Joke or not, but the fact that you made it scan almost all of the possible ways to complete level is already amazing. Unfortunately, I don't think you can just program a bot to play level with long traps or just completely messy memory gameplays. I guess that's what learning process for AI is about. Anyways, this is already better than AI from Hello Neighbor
There exists a reinforcement learning algorithm known as intrinsic curiosity that learns through a curiosity based approach where it tries to find new states rather than rewarding itself from an explicitly defined function. Could be interesting…
The AI only looks at hitboxes and it can see which paths end in death, so I imagine the AI would deal with memory gameplay perfectly fine (If it's real that is)
honestly how this can be a joke for u? like the bot legit took few paths in the Second wave part no one does and we dont talk about how perfect he went in the ship part
the ai is probably set on a "click as little as possible" setting, and it sees releasing to get the size portal as an unnecessary input, but it seemingly can't comprehend the fact that taking the size portal will minimize the amount of clicks in the next part but idk probably faked
Это наиболее логично, понятно что ролик фейк, но допустим реальное ии в такой ситуации. Было бы тоже самое, т.к вариант не нажатия на орб не приводит к смерти, а значит даже то что после него идет орб тоже не приводящий к смерти, ии первым увидел этот путь, и смысла менять его нет, если результат один и тот же.
@@anonymous-hj7zn 3-5 people are working on something like this 1. Midget, he is a really good coder he might finish it soon but its in omegabot so no ai for us 2. Figment 3: Adafcaefc or Adaf 4 Firecubez i heard he was making one somewhere but im not sure 5 absolute if this is real
@@_why.. you didn't but I'm assuming he's saying that a gd pathfinder will come eventually considering the fact that a pathfinder has been made for a more complicated game
This AI concept is very interesting and I feel that it has some potential to be implemented at some point. When it comes to what it is useful for, the first thing that comes to my mind is beating levels without having to record a macro to beat the level for you, but I had an idea. What about if you could use it to rank the difficulty of a level? Imagine we were able to calculate the difficulty using this AI by the amount of cps required by the AI, the click pattern that the AI uses (which would be hard to code because I can't think of a way to logically calculate a difficult click pattern) and other elements to rank the difficulty of a level. If this were possible with an AI, it would be very revolutionary for quite a few things. One thing that really bothers me is that the Demonlist is very slow in adding new demons to the list, and that isn't the demon list's fault. The problem is that it takes a long time for top players to get used to a level to be able to place it on the list (which is currently happening with AOD and happened with SC). With this AI, you can just run it, see the difficulty score it gives back, and compare that to the other top levels. It could change some positions of demons that are inaccurately placed. I understand that the placement of levels on the Demonlist are not correctly for everyone. They can be ranked higher or lower depending on the skillset of the player ranking the level (and rarely their experience with the level) but I'd like to make something to fix that. I want every list demon in Geometry Dash to have a "True Difficulty". True Difficulty is basically the total amount of possible sets of inputs that can be used to complete a level compared to the total amount of inputs for the entire level. If it were possible to calculate that with our AI, we could totally apply that to the Demonlist. The Demonlist should definitely be based off true difficulty. I do think it would be possible, given enough time, to be able to create an AI for Geometry Dash. I am not sure about being able to calculate true difficulty, as there really isn't any way to optimize that. It's like comparing a Chess engine to calculating the total amount of games possible in Chess. I think the same thing that happened with chess engines could happen with Geometry Dash. It would definitely take a lot of time to generate the macro, especially for long levels, but I think it could be done. Even though it is an April Fools joke lol.
@Greenruler10 In that case, True Difficulty would also be subjective since true difficulty is not correct for everyone. You might think that is actually the case, but there are some counterarguments. It is weird to think that no people would agree that VSC is an easy level because it is so consistent. From even the best players, VSC is pretty much inconsistent, so there is an objective boundary to difficulty. It isn't like "What is your favorite ice cream" where both sides are very split. The only way that I can see to be able to get a true difficulty is by using the more objective aspects of a level. In that case, the amount of frames you have for a timing would definitely be objective. Inconsistency is probably a little different, because it is hard to judge exactly what is inconsistent from an objective perspective. I just think that something that is inconsistent is... well... inconsistent. Inconsistent timings from one timing to the next.
Reminds me of the game "Will You Snail". For anyone that doesn't know, the game predicts your path and places obstacles so you have to outsmart & outplay the AI
the cube parts are pretty repeatable and it's hard to tell the difference but I love how the ship and wave look so calculated the wave is just so perfect and centered and the ship part is just so clean I'm so glad it shows all the hitboxes and stuff because it shows how it works and just how insane this is but also how nice and wavy the ship parts are rather than being jittery and having smaller adjustments it only does what it needs to which is absolutely awesome
same bro. adaf made one and it works (except for orbs for now) and he revealed it today and it is real. so it is likely this is real given the talent of absolute. also what happened with that program u made a while back that brute forced levels, fnm made a vid of it beating lava temple wave
@@hiimmark3242 well that's possible as long as the wrong route kills you on something that's shown on the screen. It might take a wrong route thinking it's safe and later on it kills it. But the aside, it's relatively simply, it knows the hitboxes and can jump/release on any frame it wants (us humans are too bad for that, that's inhuman).
Personally I think it would be very interesting to throw a machine learning algorithm into stereo madness and give it harder levels until it can't die anymore
I genuinely want to see this in MHv7 and I'm sad because I don't think that it'll happen Or that my computer would be able to handle the amount of coding that's put into it
I actually think about this idea for so long but just couldn't think of how this AI will work, but now someone have finally done it, I wish this will be available publicly, even if paid
I’ve had the concept of a GD AI on my mind for a while but I’m not smart enough to make one, the fact that you did blows my mind and makes me wonder about a million other things you could do with it.
you could use a frcnn, lstn, or g-learning rnn for it tbh. It's not suuper hard if you put your mind to it, since all you have to really account for it collision detection information through hitboxes. that being said its kinda pointless lmao why would you spend the work to build a custom model (and have the server to actually run such a thing) when you could just bot any level you want in a hour
@@akanta5746 you prolly watch some random article and pretend you know AI but turns out you know nothing , training a suitable agent for GD is hard as fk especially your AI need to capable of learn all the feature itself , even the action space is discrete , so far even the best algorithm in RL prolly can't perform well for GD, the network you said is totally irrelevant, it also shows you prolly don't even know how the math works
@@user-vn4jw3ch8w ??? I'm a CS student and ML researcher at an ivy league school (Dartmouth). I never said it would be easy, and because of robtops shit code, it would probably be very hard. Also I completely agree with you about the action space being discrete. But the theory behind the ai is intrinsically not extremely complex. "The network you said is totally irrelevant" sorry but for the work I have done in Cornell, Dartmouth, and tsinghua, no it is not irrelevant. You know what network is truly irrelevant? SARSA. You're doing RL. I do CV and genetic algorithms. It's completely different
Interesting how they just scan the longest place to not crash and if they keep finding more it ultimately just beats the level, this is pretty neat, I kinda want to see more of these
This would be very interesting with levels like Lotus Flower. With the asymmetrical ship duals, this would be interesting to watch on how the bot figures every ship maneuver and momentum out.
I am really curious how it deals with moving objects or objects that are disabled at first, since sonic wave doesnt have any of those i am assuming it doesnt do well with them right?
i was thinking if this was possible, i feel like someone who plays geometry dash has to have thought about it once, i guess it could be a possibility. if the AI could learn enough to beat slaughterhouse now that would be cool, nice april fools video though haha
It probably scans through a lot of attempts Because it’s scanning everything, it probably means it goes through a lot of trial and error before it beats it Still fantastic though
so I understand that the AI scans every possible path and then figures what's the most efficient path and to not die? How would this work on memory levels, like say Limbo
You did an unimaginably amazing job with the AI. I can't believe it. Now we can make the most disgustingly hard levels and get this AI to verify them so the creators and others can have some fun straight away.
Wow, an AI playing GD, that's actually crazy. I wonder how you approached this problem. Does it simulate a bunch of different paths and takes whichever survives the longest (with some time limit)? Or do you have some time interval and it keeps trying to find a path which works for at least this interval? I'm genuinely curious 🤔
I wonder as well. Perhaps it may be a fool. Or if this may be implemented legitimately. But I am curious as to how it'd work if it is a thing in reality.
Woah that is so cool! You're so awesome! Wondering though.. would it detect fake paths and portals? Such example is dear nostalgists in the ship part where there is 3x speed that you should avoid.. would it avoid it or take it.. Nvrmnd just realized it's april fools.. good one.. are you working on this though?
