Behavior Is All You Need: Making AI Feel Like a Person

Matt Paige interviews Vishnu Hari (Vish), CEO and founder of Ego (YC W24), about shifting focus from AGI to “humanness”: AI characters that behave like people through memory, emotions, personality, needs, and desires.

Referencing Ego’s paper “Behavior is All You Need,” Vish argues consumer AI for entertainment must be relatable and character-like rather than purely task-smart, drawing inspiration from MMORPG social dynamics and Character.AI’s appeal.

Ego initially pursued a 3D sim-world vision inspired by Sword Art Online and Westworld, but found accessibility, game development, and perception latency challenging; internal Roblox tests (“Chatterblocks”) showed the key gap is natural speech beyond turn-taking.

Vish discusses simulations as a path toward real-world robotics via a partnership with Menlo AI, critiques task-bound robots versus agents with inner lives, suggests retention as the main metric, and shares views on AGI definitions, safety in entertainment, technology impacts, simulation theory, and consciousness.

Ego’s work is at egoai.com and the company is hiring in SF, Singapore, and Tokyo.

Key moments:
  • Behavior Is All You Need
  • Anatomy of Humanlike Agents
  • Game Bots to Real People
  • Building Ego and Sim Worlds
  • Why Speech Feels Human
  • From Sims to Robotics
  • Her vs Helper Robots
  • Measuring Humanness by Retention
  • Continual Learning and Personality
  • Meta Lessons on Empty Worlds
  • Lightning Round on AGI
  • IP Characters vs UGC Worlds
  • Risks and Just Tuesday
  • Simulation and Consciousness
Key Links: