co-Founder & ceo @AntimLabs | prev: @columbia

Joined September 2015
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Shrey Kothari retweeted
Highly Victorious. Partner Pyramid. 06.11.26
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Shrey Kothari retweeted

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robots need more worlds to fail in before they can succeed in ours
We’ve been exploring how interactive 3D worlds can serve as scalable training environments for embodied agents. As a first step, we trained a VLM agent to play Elden Ring in real time. Read about it here: antimlabs.com/blog/learning-…
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a little sneak peek of our real-time game agent at the end
Simulation is a core part of how we build and evaluate robots. I spoke about simulation, robotics, and the role of interactive worlds at AI Engineer Singapore this past weekend! Full talk : youtube.com/watch?v=_xQnSNlB… Huge shoutout to @SherryYanJiang @unprofeshme @agrimsingh @swyx and the whole organizing team! Definitely the most fun I've had at a conference. Would love to be back next year :)
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Excited to partner with @hud_evals on their RL environments hackathon! Come build with us
May 16
Announcing HUD's RL environments for RSI hackathon! 🎉 Join us June 20–21 in SF if you're interested in RL and want to push the frontier forward! (w/$100,000 in prizes and compute credits 👀)
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Shrey Kothari retweeted
The internet gave language models their data for free. Robots don’t have that. Every trajectory has to be earned through hardware, time, teleoperators, and real consequences. Shrey’s piece on simulating the physical world for robotics is the clearest explanation I’ve read of why that data problem is so hard. Must read if you’re serious about where robotics is going.
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golden gate in mujoco lmao
makes sense
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makes sense
We're launching early access to Gizmo, our automated sim creation tool. From text and/or image inputs, our agent generates SimReady assets and scenes from dimensioned primitives, with correct affordances and articulation.
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Shrey Kothari retweeted
if you’re building in robotics / sim creation, reach out to us to try out and integrate Gizmo to your stack!
We're launching early access to Gizmo, our automated sim creation tool. From text and/or image inputs, our agent generates SimReady assets and scenes from dimensioned primitives, with correct affordances and articulation.
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Shrey Kothari retweeted
Apr 30
Of course video games generalize
68 college students played video games an hour a day for 30 weeks. They got measurably smarter. EEG brain scans confirmed it. The setup was simple. Half the group played League of Legends, an action game. The other half played Legends of the Three Kingdoms, a strategy card game. Same hours, same schedule, no gaming experience for anyone going in. Both groups improved on attention, working memory, and executive function. The League group's gains were significantly larger in spatial attention and spatial working memory. The benefits were still measurable 10 weeks after the gaming stopped. None of this is new. Daphne Bavelier's lab at the University of Geneva has been replicating this finding since the early 2000s. Her 2018 meta-analysis in Psychological Bulletin pulled data from 8,970 participants across 15 years and found the same thing. Action games train attentional control, a brain skill that transfers to other tasks. Strategy games train deliberation, which mostly stays inside the strategy game. The mechanism is the counterintuitive part. Action games train your brain by giving you no time to think. The brain can't deliberate. League of Legends throws 9 champions, hundreds of minions, dozens of abilities, mana, cooldowns, and map state at you, all updating in milliseconds. The brain learns to perceive faster instead. That perceptual speed transfers to anything else that demands the same skill. Including surgery. The 2007 Rosser study in Archives of Surgery found that laparoscopic surgeons who played video games more than 3 hours a week made 37% fewer errors, completed procedures 27% faster, and scored 42% higher on overall performance. The top third of gamers made 47% fewer errors. Laparoscopic surgery is a 2D screen with distorted depth perception, remote-controlled instruments, and multiple data streams updating in real time. The cognitive profile is almost identical to an action video game. The 10-week persistence is the part that should change how this gets discussed. If the gains were just from practicing the game, they would have disappeared the moment the students stopped playing. They didn't. The 30 weeks rewired the perceptual system, and the rewiring stayed.
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Shrey Kothari retweeted
Apr 30
Sims are a crucial piece of the physical AI stack, and the hardest to scale. Check out our agent that solves the first step of that. Reach out for access!
We're launching early access to Gizmo, our automated sim creation tool. From text and/or image inputs, our agent generates SimReady assets and scenes from dimensioned primitives, with correct affordances and articulation.
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Shrey Kothari retweeted
infinite sims, infinite data i wonder what all this could lead to reach out if you’d like to try the tool! would love feedback on how to make this more useful to you
We're launching early access to Gizmo, our automated sim creation tool. From text and/or image inputs, our agent generates SimReady assets and scenes from dimensioned primitives, with correct affordances and articulation.
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We're launching early access to Gizmo, our automated sim creation tool. From text and/or image inputs, our agent generates SimReady assets and scenes from dimensioned primitives, with correct affordances and articulation.
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Every asset and scene in the video was fully generated by our agent. Gizmo currently supports scene authoring for @nvidiaomniverse Isaac Sim and @GoogleDeepMind MuJoCo. You can now build hundreds of scenes in less than an hour.
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Since we don't use static baked meshes, the scenes are easily editable. We've already given access to a few early robotics partners. Reach out to integrate it in your stack: gizmo.antimlabs.com

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Shrey Kothari retweeted
Forgot to mention this but the wonderful folks at @AntimLabs are hosting and have eval'd the latest VLMs on VideoGameBench! It's something I've been meaning to return to when I get the chance (esp applying RLMs to on Lite), so it's exciting to see incremental progress from ~1 year ago.
We are excited to launch VideoGameBench on Antim Labs, created by @a1zhang, Thomas L. Griffiths (@cocosci_lab), @karthik_r_n, and @OfirPress at Princeton.
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Shrey Kothari retweeted
Antim Labs is now hosting our VideoGameBenchmark, with results from Claude Opus 4.6 and Gemini 3.1 Pro! These models now complete 4.6% of the 90s videogames we put in the benchmark, up from 0.5% half a year ago! Super exciting!!!
Replying to @AntimLabs
Video games are created to be intuitive for humans to learn and master by leveraging innate inductive biases, making them an ideal testbed for evaluating those same capabilities in VLMs.
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Shrey Kothari retweeted
The setup: agents play from raw visual input plus a high-level system prompt describing the objective and controls. No game-specific scaffolding or auxiliary information is provided. This is a video of Gemini 3.1 Pro Preview playing The Legend of Zelda: Link's Awakening (sped up).
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LLMs are not gamepilled enough, yet. Check out the new benchmark
We are excited to launch VideoGameBench on Antim Labs, created by @a1zhang, Thomas L. Griffiths (@cocosci_lab), @karthik_r_n, and @OfirPress at Princeton.
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