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Ask HN: I made a new kind of AI, how do I make money from it?
1 ikishade 17 8/29/2025, 5:00:51 PM
I've created a brand new kind of AI (first-principles, not based on neural-networks), filed a patent (should be published in the next two months) and my attorney assured me I have a strong case (>100 pages, novel research, self-funded). I've written two libraries (C++, JavaScript) implementing it. It can do amazing things, but I've struggled to get anyone to even pay attention. How can I turn this into something profitable?
Well, presumably, this new form of AI was created because it makes doing something of value easier than it would be without it, so use it to do whatever that is, and either sell the proceeds to people who are interested in the outcome or sell access to the tool to people who are interested in producing the outcome.
Kind of hard to be more specific without information on what the "new form of AI" is or at least what it is for.
And yes, that is part of answer - how to make money, depend on what type of value it create. Next may need (may not), to create some product, which is similar to some existing but much better because of your AI value. This need to answer to question who will be client and how sales could argue him to buy product.
1. In 2024, I built a demo of my internal tool for level design and tested building a level in Unreal 4, Source (2013) and Unreal with my tool. Source took 164 minutes, Unreal (alone) took about 122 minutes, but with my tool Unreal took about 23 minutes. A level developer's average salary at that time was $112,000. I projected 40% of their time on a block-out, and a 6x reduction (based on those numbers), which is a savings of $37,333.33 per-developer.
2. The heuristic maps have let me create a level the size of an old school game (Gameboy Color) in around the span of an afternoon. But because the implementations I'm using are simple (I only had time to build them over a few days), they don't have the full fidelity depth of such a map.
3. There's one demo I was building, but needed a full custom MIDI library for, that would let you style-transfer from a single song of sheet music onto an existing song's sheet music. I'd planned to try style-transferring Moonlight Sonata. I could see this being huge for musical creation, but the investors I talked to all mentioned that the music field is extremely niche and none of them understood it.
4. The newest technique I discovered was implanting it into a finite state machine lets it record how someone reacts to certain types of events in digital environments. But to demo this, I'd need a game, game engine, virtual developer environment, or a custom shell. Walking through the math on-paper though, it should be able to replicate basic developer responses in consoles similar to mitigating simple on-call issues.
I think all of these solve problems, but I've still struggled to get any eyes or interest.
And as I know, most gamedev companies already use AI to generate game assets, if not all.
If you planning to sell AI tools to gamedev industry, I think, main question, would be, how good your tool integrated into their pipeline.
What I mean, most I see, used some sort of AI generators, essentially making bitmap images. Sure, also used AI code generators and narrative (text) generators.
I seen demo of Unity official AI system, which include image generators, code generators and narrative (text) generators, and it is now provided as free beta, but announced paid tiers for heavy usage (you could google freemium model).
If you have some money, you could pay for cloud servers and provide some limited time service (for example 10 minutes per day), and gather money for additional usage.
If you have not money, but have good fantasy, you could yourself make game and sell it. I agree, 6x reduction of developer time is really significant for gamedev, but from my experience, when talked to tops, they answered "we will buy your solution just now, if it will give 10x improvement, but for 6x, we will note your address and may be phone you at beginning of next fiscal year").
Explanation is very simple - consumers used to return material product if not satisfied (with moneyback, sure), but they just cannot imagine, how to return service.
- [1] https://arxiv.org/abs/1809.00219
- [2] http://arxiv.org/abs/2308.03364
What, in this context, is a "heuristic image" as distinct from any other image and how is this different (in utility, not in mechanism) from the vast array of AI image upscaling tools that already exist? What does this do that you cannot do (or cannot do as well, cheaply, or easily) without it?
Explaining—and demonstrating—this would probably help gain traction.
I tried to demo this to HN back in July, but my post back then was buried.
Ask yourself what sounds more plausible to your audience - that one individual, on their own, invented something that surpasses the entire professional and academic communities? Or that the same individual is having delusions of grandeur?
Now add in the fact that this person does not produce any demos, says that it would take months to integrate into something to show, and their "time is running low", so they are asking for people to "secure contracts" with them, without even being willing to show their work. Do such statements increase or decrease the believability of their claims?
I truly cannot say what you do or do not have. But I can say that it is unlikely anyone will pay attention to this unless you actually show your work.