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Super Mario is mathier than you think

Here’s a problem you probably didn’t solve in school: You’re an ambitious young plumber from Brooklyn in a world inhabited by violent human-size mushrooms called Goombas. The love of your life has been kidnapped, so you embark on a quest to rescue her, venturing through stretches of pipe-filled and monster-­ridden terrain where your only means of protection are your powers of jumping and stomping.  It’s a journey so arduous that no computer—real or hypothetical—is powerful enough to figure out if you can reach her. And according to research published by the MIT Hardness Group, determining whether your quest is possible at all is at least as complicated as decoding the encryption behind financial transactions. But if this problem could talk, the first thing it would say is “Hello, it’s a-me, Mario!” For the love of the game Though it does have a YouTube channel, the MIT Hardness Group isn’t an official research group. Instead, it’s a placeholder name for theoretical computer science projects—including several related to Super Mario—from Erik Demaine’s class Algorithmic Lower Bounds: Fun with Hardness Proofs. Demaine, a professor of computer science, received a MacArthur fellowship (also known as a “genius” grant) for his work in computational geometry on protein folding and origami. But he also researches complexity theory, which focuses on organizing problems into categories based on how much time and memory space it takes for computers to solve them. He happens to be an avid Super Mario fan as well. “I grew up playing NES [Nintendo Entertainment System] games,” Demaine says. “I poured many hours into playing as a kid, so it’s fun to come back to it these many years later and tie it into my research.” Erik Demaine researches complexity theory, which examines the amount of time and memory that computers need to solve problems. He’s also an avid Super Mario fan.DONNA COVENEY/MIT Super Mario takes place on a horizontally scrolling universe of platforms, pipes, and other obstacles. The object of the game is to rescue Princess Peach, the monarch of the Mushroom Kingdom, by racing through this terrain while sidestepping or dueling monsters like Goombas and deadly porcupines called Spinies. The game takes place over several levels; in the original version, each level ends with a flagpole that sends Mario on to the next part of his mission. Over the last 14 years, Demaine and his collaborators have proved many things about Super Mario, such as that it’s even harder than the infamous traveling-salesman problem (which seeks the most efficient route between many different locations) or the problem of factoring large numbers. But the result that surprised Demaine the most came from four of his students: Hayashi Ani ’21, MEng ’23; Holden Hall ’26; Ricardo Ruiz ’24, MEng ’25; and Naveen Venkat ’23, MEng ’24. For their final project in that 2023 class, the team used a combination of fan-made Super Mario level editors and a platform called Super Mario Maker to create levels so hard that they are undecidable. In other words, it’s impossible to write a computer program that always correctly predicts whether, in those levels, Mario can reach the castle.  Previously, Demaine had believed that Super Mario belonged in the PSPACE complexity class, which contains problems that are solvable but whose solutions become impractically complex as the problem gets bigger. At the time, he had even said that PSPACE was Mario’s “permanent home.” But the new findings pushed Super Mariointo RE-Complete, the class of undecidable problems. “It’s the hardest complexity class we could imagine for these sorts of games,” Demaine says.  What computers can’t solve In 1936, Alan Turing, the father of modern computer science,created a puzzle now known as the Halting Problem to prove it’s not possible to construct a computer that can solve everything. At the core of the Halting Problem lies a paradox, and it goes like this: Suppose you have a fancy computer, called the Oracle, that looks at any program and correctly determines whether a computer following it will ever come to a stop. For example, if it sees the program “Take 1 and add 3,” the Oracle will say the program halts, but if the program says “Take 1 and add 1 to it until it becomes 0,” the Oracle will say it runs forever.  Now suppose you have another computer, the Contrarian, and you put the Oracle inside it. When you give the Contrarian a program, it passes it to the Oracle and then does the opposite of whatever the Oracle says the program will do. So if the Oracle assesses the Contrarian’s program and thinks it will halt, the Contrarian will run forever. If the Oracle thinks the program will run forever, the Contrarian will halt. Either way, the Oracle’s assessment is wrong, so the classification problem is undecidable. The proofs that Super Mario is undecidable rely on a more complex version of this idea. The team’s argument breaks down the video game using a technique called a reduction, in which mathematicians convert a problem they’re trying to solve into a problem they already know something about. “The classic example I remember in a math class is: How do you make a pot of boiling water?” Demaine recalls. “Well, I fill up the pot with water from the sink, and then I put it on the stove, and then it eventually boils. Okay, now I’ll give you a pot of water that’s already filled. How do you make a pot of boiling water? Well, I empty out the pot first and reduce to the previous problem.” In their particular world of platforms and porcupines, the team broke down their Super Mariolevel into localized parts of Mario’s path called gadgets, which they could use to prove that the level was undecidable. “A gadget in our sense is anything in your environment that decides whether or not you can go through one pattern [within a level],” explains Jayson Lynch ’12, MEng ’15, PhD ’20, a CSAIL research scientist and head of algorithms at MIT FutureTech. For example, in one gadget Mario might need to jump on a platform to avoid a monster as he makes his way across the screen. As a PhD student mentored by Demaine, Lynch spearheaded the formalization of gadget theory and worked on some of the earlier Super Mario papers but did not study the game’s undecidability. One of Lynch’s favorite Super Mario gadgets is the door gadget, which works like a door that Mario can open, traverse, and close. The door in question is always either open (when the Spiny is on the right) or closed (when the Spiny is on the left). So if a Spiny is pacing back and forth on the left of the door, Mario has to navigate beneath the moving Spiny and jump up to hit a brick block just as the Spiny reaches it. This bumps the Spiny to the right side, which opens the door and allows Mario to travel across the traverse path and get to the spot where he can close the door. Once there, he must time another jump beneath the pacing Spiny to send it back to the left side of the gadget, closing the door behind him.  Mario opens the door by bumping the Spiny from the left to the right. With the Spiny out of the way, Mario can go through the open door and follow the traverse path to the other side. Once there, he’ll be able to bump the Spiny back to the left and close the door. Since a door is always open or closed, its state can be used to simulate a true or false statement, with open being true and closed being false. Earlier Super Mario papers had strung together multiple door gadgets to simulate a true-or-false problem that complexity researchers already knew to be hard. But to show undecidability, the team used Super Mario level editors to put together another device, called a counter gadget, that tallies the game’s monsters and obstacles.  If you can build a machine with even just a few of those counters, Demaine says, you can simulate an arbitrary computer—one that could essentially do anything a non-quantum computer could do, given enough time and memory. And with no limit on the number of monsters, such a machine could have infinitely expandable memory, even though the level size stays the same, which he calls “pretty wild.” In other words, any theoretical computer can be built in a Super Mario level. “You could use it to solve anything you can use a computer to do,” says Demaine. “You could have it do your taxes, or compile your code, or run an LLM, or optimize your class schedule.” You might even build Super Mario levels that could excel at sudoku, construct optimal chess strategies, or prove any provable mathematical theorem. The MIT mathematician Marvin Minsky invented counter machines in 1961 to figure out how simple a computer could be while still being “universal” (as powerful as any other computer, given enough time). These theoretical computers each store two numbers and can change them by adding 1, subtracting 1, or doing something special if a number hits a set value.  In the counter gadgets the students designed for Super Mario, the numbers reflect how many Goombas the levels contain. A number increases when a pipe spits out a Goomba and decreases when Mario stomps on one. Mario dies if he collides with a Goomba without stomping on it, so he can continue along the path only when the counter is at 0.  [embedded content] The MIT Hardness group designed this counter gadget in Super Mario Maker 1 to prove undecidability. Minsky had already proved that counter machines are undecidable because they can run undecidable problems. Since the researchers proved that counter gadgets simulate counter machines, then any level of Super Mario containing a counter gadget will also be unsolvable. “In the future, if someone wants to show a game is undecidable,” explains Holden Hall, one of the students behind the project, “they just have to make one of these gadgets.” The existence of undecidable problems like the Halting Problem implies that it’s possible to construct an undecidable Super Mario level. Just as the singular undecidable program for the Halting Problem meant thatit’s impossible to figure out if a computer program will run forever, the team’s undecidable level means that it is impossible to determine whether an arbitrary Mario level can be beaten. Putting the “super” in Super Mario More than two years after Demaine’s class on hardness proofs, some of his students continue to meet weekly to discuss their Super Marioresearch. “From the point of view of complexity theory, studying video games is interesting mostly for didactical reasons,” Fabrizio Grandoni, a research professor at the University of Applied Sciences and Arts of Southern Switzerland, told MIT News in 2016. “It’s a simple, natural way to attract students to study this specific topic.” Hall, who had very little exposure to the ideas of complexity theory before taking Demaine’s class, is a case in point, noting: “I took the class because a bunch of people I knew were taking it. But since I took it, I really enjoyed the class, and so I’ve taken a lot more classes in that realm.” The applications of the MIT Hardness Group’s work go way beyond stomping on mushrooms and collecting coins. For example, researchers at the University of Texas Rio Grande Valley (including Timothy Gomez, now a PhD student at MIT) have used the gadget theory developed for analyzing games like Super Marioto study the complexity of problems relating to planning robotic motion and modeling chemical reaction networks. “[Gadget theory] can be used in the negative way to say ‘Oh, well, we should stop searching for algorithms because we know this problem is too hard’—or it can be used in this positive way, because usually, to prove something hard, you’re showing that you can build a computer of a certain type,” Demaine says.  Though there’s no way of knowing what mark Super Mariowill leave on the future of math and computer science, one thing’s for sure: No matter how many princesses he does or doesn’t save, the legacy of this little plumber is set to extend far beyond video screens. 

