Technically, we are "live". New Site launched Prototyped vision and implemented it into model Moved from HTML based processing to vision based Misc bug fixes related to model transition
Dexterity improvements Migrated from visual annotation to code annotation (Canceled irrelevant visual annotation tickets) Designed v1 orchestration Native selects Native date picker Native color picker Native file picker (no files yet) Radio and checkboxes Hover element New approach to scrolling elements or page Different ways to clear dirty inputs
Cycle 43 Removed invite code (Self serve now open) Fixed auto joining team links Magic Setup log feedback New onboarding Wizard deployed Wrote more documentations
Cycle 42 Refreshed graph designs Updated documentation Onboarding Wizard Designs Team set to “disabled” before setup and added pending state Duration timers Paginated window for infinite scroll Added live chat support
Cycle 41 Cleaned up team dashboard view and fixed mobile layouts Node accessibility via Node Library Iterated and implemented new site with public sample team and demo link Updated Magic Setup to create profile ie: avatar and bio on the fly Refreshed default flow for session manager
Cycle 40 Added API doc upload Implemented Magic Setup for session manager Reintroduced aspect ratios to image prompt Added default nodes to new flows (comes connected with split node) Tweaked actor profile page layout
Cycle 38 Designed and implemented “Collect Node” Updated Node title editing Frontend clean up Nav Team Settings Added batch forcewake on all actors
Cycle 37 Finished polishing all designs and nodes Subprocess node Actor playground with structured fields Take Nodes Node Library Designed & implemented Take Node Structured prompt-text node Fixed Extract nodes returning nested objects Updated prompt text event designs
Cycle 36 Fixed prompt image preview for sample team Collapsable datatables Failing runs when API nodes return error status Showing followed redirects on API node Build out additional events Session nodes Conditional nodes Run failure Styling session manager “detours” Collapsing session manager subflow on runs
Cycle 35 Rebuilt runs to be powered by events Launched event system: API Session Conditional Splitter Extract Prompt Text & Image console.log
Cycle 34 Rewrote API wrapper class Started implementation of event system Designed traffic management and environment management
Cycle 33 Refactored design system to use P3 Colors Implemented Extract Node Migrated JSON data from S3 to B2 Converted flows to one long running lambda per execution
Cycle 32 Implemented Sample Team. Customers can visit a read only example of an up and running team Switched stability image provider Migrated request/response objects to S3 Database clean up to reduce disk utilization Designed: how team environments relate to flows environment secret configs moved actor control from Flows to Environment level
Cycle 31 Show indicator while flows are compiling, which includes a “saving” and “building” state. Inviting members to teams no longer requires beta invite code Introduced date helpers, actors can now generate and interact with dates in flows Optimizations on simulation engine to support larger number of concurrent actors Documented all existing helper methods https://docs.synthetictraffic.com
Cycle 30 Static IPs for lambda traffic Basic Auth API support Stability AI prompt images Implemented “Getting started” section with Docs 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 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 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 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