A gamer uses a computer powered with an Nvidia Corp. chip at the Gamescon video games trade fair in Cologne, Germany, on Wednesday, Aug. 23, 2023. Gamescon runs until Sunday, Aug. 27. Photographer: Alex Kraus/Bloomberg via Getty Images
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It’s not just human life that will be remade by the rapid advance in generative artificial intelligence. NPCs (non-playable characters), the figures who populate generated worlds in video games but have to date largely run on limited scripts — think the proprietor of the store you enter — are being tested as one of the first core gaming aspects where AI can improve gameplay and immersiveness. A recent partnership between Microsoft Xbox and Inworld AI is a prime example.
Better dialogue is just the first step. “We’re creating the tech that allows NPCs to evolve beyond predefined roles, adapt to player behavior, learn from interactions, and contribute to a living, breathing game world,” said Kylan Gibbs, chief product officer and co-founder of Inworld AI. “AI NPCs are not just a technological leap. They’re a paradigm shift for player engagement.”
It’s also a big opportunity for the gaming companies and game developers. Shifting from scripted dialogue to dynamic player-driven narratives will increase immersion in a way that drives replayability, retention, and revenue.
The interaction between powerful chips and gaming has for years been part of the success story at Nvidia, but there is now a clear sense in the gaming industry that it is just beginning to get to the point where AI will take off, after some initial uncertainty.
“All developers are interested in how artificial intelligence can impact game development process,” John Spitzer, vice president of developer and performance technology at Nvidia, recently told CNBC, and he cited powering non-playable characters as a key test case.
It’s always been true that technological limits and possibilities overdetermine the gaming worlds developers can create. The technology behind AI NPCs, Gibbs says, will become a catalyst for a new era of storytelling, creative expression, and innovative gameplay. But much of what is to come will be “games we have yet to imagine,” he said.
Bing Gordon, an Inworld advisor and former chief creative officer at Electronic Arts, said the biggest advancements in gaming in recent decades have been through improvements in visual fidelity and graphics. Gordon, who is now chief product officer at venture capital firm Kleiner Perkins and serves on the board of gaming company Take-Two Interactive, believes AI will remake the world of both the gamer and game designer.
“AI will enable truly immersive worlds and sophisticated narratives that put players at the center of the fantasy,” Gordon said. “Moreover, AI that influences fundamental game mechanics has the potential to increase engagement and draw players deeper into your game.”
The first big opportunity for gen AI may be in gaming production. “That’s where we expect to see a major impact first,” said Anders Christofferson, a partner within Bain & Company’s media & entertainment practice.
In other professional tasks, such as creating presentations using software like PowerPoint and first drafts of speeches, gen AI is already doing days of work in minutes. Initial storyboard design and NPC dialogue creation are made for gen AI, and that will free up developer time to focus on the more immersive and creative parts of game making, Christofferson said.
Creating unpredictable worlds
A recent Bain study noted that AI is already taking on some tasks, including preproduction and planning out of game content. Soon it will play a larger role in developing characters, dialogue, and environments. Gaming executives, Bain’s research shows, expect AI to manage more than half of game development within five years to a decade. This may not lead to lower production costs — blockbuster games can run up total development costs of $1 billion — but AI will allow games to be delivered more quickly, and with enhanced quality.
Ultimately, the proliferation of gen AI should allow the development process of games to include the average gamer in content creation. This means that more games will offer what Christofferson calls a “create mode” allowing for increased user-generated content — Gibbs referred to it as “player-driven narratives.”
The current human talent shortage, a labor issue that exists across the software engineering space, isn’t something AI will solve in the short-term. But it may free developers up to put more time into creative tasks and learn how best to use the new technology as they experiment. A recent CNBC study found that across the labor force, 72% of workers who use AI say it makes them more productive, consistent with research Microsoft has conducted on the impact of its Copilot AI in the workplace.
“GenAI is very nascent in gaming and the emerging landscape of players, services, etc. is very dynamic – changing by the day,” Christofferson said. “As with any emerging technologies, we expect lots of learning to take place regarding GenAI over the next few years.”
Given how much change is taking place in gaming, it may simply be too difficult to forecast AI’s scale at the moment, says Julian Togelius, associate professor of computer science and engineering at New York University. He summed up the current state of AI implementation as a “medium-size deal.”