Considering the fact it's so well made, this could actually be a thing
@Jupie did you read the comment properly
@ what
@ im so condused
i want to make this
It did
Joke or not, but the fact that you made it scan almost all of the possible ways to complete level is already amazing. Unfortunately, I don't think you can just program a bot to play level with long traps or just completely messy memory gameplays. I guess that's what learning process for AI is about. Anyways, this is already better than AI from Hello Neighbor
There exists a reinforcement learning algorithm known as intrinsic curiosity that learns through a curiosity based approach where it tries to find new states rather than rewarding itself from an explicitly defined function. Could be interesting…
as long as the bot knows to avoid the hitboxes, "long taps" or "messy memory gameplay" dont matter because the bot knows how to manuver the icon
The AI only looks at hitboxes and it can see which paths end in death, so I imagine the AI would deal with memory gameplay perfectly fine
(If it's real that is)
honestly how this can be a joke for u? like the bot legit took few paths in the Second wave part no one does and we dont talk about how perfect he went in the ship part
@@__grimmkind__ check the date of the vid
0:56 I like how the AI was like “nah we good being small” and just skipped the portal
It likes to flex
For a moment i thought i was crazy i was like hol on didn't u need that portal 😭😂
0:55 I really love that it doesn't take the big size portal
The AI likes flexing
@@markell1172 what ai? absolute is just cracked at gd my guy
the ai is probably set on a "click as little as possible" setting, and it sees releasing to get the size portal as an unnecessary input, but it seemingly can't comprehend the fact that taking the size portal will minimize the amount of clicks in the next part
but idk probably faked
@@cringe5393 april 1st and watch the ending
I genuinely wonder if a human could do that swag route
1:59 I like how the AI picked the swag rout
Swag route Les GUUUEUEUEUUUOUUE
-SiKky
1:14 Even the AI skips these blue orbs xD
It's a must, otherwise they just wanna be quirky
the fact it skips them is a reveal that its a joke, because it didn't even consider clicking these as ai would
@@fubaxa6746 If it sees that it can avoid them it probably would since it does take some weird paths sometimes but it could be just fooling us
if anyone actually presses those orbs we have found the alien
Это наиболее логично, понятно что ролик фейк, но допустим реальное ии в такой ситуации. Было бы тоже самое, т.к вариант не нажатия на орб не приводит к смерти, а значит даже то что после него идет орб тоже не приводящий к смерти, ии первым увидел этот путь, и смысла менять его нет, если результат один и тот же.
Plot Twist: We think this is fake, but Absolute is really working on implementing this
someone is at least
fnm04 showcased a wave challenge AI
@@anonymous-hj7zn 3-5 people are working on something like this
1. Midget, he is a really good coder he might finish it soon but its in omegabot so no ai for us
2. Figment
3: Adafcaefc or Adaf
4 Firecubez i heard he was making one somewhere but im not sure
5 absolute if this is real
@@_why.. dude minecraft is more complicated than gd and someone has made pathfinder on it
@@tornadoreaper where did i ever mention minecraft
@@_why.. you didn't but I'm assuming he's saying that a gd pathfinder will come eventually considering the fact that a pathfinder has been made for a more complicated game
The insult “you play like ai” just became a compliment i guess
imagine someone calls you that while playing chess
This is insane
You should’ve just let AI beat sonic wave for you lol
ok
7 likes?
wtf
9 likes?
0:54 i love how it just casually skips the 2 spikes lol
This AI concept is very interesting and I feel that it has some potential to be implemented at some point. When it comes to what it is useful for, the first thing that comes to my mind is beating levels without having to record a macro to beat the level for you, but I had an idea. What about if you could use it to rank the difficulty of a level?
Imagine we were able to calculate the difficulty using this AI by the amount of cps required by the AI, the click pattern that the AI uses (which would be hard to code because I can't think of a way to logically calculate a difficult click pattern) and other elements to rank the difficulty of a level. If this were possible with an AI, it would be very revolutionary for quite a few things. One thing that really bothers me is that the Demonlist is very slow in adding new demons to the list, and that isn't the demon list's fault. The problem is that it takes a long time for top players to get used to a level to be able to place it on the list (which is currently happening with AOD and happened with SC). With this AI, you can just run it, see the difficulty score it gives back, and compare that to the other top levels. It could change some positions of demons that are inaccurately placed.