Here’s a problem you probably didn’t solve in school: You’re an ambitious young plumber from Brooklyn in a world inhabited by violent human-size mushrooms called Goombas. The love of your life has been kidnapped, so you embark on a quest to rescue her, venturing through stretches of pipe-filled and monster-­ridden terrain where your only means of protection are your powers of jumping and stomping. 

It’s a journey so arduous that no computer—real or hypothetical—is powerful enough to figure out if you can reach her. And according to research published by the MIT Hardness Group, determining whether your quest is possible at all is at least as complicated as decoding the encryption behind financial transactions. But if this problem could talk, the first thing it would say is “Hello, it’s a-me, Mario!”

For the love of the game

Though it does have a YouTube channel, the MIT Hardness Group isn’t an official research group. Instead, it’s a placeholder name for theoretical computer science projects—including several related to Super Mario—from Erik Demaine’s class Algorithmic Lower Bounds: Fun with Hardness Proofs.

Demaine, a professor of computer science, received a MacArthur fellowship (also known as a “genius” grant) for his work in computational geometry on protein folding and origami. But he also researches complexity theory, which focuses on organizing problems into categories based on how much time and memory space it takes for computers to solve them.

He happens to be an avid Super Mario fan as well. “I grew up playing NES [Nintendo Entertainment System] games,” Demaine says. “I poured many hours into playing as a kid, so it’s fun to come back to it these many years later and tie it into my research.”

Erik Demaine
Erik Demaine researches complexity theory, which examines the amount of time and memory that computers need to solve problems. He’s also an avid Super Mario fan.
DONNA COVENEY/MIT

Super Mario takes place on a horizontally scrolling universe of platforms, pipes, and other obstacles. The object of the game is to rescue Princess Peach, the monarch of the Mushroom Kingdom, by racing through this terrain while sidestepping or dueling monsters like Goombas and deadly porcupines called Spinies. The game takes place over several levels; in the original version, each level ends with a flagpole that sends Mario on to the next part of his mission.

Over the last 14 years, Demaine and his collaborators have proved many things about Super Mario, such as that it’s even harder than the infamous traveling-salesman problem (which seeks the most efficient route between many different locations) or the problem of factoring large numbers. But the result that surprised Demaine the most came from four of his students: Hayashi Ani ’21, MEng ’23; Holden Hall ’26; Ricardo Ruiz ’24, MEng ’25; and Naveen Venkat ’23, MEng ’24. For their final project in that 2023 class, the team used a combination of fan-made Super Mario level editors and a platform called Super Mario Maker to create levels so hard that they are undecidable. In other words, it’s impossible to write a computer program that always correctly predicts whether, in those levels, Mario can reach the castle. 

Previously, Demaine had believed that Super Mario belonged in the PSPACE complexity class, which contains problems that are solvable but whose solutions become impractically complex as the problem gets bigger. At the time, he had even said that PSPACE was Mario’s “permanent home.” But the new findings pushed Super Mariointo RE-Complete, the class of undecidable problems. “It’s the hardest complexity class we could imagine for these sorts of games,” Demaine says. 

What computers can’t solve

In 1936, Alan Turing, the father of modern computer science,created a puzzle now known as the Halting Problem to prove it’s not possible to construct a computer that can solve everything.

At the core of the Halting Problem lies a paradox, and it goes like this: Suppose you have a fancy computer, called the Oracle, that looks at any program and correctly determines whether a computer following it will ever come to a stop. For example, if it sees the program “Take 1 and add 3,” the Oracle will say the program halts, but if the program says “Take 1 and add 1 to it until it becomes 0,” the Oracle will say it runs forever. 

Now suppose you have another computer, the Contrarian, and you put the Oracle inside it. When you give the Contrarian a program, it passes it to the Oracle and then does the opposite of whatever the Oracle says the program will do. So if the Oracle assesses the Contrarian’s program and thinks it will halt, the Contrarian will run forever. If the Oracle thinks the program will run forever, the Contrarian will halt. Either way, the Oracle’s assessment is wrong, so the classification problem is undecidable.

The proofs that Super Mario is undecidable rely on a more complex version of this idea. The team’s argument breaks down the video game using a technique called a reduction, in which mathematicians convert a problem they’re trying to solve into a problem they already know something about. “The classic example I remember in a math class is: How do you make a pot of boiling water?” Demaine recalls. “Well, I fill up the pot with water from the sink, and then I put it on the stove, and then it eventually boils. Okay, now I’ll give you a pot of water that’s already filled. How do you make a pot of boiling water? Well, I empty out the pot first and reduce to the previous problem.”

In their particular world of platforms and porcupines, the team broke down their Super Mariolevel into localized parts of Mario’s path called gadgets, which they could use to prove that the level was undecidable.

“A gadget in our sense is anything in your environment that decides whether or not you can go through one pattern [within a level],” explains Jayson Lynch ’12, MEng ’15, PhD ’20, a CSAIL research scientist and head of algorithms at MIT FutureTech. For example, in one gadget Mario might need to jump on a platform to avoid a monster as he makes his way across the screen. As a PhD student mentored by Demaine, Lynch spearheaded the formalization of gadget theory and worked on some of the earlier Super Mario papers but did not study the game’s undecidability.

One of Lynch’s favorite Super Mario gadgets is the door gadget, which works like a door that Mario can open, traverse, and close. The door in question is always either open (when the Spiny is on the right) or closed (when the Spiny is on the left). So if a Spiny is pacing back and forth on the left of the door, Mario has to navigate beneath the moving Spiny and jump up to hit a brick block just as the Spiny reaches it. This bumps the Spiny to the right side, which opens the door and allows Mario to travel across the traverse path and get to the spot where he can close the door. Once there, he must time another jump beneath the pacing Spiny to send it back to the left side of the gadget, closing the door behind him. 

Mario opens the door by bumping the Spiny from the left to the right.
With the Spiny out of the way, Mario can go through the open door and follow the traverse path to the other side. Once there, he’ll be able to bump the Spiny back to the left and close the door.

Since a door is always open or closed, its state can be used to simulate a true or false statement, with open being true and closed being false. Earlier Super Mario papers had strung together multiple door gadgets to simulate a true-or-false problem that complexity researchers already knew to be hard. But to show undecidability, the team used Super Mario level editors to put together another device, called a counter gadget, that tallies the game’s monsters and obstacles. 

If you can build a machine with even just a few of those counters, Demaine says, you can simulate an arbitrary computer—one that could essentially do anything a non-quantum computer could do, given enough time and memory. And with no limit on the number of monsters, such a machine could have infinitely expandable memory, even though the level size stays the same, which he calls “pretty wild.” In other words, any theoretical computer can be built in a Super Mario level. “You could use it to solve anything you can use a computer to do,” says Demaine. “You could have it do your taxes, or compile your code, or run an LLM, or optimize your class schedule.” You might even build Super Mario levels that could excel at sudoku, construct optimal chess strategies, or prove any provable mathematical theorem.