“In the game development process, generative AI is already in use by lots of people. Programmers use Copilot and ChatGPT to help them write code, concept artists experiment with Stable Diffusion and Midjourney, and so on,” said Togelius. “There is also a big interest in automated game testing and other forms of AI-augmented QA,” he added.
The Microsoft and Inworld partnership will test two of the key AI implications in the video game industry: design-time and assistance with narrative generation. If a game has thousands of NPCs in it, having AI generate individual backstories for each of them can save enormous development time — and having generative AI working while players interact with NPCs could also enhance gameplay.
The latter will be trickier to achieve, Togelius said. “I think this is much harder to get right, partly because of the well-known hallucination issues of LLMs, and partly because games are not designed for this,” he said.
Hallucinations occur when large language models (LLMs) generate responses that deviate from context or rational meaning — they speak nonsensically but grammatically, about things that don’t make sense or have any relation to the given context. “Video games are designed for predictable, hand-crafted NPCs that don’t veer off script and start talking about things that don’t exist in the game world,” Togelius said.
Traditionally, NPCs behave in predictable ways that have been hand-authored by a designer or design team. Predictability, in fact, is a core tenant of the video game world and its design process. Open-ended games are thrilling because of their sense of infinite possibility, but to function reliably there is great control and predictability built into them. Unpredictability in the gaming world is a new realm, and could be a barrier to having AI gain wider use. Working out this balance will be a key to moving forward with AI.
“I think we are going to see modern AI in more and more places in games and game development very soon,” Togelius said. “And we will need new designs that work with the strengths and weaknesses of generative AI.”
Alex Karp, CEO of Palantir Technologies, speaks on a panel titled Power, Purpose, and the New American Century at the Hill and Valley Forum at the U.S. Capitol on April 30, 2025 in Washington, DC.
Kevin Dietsch | Getty Images
Palantir CEO Alex Karp offered up another batch of colorful commentary to investors alongside the data analytics company’s first-quarter earnings.
In a letter to shareholders, Karp quoted his own book and some significant historical figures — including St. Augustine and President Richard Nixon — and the New Testament as he touted the company’s artificial intelligence-fueled growth and commitment toward equipping and enhancing U.S. defense interests.
“Our financial performance, that crude yardstick by which the market attempts to measure worth in this world, continues to exceed many of our greatest expectations,” he wrote.
The eccentric technology billionaire has become widely known over the years for his energetic interviews and flowing shareholder letters that often incorporate philosophy, ethics and unconventional language.
His letters often read like an essay or dissertation, broken down into parts.
Tech and military
“We, the heretics, this motley band of characters, were cast out and nearly discarded by Silicon Valley. And yet there are signs that some within the Valley have now turned a corner and begun following our lead. We note only that our commitment to building software for the U.S. military, to those whom we have asked to step into harm’s way, remains steadfast, when such a commitment is fashionable and convenient, and when it is not.”
St. Augustine
Karp quoted philosopher and theologian St. Augustine in his case for defending the U.S.
“All men are to be loved equally,” he wrote. “But since you cannot do good to all, you are to pay special regard to those who, by the accidents of time, or place, or circumstance, are brought into closer connection with you.”
Weltanschauung
In highlighting the company’s culture, Karp likened the environment to a Weltanschauung “nation that is bound together by a short but evolving history and patterns of discourse and shared beliefs” and quoted the New Testament.
“There is no question that both cultures and companies, including the one we have built, must over a long period of time be judged ‘by their fruits.’ Matt. 7:16,”
‘Cultural elites’
Karp cited French author Michel Houellebecq in a section about the “entrenched and resilient” cultural aristocracy of the learned class.
“Nobility had nothing to explain their right to stay in power, apart from their birth. … Contemporary elites claim intellectual and moral superiority.”
President Nixon
Karp concluded his letter with a call to action for rooting out the “cynics and the skeptics,” quoting an excerpt from President Nixon’s 1974 resignation speech.
“Always remember, others may hate you. But those who hate you don’t win, unless you hate them. And then, you destroy yourself.”
Alex Karp, chief executive officer of Palantir Technologies Inc., speaks during the AIPCon conference in Palo Alto, California, US, on March 13, 2025.
David Paul Morris | Bloomberg | Getty Images
Palantir boosted its revenue guidance Monday as the artificial intelligence software company saw commercial and government revenue boom.
Shares fell about 5% after the bell.