I understand that the placement of levels on the Demonlist are not correctly for everyone. They can be ranked higher or lower depending on the skillset of the player ranking the level (and rarely their experience with the level) but I'd like to make something to fix that. I want every list demon in Geometry Dash to have a "True Difficulty". True Difficulty is basically the total amount of possible sets of inputs that can be used to complete a level compared to the total amount of inputs for the entire level. If it were possible to calculate that with our AI, we could totally apply that to the Demonlist. The Demonlist should definitely be based off true difficulty.
I do think it would be possible, given enough time, to be able to create an AI for Geometry Dash. I am not sure about being able to calculate true difficulty, as there really isn't any way to optimize that. It's like comparing a Chess engine to calculating the total amount of games possible in Chess. I think the same thing that happened with chess engines could happen with Geometry Dash. It would definitely take a lot of time to generate the macro, especially for long levels, but I think it could be done.
Even though it is an April Fools joke lol.
PLEASE THIS IS WHAT IVE BEEN SAYING
difficulty should be calculated on how many frames you have to beat a certain gap aswell as the amount of inputs per second
Again humans will be humans, AIs will be AIs.
@Greenruler10 To me, difficult click patterns are click patterns without a pattern, while still being incredibly precise.
@Greenruler10 In that case, True Difficulty would also be subjective since true difficulty is not correct for everyone. You might think that is actually the case, but there are some counterarguments. It is weird to think that no people would agree that VSC is an easy level because it is so consistent. From even the best players, VSC is pretty much inconsistent, so there is an objective boundary to difficulty. It isn't like "What is your favorite ice cream" where both sides are very split.
The only way that I can see to be able to get a true difficulty is by using the more objective aspects of a level. In that case, the amount of frames you have for a timing would definitely be objective. Inconsistency is probably a little different, because it is hard to judge exactly what is inconsistent from an objective perspective. I just think that something that is inconsistent is... well... inconsistent. Inconsistent timings from one timing to the next.
Ok but watching how the wave goes trough the exact same way of those green lines is somehow satisfying ngl.
Wow, just wow, just seeing how far the hacking system has come in geometry dash is just amazing.
(I had forgotten it was April 1 XD)
remember that its april 1st
@@treudden oh, damn it XDXDXD
This does seem like something absolute would do
Quite funny that this trajectory thing would actually become a feature of MegaHack v7.1 :)
If Absolute reads this, do you think something like this could ever be done by an AI with this new feature?
0:53 gotta love the comically large strokes he takes for no reason
Now: artificial intelligence beats Limbo 😈
the amount of swag routes that this takes is hillarious
The ship’s curves and tangents are making the inner nerd within me rejoice
I've always been dreaming of a concept where AI beats a level. I just suck at programming so I can't make my ideas come true lol. Incredible work btw!
April fools!
Reminds me of the game "Will You Snail". For anyone that doesn't know, the game predicts your path and places obstacles so you have to outsmart & outplay the AI
its pretty similar to the "show ai predictions" in the extra settings
@@EchooMechoo is this a setting in gd?
@@ZÏ̇̃idk
the cube parts are pretty repeatable and it's hard to tell the difference but I love how the ship and wave look so calculated
the wave is just so perfect and centered
and the ship part is just so clean
I'm so glad it shows all the hitboxes and stuff because it shows how it works and just how insane this is
but also how nice and wavy the ship parts are rather than being jittery and having smaller adjustments
it only does what it needs to which is absolutely awesome
Legitimately can't tell if this is real or not...
Hi Fig
same, especially considering he showed the same system with lava temple (i think)
Either fake and possible or real and in development
I mean, it's been done before (azelea) so it's definitely possible
same bro. adaf made one and it works (except for orbs for now) and he revealed it today and it is real. so it is likely this is real given the talent of absolute. also what happened with that program u made a while back that brute forced levels, fnm made a vid of it beating lava temple wave
Please make more of these, for some reason they are so satisfying to watch
So
It was a teaser for MH7.1?
