation with stats and player trails based on a screenshot, the AI produced working code flawlessly in the first attempt. It used Pygame for the graphics.
- Iterating on the Soccer Game: When asked to add more detailed stats (ball possession time, kicks, goals) and longer trails, it successfully iterated and added the requested features without breaking the existing code, which is impressive.
- Galton Board Animation: Asked to create an animated Galton board (a probability demonstration showing how balls fall into bins forming a bell curve), it generated code with various sliders for customization (number of balls, speed, size, left/right bias, bin width).
- Visual Effects and Physics: It could add physics simulations and trails for the falling balls. When asked to make it more visually appealing, it added color-changing trails and floating numbers showing bin counts.
- Reliability: A key takeaway from the Galton board and other tests is how rarely the AI breaks the code. It tends to produce working, usable code on the first try, even if it's not exactly what was initially envisioned. This is a significant improvement over older models.
- Flappy Bird with Hand Tracking: An ambitious task involved creating a 3D Flappy Bird clone controlled by hand motions via a webcam. The AI successfully generated the code, which ran locally in a web browser, smoothly handling the webcam integration.
- Input Visibility Issue: The first version of the Flappy Bird game worked but lacked a visual representation of the user's hand input, making it hard to control. When asked to include the camera feed and hand tracking overlay, the AI failed to produce a working game, showing the hand tracking but no bird. This was a notable failure point.
- TV Channel Simulation: Asked to create a simulated TV with different channels (0-9) showing random animations based on classic TV genres, the AI created a working interactive simulation. Each channel displayed a unique, creative animation (static, sketches, abstract graphics, sports, space, cooking, mystery, nature). This worked well right away.
- Blood Bowl Game Simulation: A complex request was to create a game resembling Blood Bowl (fantasy American football with violent mechanics and permadeath) featuring Orcs and Elves with specific stats and dice rolls for actions and injuries.
- Text-Based Interpretation: Initially, the AI interpreted the request for a game based on a board/video game as a text-based simulation, which was technically a very accurate and brilliant interpretation of the board game mechanics (turn-based, dice rolls, injury checks). This initial version worked exceptionally well, simulating detailed game events and injuries, including player death.
- Attempting Graphics: When asked to make it a real-time game with basic graphics, the AI struggled. It produced a text-based graphical display, then a simple real-time simulation that was hard to follow, and finally a version where players mostly just fought instead of playing football, though injury and death mechanics were present.
- Refining the Blood Bowl Sim: Changing the sport to soccer (which it had success with earlier) helped. The AI started building in concepts like player states (idle, moving, injured, dead) and future-proofing (adding HP even if not used yet).
- Partial Code Outputs: A frustrating aspect encountered during troubleshooting was the AI sometimes only providing the corrected code snippet rather than the full, updated code file, requiring extra steps to merge the changes. Setting a system instruction to always provide the full code helped.
- Successful Soccer/Blood Bowl Hybrid: After several iterations and specifying full code output, it finally created a real-time soccer-like game with Blood Bowl injury mechanics. Players could pick up the ball and run, and the injury/knockdown system worked, although the player behavior was still somewhat unrefined (sometimes freezing or just fighting).
- Plague Inc Simulation: Testing the massive context window, the AI was asked to create a game similar to Plague Inc (spreading a pathogen globally, evolving traits, racing against a cure). The prompt included feeding it detailed game mechanics described by another AI.
- Initial Text-Based Output: Similar to Blood Bowl, the first attempt was text-based. When asked for graphics, it produced a visual map where you could choose a starting country and mutate the pathogen.
- Speed Issues and Fixes: The initial simulation speed was very slow (real-time). Asking it to add speed options (2x, 4x, 10x) helped. It successfully added transmission types and showed infection spreading on the map.
- Visual Glitches: Some visual elements clipped off-screen, and connecting lines (potentially ports) weren't fully clear, but the core infection simulation worked.
- Hand Music Player: The final test involved creating code to play musical notes using hand motions tracked by a webcam. It successfully generated a web-based application that tracked finger positions and played notes when specific fingers were brought together, though the input method felt a bit awkward.
- Overall Impression: The AI is extremely impressive at understanding complex prompts, generating working code, and handling large amounts of context. While not perfect (some graphical issues, occasional failures on complex visual tasks), its ability to create intricate simulations, including machine learning pipelines and game mechanics, is a significant leap. It rarely produces completely broken code, and its troubleshooting capabilities are strong. It truly feels like a powerful coding assistant.