Making taxes fun with Pikachu and AI | Cadi Zhang
2026-08-12 · 35 min · 9 entities
Asserted relationships
-
0.68
evidence rules-v5
Making taxes fun with Pikachu and AI | Cadi Zhang
-
0.55
evidence rules-v5
Feed author/publisher: Reid Hoffman
-
0.40
evidence rules-v5
Feed category: Society & Culture
-
0.40
evidence rules-v5
Feed category: Technology
Entities found in this episode
persons 3
-
0.72
evidence rules-v5
Making taxes fun with Pikachu and AI | Cadi Zhang
-
0.70
evidence rules-v5
Feed author/publisher: Reid Hoffman
-
0.55
evidence rules-v5
Feed author/publisher: Reid Hoffman
concepts 3
-
0.50
evidence rules-v5
Feed category: Society & Culture
-
0.42
evidence rules-v5
Making taxes fun with Pikachu and AI | Cadi Zhang
-
0.40
evidence rules-v5
Feed category: Society & Culture
companys 2
-
0.50
evidence rules-v5
Feed category: Technology
-
0.40
evidence rules-v5
Feed category: Technology
podcasts 1
-
0.68
evidence rules-v5
Making taxes fun with Pikachu and AI | Cadi Zhang
Episode description as stored
Cadi Zhang joins Reid Hoffman and Parth Patil to explore how generative AI is changing game development, world models, and robotics. Drawing on her work across Unity games, VR teleoperation, AI accounting, and robotics product operations, Cadi explains what virtual worlds can teach embodied intelligence—and why physical robots still lack the tactile, real-world data that can’t be scraped from the internet.
She shares how she uses GPT, Blender, PixelLab, and Aseprite to prototype games faster, including a duck-themed imposter game and PokéTax, her Pokémon-inspired tax-filing game. AI can rapidly generate code, gameplay mechanics, and 3D assets, she says, but it still can’t judge whether a game feels fun, maintain a consistent art style, or model the precise force needed to fold a sheet of paper.
Reid, Parth, and Cadi discuss simulation-to-reality gaps, the limits of current world models, robot safety, humanoid versus task-specific form factors, and why human taste remains the decisive creative skill.