Jokes on us guys, he made a bot program in MH V7.1
I’ve had this idea but never knew how to make it. Gg on figuring it out
This has no right to be as entertaining as it is. Also it would be really interesting to see an AI try to play a memory level like Killbot
flaaroni??
its simple
the ai checks the hitboxes and all the possible routes it can take, checks which ones are safe to go to or not, and goes the safe ones
@@hiimmark3242 well that's possible as long as the wrong route kills you on something that's shown on the screen. It might take a wrong route thinking it's safe and later on it kills it. But the aside, it's relatively simply, it knows the hitboxes and can jump/release on any frame it wants (us humans are too bad for that, that's inhuman).
Limbo.
now after 7.1 is released,this is probably botted with trajectory on
I love how it scans all the possible ways to crash and then he chooses the right way
its april fools joke
@@Mullaloo that is still amazing
Mega hack show trajectory. Anybody can do it with MG7
This is like giving someone with the reaction time of Spider-Man X-ray goggles and the ability to look into future scenarios
Personally I think it would be very interesting to throw a machine learning algorithm into stereo madness and give it harder levels until it can't die anymore
I genuinely want to see this in MHv7 and I'm sad because I don't think that it'll happen
Or that my computer would be able to handle the amount of coding that's put into it
your computer would be able to handle it
Yeah no way hes going to do any AI in a 4$ cheat
Mega hack v8 for ten bucks?
Welp this aged well
Nah he did
The madman actually did it
The ship going in the lines is soooooo satisfying
“AI will take over the world!”
Also AI: lets skip this portal for some reason
this makes a lot more sense with megahack v7.1 Beta out
I love how it sometimes does a little swag route
megahack v7.1 moment (guess based on thumbnail and title of premiere for v7.1 trailer)
Removing the decorations will make this level a lot easier.
I actually think about this idea for so long but just couldn't think of how this AI will work, but now someone have finally done it, I wish this will be available publicly, even if paid
I’ve always thought about trying this. I knew it was possible and , if this isn’t a joke, you did it. This is awesome.
It was uploaded April 1st
The AI took a swag route…
We’re all dead…
Its awesome to look and surprising looking its decisions for the routes at the same time!
description wasn't lying
I’ve had the concept of a GD AI on my mind for a while but I’m not smart enough to make one, the fact that you did blows my mind and makes me wonder about a million other things you could do with it.
you could use a frcnn, lstn, or g-learning rnn for it tbh. It's not suuper hard if you put your mind to it, since all you have to really account for it collision detection information through hitboxes. that being said its kinda pointless lmao why would you spend the work to build a custom model (and have the server to actually run such a thing) when you could just bot any level you want in a hour
@@akanta5746 you prolly watch some random article and pretend you know AI but turns out you know nothing , training a suitable agent for GD is hard as fk especially your AI need to capable of learn all the feature itself , even the action space is discrete , so far even the best algorithm in RL prolly can't perform well for GD, the network you said is totally irrelevant, it also shows you prolly don't even know how the math works
@@user-vn4jw3ch8w ??? I'm a CS student and ML researcher at an ivy league school (Dartmouth). I never said it would be easy, and because of robtops shit code, it would probably be very hard. Also I completely agree with you about the action space being discrete. But the theory behind the ai is intrinsically not extremely complex. "The network you said is totally irrelevant" sorry but for the work I have done in Cornell, Dartmouth, and tsinghua, no it is not irrelevant. You know what network is truly irrelevant? SARSA.
You're doing RL. I do CV and genetic algorithms. It's completely different
Interesting how they just scan the longest place to not crash and if they keep finding more it ultimately just beats the level, this is pretty neat, I kinda want to see more of these
everybody gangsta till it skips the size portal
Those are literally the most unsatisfying wave movements I've ever seen
This would be very interesting with levels like Lotus Flower. With the asymmetrical ship duals, this would be interesting to watch on how the bot figures every ship maneuver and momentum out.
is fake
@@psilonic8452 I know, but if it's real this would be interesting to watch
Can’t wait for “AI beats Abyss Of Darkness, Slaughterhouse at the same time”
Imagine doing limbo when it comes out. Lines everywhere!
this takes "fewest clicks as possible" to a whole new level
I actually had an idea for an AI like this but I've never done modding with geometry dash before. Maybe I could try to implement it, who knows.
Even though this is April Fools, this still is really cool.
keep up the good work! cant wait for v7.1
Thanks for putting the actual music
This was a hidden demo of mega hack v7
I am really curious how it deals with moving objects or objects that are disabled at first, since sonic wave doesnt have any of those i am assuming it doesnt do well with them right?
