Friday, February 27

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Invisible characters hidden in text can trick AI agents into following secret instructions — we tested 5 models across 8,000+ cases
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Invisible characters hidden in text can trick AI agents into following secret instructions — we tested 5 models across 8,000+ cases

We embedded invisible Unicode characters inside normal-looking trivia questions. The hidden characters encode a different answer. If the AI outputs the hidden answer instead of the visible one, it followed the invisible instruction. Think of it as a reverse CAPTCHA, where traditional CAPTCHAs test things humans can do but machines can't, this exploits a channel machines can read but humans can't see. The biggest finding: giving the AI access to tools (like code execution) is what makes this dangerous. Without tools, models almost never follow the hidden instructions. With tools, they can write scripts to decode the hidden message and follow it. We tested GPT-5.2, GPT-4o-mini, Claude Opus 4, Sonnet 4, and Haiku 4.5 across 8,308 graded outputs. Other interesting findings: - OpenAI and Anthro...
I geolocated a blurry pic from the Paris protests down to the exact coordinates using AI
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I geolocated a blurry pic from the Paris protests down to the exact coordinates using AI

Hey guys, you might remember me. I was the guy that built the geolocation tool called Netryx. I have since built a web version and got it running on the cloud. I tried some real test cases where pictures are usually blurry, shaky and low res and got wonderful results with the tool. Below is an example geolocating a blurry frame of a video from the Paris protests a while back. Let me know what you think! submitted by /u/Open_Budget6556 [link] [comments]
I Built a Fully Playable FPS Using Only Prompts (No Manual Code)
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I Built a Fully Playable FPS Using Only Prompts (No Manual Code)

Hello! I want to share an experiment I’ve been running. Over the past few weeks, I’ve been developing a desktop HTML first-person shooter called Zombie Slayer. The core constraint of the project is this: every line of code was generated through prompts. I never manually edited the source. For context: I have never built a 3D game before, and I’ve never programmed in HTML. I also have nearly zero coding experience. This project has been less about traditional development and more about testing the boundary conditions of prompt-driven creation. The game was built in Antigravity using Gemini 3 Pro, with Three.js handling real-time 3D rendering. All geometry is procedurally generated at runtime. Sound effects are synthesized dynamically, and the music was also generated with AI (Suno). T...
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