The MIT mathematician Marvin Minsky invented counter machines in 1961 to figure out how simple a computer could be while still being “universal” (as powerful as any other computer, given enough time). These theoretical computers each store two numbers and can change them by adding 1, subtracting 1, or doing something special if a number hits a set value. 

In the counter gadgets the students designed for Super Mario, the numbers reflect how many Goombas the levels contain. A number increases when a pipe spits out a Goomba and decreases when Mario stomps on one. Mario dies if he collides with a Goomba without stomping on it, so he can continue along the path only when the counter is at 0. 

The MIT Hardness group designed this counter gadget in Super Mario Maker 1 to prove undecidability.

Minsky had already proved that counter machines are undecidable because they can run undecidable problems. Since the researchers proved that counter gadgets simulate counter machines, then any level of Super Mario containing a counter gadget will also be unsolvable. “In the future, if someone wants to show a game is undecidable,” explains Holden Hall, one of the students behind the project, “they just have to make one of these gadgets.”

The existence of undecidable problems like the Halting Problem implies that it’s possible to construct an undecidable Super Mario level. Just as the singular undecidable program for the Halting Problem meant thatit’s impossible to figure out if a computer program will run forever, the team’s undecidable level means that it is impossible to determine whether an arbitrary Mario level can be beaten.

Putting the “super” in Super Mario

More than two years after Demaine’s class on hardness proofs, some of his students continue to meet weekly to discuss their Super Marioresearch.

“From the point of view of complexity theory, studying video games is interesting mostly for didactical reasons,” Fabrizio Grandoni, a research professor at the University of Applied Sciences and Arts of Southern Switzerland, told MIT News in 2016. “It’s a simple, natural way to attract students to study this specific topic.”

Hall, who had very little exposure to the ideas of complexity theory before taking Demaine’s class, is a case in point, noting: “I took the class because a bunch of people I knew were taking it. But since I took it, I really enjoyed the class, and so I’ve taken a lot more classes in that realm.”

The applications of the MIT Hardness Group’s work go way beyond stomping on mushrooms and collecting coins. For example, researchers at the University of Texas Rio Grande Valley (including Timothy Gomez, now a PhD student at MIT) have used the gadget theory developed for analyzing games like Super Marioto study the complexity of problems relating to planning robotic motion and modeling chemical reaction networks.

“[Gadget theory] can be used in the negative way to say ‘Oh, well, we should stop searching for algorithms because we know this problem is too hard’—or it can be used in this positive way, because usually, to prove something hard, you’re showing that you can build a computer of a certain type,” Demaine says. 

Though there’s no way of knowing what mark Super Mariowill leave on the future of math and computer science, one thing’s for sure: No matter how many princesses he does or doesn’t save, the legacy of this little plumber is set to extend far beyond video screens. 

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Comstock farms out minority interest in midstream subsidiary for $600 million

@import url(‘https://fonts.googleapis.com/css2?family=Inter:[email protected]&display=swap’); .ebm-page__main h1, .ebm-page__main h2, .ebm-page__main h3, .ebm-page__main h4, .ebm-page__main h5, .ebm-page__main h6 { font-family: Inter; } body { line-height: 150%; letter-spacing: 0.025em; } button, .ebm-button-wrapper { font-family: Inter; } .label-style { text-transform: uppercase; color: var(–color-grey); font-weight: 600; font-size: 0.75rem; } .caption-style { font-size: 0.75rem; opacity: .6; } #onetrust-pc-sdk [id*=btn-handler], #onetrust-pc-sdk [class*=btn-handler] { background-color: #c19a06 !important; border-color: #c19a06 !important; } #onetrust-policy a, #onetrust-pc-sdk a, #ot-pc-content a { color: #c19a06 !important; } #onetrust-consent-sdk #onetrust-pc-sdk .ot-active-menu { border-color: #c19a06 !important; } #onetrust-consent-sdk #onetrust-accept-btn-handler, #onetrust-banner-sdk #onetrust-reject-all-handler, #onetrust-consent-sdk #onetrust-pc-btn-handler.cookie-setting-link { background-color: #c19a06 !important; border-color: #c19a06 !important; } #onetrust-consent-sdk .onetrust-pc-btn-handler { color: #c19a06 !important; border-color: #c19a06 !important; } Comstock Resources Inc. sold a minority equity interest in its midstream subsidiary, Pinnacle Gas Services LLC, to certain funds managed by investment firm Sixth Street. Pinnacle provides gathering and treating services for Comstock’s Western Haynesville production through 246 miles of high-pressure pipeline and two gas treating plants. The infrastructure supports development of Comstock’s 540,000-net-acre Western Haynesville position, part of its 1,074,868 gross-acre (806,980 net) Haynesville/Bossier portfolio in Texas and Louisiana. Comstock is operating four rigs in the Western Haynesville this year as it continues delineating the play and expects to drill 21 wells and bring 20 online in 2026. The company also plans to operate five rigs in its legacy Haynesville position, where it expects to drill 50 wells and bring 48 online to support production growth through 2027. <!–> –><!–> –> Oct. 31, 2023 Sixth Street invested $600 million for a 27% equity interest in Pinnacle Gas Services, while Comstock Resources retains a 73% controlling interest and continues to manage and operate Pinnacle under a management services agreement. Under the terms of deal, Sixth Street’s ownership will be reduced to 19.5% when certain return thresholds are met, with Comstock’s interest increasing to 80.5%. Comstock chief