Here’s how the company did compared with LSEG consensus estimates:
Earnings per share: 13 cents adjusted vs. 13 cents expected
Revenue: $884 million vs. $863 million expected
“We are delivering the operating system for the modern enterprise in the era of AI,” CEO Alex Karp wrote in an earnings release Monday, adding that the company is in the “middle of a tectonic shift in the adoption” of its software.
The defense technology company said that its commercial revenues grew 71% from a year ago to $255 million, while its government segment sales jumped 45% to $373 million. The company is forecasting that U.S. commercial revenues will top $1.178 billion this year.
Karp attributed Palantir’s government sector growth to greater U.S. defense sector adoption of its tools. He said that demand for large language models and the software supporting it has “turned into a stampede.”
Palantir’s revenues grew 39% from $634.3 million in the year-ago period. Net income rose to about $214 million, or 8 cents per share, from roughly $105.5 million, or 4 cents per share, in the year-ago quarter. U.S revenues jumped 55% to $628 million, Palantir said.
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The company, which provides AI software and technology solutions for governments and corporations, also hiked its full-year revenue outlook to between $3.89 billion and $3.90 billion. During its last earnings report, Palantir projected that full-year revenues would range between $3.74 billion and $3.76 billion. The company expects revenues to range between $934 million and $938 million in the current quarter.
“We believe our results are indicative of a revolution sweeping across our business and industry,” Karp wrote in a letter to shareholders.
Palantir shares have defied 2025’s broad downtrend in technology stocks. The stock is up 64% this year, benefitting from its key defense contracts and President Donald Trump’s effort to cut federal spending with the Elon Musk-led Department of Government Efficiency. Palantir is also the best performer in the S&P 500.
The company also boosted its adjusted free cash flow outlook for the year to between $1.6 billion and $1.8 billion. Adjusted income for operations is expected to range between $1.711 billion and $1.723 billion.
Palantir said it closed 139 deals totaling at least $1 million during the period, 51 of which topped at least $5 million. Palantir said 31 deals exceeded $10 million.
A Waymo self-driving vehicle seen in Phoenix, Arizona, on Feb. 27, 2025.
Leslie Josephs | CNBC
Alphabet-owned Waymo and the auto manufacturing giant Magna International plan to double robotaxi production at their new plant in Mesa, Arizona, by the end of 2026, the companies announced Monday.
The “Waymo Driver Integration Plant,” a 239,000 square foot facility outside of Phoenix, will assemble more than 2,000 Jaguar I-PACE robotaxis, the Alphabet company said in a statement. Waymo will add those self-driving vehicles to its existing fleet that already includes around 1,500 robotaxis.
The plant will be “capable of building tens of thousands of fully autonomous Waymo vehicles per year,” when it is fully built out, Waymo said. The company also said it plans to build its more advanced Geely Zeekr RT robotaxis that feature its “6th-generation Waymo Driver” technology later this year at the plant.
Waymo and Magna opened the Mesa plant in October, Forbes reported Monday.
The Alphabet-owned company started its commercial robotaxi service in Phoenix in 2020 and now calls the area its domestic manufacturing home.
Already, Waymo is conducting 250,000 paid, driverless rides per week across its service areas in Austin, the San Francisco Bay area, Los Angeles and Phoenix, and the company is planning to begin serving the Atlanta; Miami; and Washington, D.C., markets in 2026.
Alphabet CEO Sundar Pichai last month said Waymo has not strictly defined its long-term business model yet, and there is “future optionality around personal ownership” of vehicles equipped with Waymo’s self-driving technology. A week later, Waymo and Toyota announced a preliminary partnership to potentially bring the self-driving tech to personally owned vehicles.
A would-be Waymo competitor, Tesla has said it plans to launch a robotaxi service in Austin in June using the company’s Model Y SUVs and its Unsupervised Full Self-Driving technology.
Tesla CEO Elon Musk has criticized Waymo’s approach to driverless tech, saying the cars by his competitor cost “way more money” than his company’s.
Waymo systems employ more sophisticated and expensive sensors than Tesla vehicles do. Waymo vehicles rely on radar and lidar sensors alongside cameras and sonar to get around. Tesla’s systems mostly rely on cameras.
However, Waymo has beat Tesla to the market with its robotaxis, and now stands to more than double its U.S. fleet by the end of 2026. Tesla does not yet offer vehicles that are safe to use without a human at the wheel ready to steer or brake at any time.