I love how It tries to use the fewest amount of possible clicks through tight sections, even taking inhuman pathways
been thinking about something like this for a few years and that prediction trail is exactly how i first imagined it
nvm its april fools
i was thinking if this was possible, i feel like someone who plays geometry dash has to have thought about it once, i guess it could be a possibility. if the AI could learn enough to beat slaughterhouse now that would be cool, nice april fools video though haha
This AI is impressive but what's more impressive to me is that the fact whoever made the level had to beat the whole thing
This marks a new era
absolutely
Good job dude this is amazing
r/wooosh
I WAS SO SHOCKED and remembered that its april 1st 💀
It probably scans through a lot of attempts
Because it’s scanning everything, it probably means it goes through a lot of trial and error before it beats it
Still fantastic though
isfake
thats not how it works lol
so I understand that the AI scans every possible path and then figures what's the most efficient path and to not die? How would this work on memory levels, like say Limbo
dude, imagine if you made this. This could be absolutely revolutionary
I can finally see an artificial intelligence beating a level, excellent video!!!
i was thinking of some ai that worked exactly like this a few weeks ago, its nice seeing it become a real thing, thanks absolute!
Despite being a joke, please release a program that can beat any Geometry Dash level in the most realistic way possible
Do cycloclic next 😈. No but seriously this is sick i appreciate you
You did an unimaginably amazing job with the AI. I can't believe it.
Now we can make the most disgustingly hard levels and get this AI to verify them so the creators and others can have some fun straight away.
surely is not fake🫥
even if its a joke, imagine how long it mustve took to make this
15 minutes tops. Even I can do this
@@watchf he created megahack.
@@randomannoyance I forgot this was absolute 😂💤
Ai even took swagroutes💀
Its so satisfying seeing the gameplay align PERFECTLY with the green line
i love how sometimes the bot just wants to take swag routes
The fact that it processed all those probabilities that fast, that shows something
yeah it shows what you missed
@@xfi6658 true
Nobody:
GD players: congrats now I can make a bot do my grinding like in minecraft's hacks😂
you really convinced me with those pathfinding lines huh
Now that's a smooth and clean gamplay...
Wait is this V7.1 beta
Cause it looks like a bot run + show trajectory
@@_awaken yes
Yes it was a showcase of a new feature
I honestly could believe this is real. My friend has been working on a real GD ai, and it's able to beat easier levels (like medium demons).
I saw someone streaming a geometry dash AI on twitch. Is that him?
It really made it harder than needed, but absolute-ly insane AI
dude the way it goes in the exact path it predicts even in the ship parts
Wow, an AI playing GD, that's actually crazy. I wonder how you approached this problem. Does it simulate a bunch of different paths and takes whichever survives the longest (with some time limit)? Or do you have some time interval and it keeps trying to find a path which works for at least this interval? I'm genuinely curious 🤔
I wonder as well. Perhaps it may be a fool. Or if this may be implemented legitimately. But I am curious as to how it'd work if it is a thing in reality.
@@frski I don't think it might be a fool cuz the paths the ai has taken sometimes are quite unique to say the least
@@kodirovsshik youre trolling right?
its incredible how 95% of this looks real
thanks bro i didnt know where to go on sonic wave
I thought this was real because i got reccomended this 20 days after april fools lol
0:56 wow. The AI is so good, it took the swag route
(Edit) several swag routes
this is genuinely amazing.
watching this video while knowing what this actually was, makes it pretty interesting.
+
This is actually sick af. Good job man!
Ok now have the AI do it with its eyes closed
The greenlines and red hitboxes... its reminding me of baritone so much xD
Woah that is so cool! You're so awesome! Wondering though.. would it detect fake paths and portals? Such example is dear nostalgists in the ship part where there is 3x speed that you should avoid.. would it avoid it or take it..
Nvrmnd just realized it's april fools.. good one.. are you working on this though?
little did we know that this was a teaser for the new mh update
This is a goddamn cool concept should actually make it happen imma donate like 1 grand dollars for it
so thats how fnm04 does his completions in weirdest way possible videos
The joke is that its real and he fooled us by making us think it was fake because april fools, its the new april fools trend this year
Now the real test.. Have the AI complete Back on Track!!
Dun-Dun! It's been years and this joke is still so funny!!
a real ai has completed dry out so its better than you at gd
this thing clearly likes living on the edge