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KKR Bets Big on AI Infrastructure With Helix Launch, Tapping Former AWS CEO Adam Selipsky to Build a New Hyperscale Model

To close industry watchers, it’s really no secret that the AI infrastructure race has entered another phase; one where capital formation itself may become as strategically important as GPUs, power procurement, or liquid cooling. And in launching Helix Digital Infrastructure, investment giant KKR is making a calculated wager that hyperscalers no longer simply need developers or financiers. They need a partner capable of orchestrating capital, energy, connectivity, and data center execution as a unified platform. The significance of that strategy is underscored by the executive chosen to lead it. Adam Selipsky, the former CEO of Amazon Web Services and one of the industry’s most experienced cloud operators, will serve as Co-Founder and CEO of Helix, bringing firsthand experience from the very class of customers the new venture intends to serve. A New Model for AI Infrastructure Helix launches with more than $10 billion in long-duration committed capital from founding investors including KKR, the Kuwait Investment Authority (KIA), NVIDIA, and Vistra. But the headline number tells only part of the story. The company has been structured around an increasingly important thesis: that AI infrastructure can no longer be assembled piecemeal. Rather than treating data centers, electrical supply, transmission capacity, and fiber connectivity as separate procurement exercises, Helix proposes a vertically coordinated approach in which a single organization manages and finances the entire infrastructure stack. According to KKR, the objective is to reduce execution risk and accelerate deployment for hyperscale customers facing unprecedented AI demand. As AI factories grow from hundreds of megawatts toward gigawatt-scale campuses, synchronization among land acquisition, utility planning, financing, construction, and technology deployment has emerged as one of the industry’s defining challenges. Helix is effectively positioning itself as an operating platform designed to simplify that complexity. Why Selipsky Matters The appointment of Adam Selipsky may be the announcement’s

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Beyond Hyperscale: Why Enterprise Data Centers Still Matter in the AI Era

“The enterprise data centers, even the new ones, tend to be far, far smaller than new hyperscale deployments,” Killian said. “Not uncommon to see enterprises deploy a quarter meg or one meg or two, maybe up to 10 megs. Whereas the hyperscale guys are deploying 40 up to 300 meg facilities.” But scale alone does not tell the story. For every one of the roughly 20 hyperscale users that dominate headlines, Killian noted, there may be 50 to 100 times as many large and mid-sized enterprise users. Those companies run critical business systems, purchase hardware, software, telecom and services, employ large data center teams, and often operate multiple facilities across domestic, edge, EMEA and Asia-Pacific footprints. In other words, enterprise demand may be smaller in unit size, but it remains massive in aggregate. And as AI shifts from training to inference, the enterprise data center could become newly strategic. Enterprise AI Is Not Hyperscale AI Killian’s central point is that enterprise infrastructure requirements differ materially from hyperscale requirements. Hyperscalers are primarily optimizing for massive scale and speed to market. Enterprises, by contrast, tend to prioritize reliability, flexibility, integration into broader IT systems, and audit and compliance. That difference has major implications for developers and colocation providers. “The real industry opportunity is to take some of the innovation and the economies of scale that we’re seeing from the hyperscale builds to deliver smaller chunks of data center capacity,” Killian said. That might mean adapting lessons from 40 MW or 100 MW campuses into enterprise-ready deployments of 2 MW, 4 MW or 8 MW. Killian pointed to providers such as DataBank and Flexential as examples of companies working to deliver hyperscale-derived efficiencies in smaller enterprise increments. He also noted that QTS and other large campus developers may reserve portions of multi-building campuses

