Implemented “Chorus” event server (Chorus is a standalone microservice for incoming log events)
Actors have passwords by default (a first class feature)
Misc clean ups
CYCLE 29
Scrapping WWWs for URLs → exposing them as Artifact URLs
Explored S3 for json data store, Golang for incoming event server
Started on documenting session manager
CYCLE 28
Implemented dirty forms on all regular forms and graphs
New modal with plain text support, code support, JSON support
Split nodes return override option
Implemented local time zone for all timestamps
New mini flash banner
Inline preview on text and image prompt nodes
Built and merged new homepage
CHANGELOG WEBLOG
CYCLE 27
New code node layout
Made inline edit for split
Mustache input parsing, json payload parsing
Prompt text and prompt image nodes
Staff CRUD placeholders
Dashboard graphs
Miscellaneous bugs
CYCLE 26
Merged Staff portal
Implemented conditional Nodes
Implemented UI half of API Nodes
Designed Prompt Nodes
CYCLE 25
Built actor dedicated memory storage
Separate storage for session data and custom memory fields
Implemented force wake (infinite and timed force wake)
CYCLE 24
Headless proof of concept (with session state tracking):
Conclusion: Lot of potential but will be our “V2”. Still a lot of work to figure out the node equivalent of this capability. We’re not changing our current roadmap to incorporate this anytime soon.
Reworked node responses to separate next output ID from node output.
A lot more flexible, nodes can pass content through while selecting output edge separately.
Reworked actor/session data memory to dedicated model
CYCLE 22
Finished components flows
Build component instances
Async blueprint creation
Populated initial session manager flow
Improved surface area of error handling in blueprints
Tied up design loose ends:
Tagging actor as busy
Admin work
Force wake
Collapse and expanded view of Components in a run
Built brand split in CSS for login/signup/terms/privacy/teams pages
CYCLE 23
Users can join teams!
Users can invite others to teams
Team slugs in URL
Users, teams, actors ALL have avatars
Media prompt image hosted through media server
CR8TIVE WORLD and BYND are using avatars and media again
OpenID test run with Invoice.supply (another openID demo)
CYCLE 21
Component flows are almost complete
Component instances coming next
Split session manager logic out of flows
Mobile version for everything designed
Revisited onboarding flow designs
Admin design skeleton and structure
CYCLE 20
Killed plans!
Exchange → Session Manager got implemented
Real time type on bot playground.
Mobile view for all pages
Tokenized improved design system
Tied design loose ends: Actor permalinks, Dashboard (v1)
CYCLE 19
Built out run permalinks
Rebuilt window global & permalinks
Node graph cleanups, highlight state, highlight node via run permalink (direct from URL)
Cursor based pagination
Concept Auth and Effector into Component flows
Node states and node details
CYCLE 18
BYND is fully graph based
Implemented split nodes
Cleaned up table views
Designed most of Node components, interactions, and behaviors.
CYCLE 17
Flow graphs working, botnet replicated on new graph system.
**** also got graphed up. The node system is flexible enough to solve for a sequence that didn’t work before ie (editing a project vs creating a new project)
Only did code node which is the foundational piece to all nodes
Designed all detail pages, Global events, global windows, detail window, run, event, and instance pages.
CYCLE 16
Conceptual breakthrough on moving from codes to nodes
POCs of executing edges and nodes, verified it’s gonna work well
Consolidated everything into node graphs (effectors as well as plans)
Effectors are attached to windows, only decayed within same window, only consider effectors from the current window
Marketing site is live
CYCLE 15
Marketing site design, copy, implementation by Allan
2024 roadmap, vision on how to approach Q1+Q2
BYND chats, live typing indicators
Effectors grouped by parent with decaying score
CYCLE 10
The ability for team members to login as bots
0auth cleanup, internal authentication auth for bots
Landed **** integration
They have the ability to spawn new bots which will signup and login with their accounts
Cycle through their plan and execute their blueprints
Deliver image results as expected
Fine tuning of front-end designs so they’re 1:1 with Figma.
CYCLE 9
openid.bot.actor auth provider (this took the most time and was the main purpose of the week, huge value and unlock here)
Auth0 login automation
Favicon clean ups, prep for dot com deploy
CYCLE 8
Upgraded rails
Integrated timekeeper microservice
Styled ‘window, effector, invocation’ permalinks
Codemirror read only lines
Finished action item conditions from Cycle 7
CYCLE 7
Plan page implemented
Item page implemented
Action page done (except for conditions)
All designs for V1 of Synthetic Editor done and handed off
External timekeeper assistant deployed and integrated
Lots of panel and admin tweaks
CYCLE 6
Introduced concept of “windows”
Introduced v1 of bio-clock driven traffic
Created big dent in v1 of new backend designs
Scoping of improved Timekeeper
Added a lot of fancy graphs to dashboard
CYCLE 5
We have user accounts, login and registration flows
First pass of landing page
CSS for V1 Synthetic Traffic Editor
Ported all pages to new layout
Added syntax highlighter to code editor
Designed all pages of V1
Simplified Time-broker first pass
Created bot biological clock concept
Customer facing Mixpanel integration (proof of concept)
CYCLE 4
Actor prompt playground
Bots are able to generate unique traits based on personas
Prompt engineering R&D
Stable Diffusion up and running
Cracked first concept of the “Time Broker”
CYCLE 3
Botnet CSS polish
Eden CSS polish
Deck polish
Botnet Media uploads
Fixed botnet email template
Fixed botnet email sending
Stripped feedback and revisions from Botnet
CYCLE 2
Baukunst Talk
Built out Botnet
Added Teams to product
Added register/login prereqs
OpenAI actor prompting
Explored OpenAI scoring (abandoned for now)
Blueprints for chatting/replying on Botnet using Synthetic Platform
CYCLE 1
Eden process lives within backend
Ability to define blueprint weights for Plans
Eden process calculates rhythm for every bot
Rhythm drives plan executions
Bots track items, effectors, and scores (random for now)
Bots can login and register for service
Began exploring dog-fooding playground for bots, aka BotNet
Established design language for ST and designed all primary pages