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Revolutionizing Data Center Cooling: Innovations for AI and HPC Growth

This is a crucial point for AI infrastructure. In some markets, water can be as politically and operationally difficult as power. Evaporative cooling and cooling towers can consume large volumes of water, while discharge permits can slow projects or limit operations. Gradiant claims HyperSolved can expand access to alternative sources such as municipal reuse and impaired supplies, reduce reliance on freshwater, protect cooling performance through integrated treatment and AI-enabled operations, and minimize discharge through high-recovery concentration and reuse. The platform uses containerized systems for immediate or temporary capacity while also supporting permanent infrastructure and lifecycle operations from commissioning onward. That fits the AI data center buildout, where developers may need bridge capacity during construction, phased water infrastructure, or interim systems while permanent treatment plants are completed. This can address the speed of deployment issue that plagues many data center solutions. Water is becoming a siting and scaling variable that has to be addressed. A site may have land and power prospects, but if water sourcing, reuse, or discharge cannot be solved, the project will face higher costs, delays, and local opposition. Gradiant is positioning itself as the managed water layer for hyperscale AI, similar to how power providers, cooling vendors, and network suppliers each own critical infrastructure domains. The Pattern: Hybridization, Standardization, and Industrial Scale The announcements included here make it clear that cooling is seeing significant attention from technology vendors, and not just state-of-the-art new technologies such as direct-to-chip, but also traditional data center air cooling. T-Global and SiPearl are working on high-conductivity materials and two-phase modules for HPC chips. Castrol is providing fluids for direct-to-chip and immersion environments. These are technologies aimed at the heat source itself, where higher chip power and rack density are overwhelming conventional approaches. The reference design offerings from Johnson Controls acknowledges the importance

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Building the AI Factory: Power, Cooling, and Execution at Scale Meets the Deployment Reality Gap – Q2 Executive Roundtable

At Data Center Frontier, we rely on industry leaders not only to help us understand the most urgent challenges reshaping digital infrastructure, but also to illuminate the broader technological, operational, and market forces driving the industry’s evolution. And in the Second Quarter of 2026, those challenges increasingly revolve around a fundamental shift in emphasis: the industry is moving beyond discussing AI infrastructure in theory and into the far more demanding work of deploying, operating, and scaling it in production.  The era when hyperscale announcements and GPU roadmaps dominated the conversation is giving way to one defined by execution; where power availability, thermal management, construction schedules, supply chains, and operational discipline determine whether ambitious plans become functioning AI factories. That transition is exposing new realities. Rack densities continue to climb, liquid cooling is becoming mainstream, electrical architectures are evolving, and project timelines are compressing even as capital commitments reach unprecedented levels.  Success increasingly depends not on optimizing individual systems in isolation but on orchestrating tightly integrated environments where compute, power, cooling, networking, and facility operations function as a unified whole. At the same time, moving from pilot deployments to industrial-scale AI infrastructure introduces an entirely different class of challenges around reliability, maintainability, commissioning, and repeatable execution. For our Q2 Executive Roundtable, we brought together senior leaders whose expertise spans AI infrastructure design, mission-critical deployment, advanced thermal management, and engineering innovation to examine where the industry stands today, and what it will take to bridge the gap between AI ambition and AI deployment at scale. Drawing on perspectives from hyperscale execution, liquid cooling, and next-generation power and facility engineering, their insights explore the practical realities of building the AI factory at industrial scale.

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Upscale AI readies Skyhammer scale-up networking tech, raises new funding

Khemani said that unlike commodity data center chips repurposed for AI, Skyhammer is being developed specifically for AI scale‑up use cases and is tightly coupled to Upscale’s broader full‑stack strategy, which spans silicon, systems and software. Khemani declined to share detailed timelines, but he said Upscale expects to reveal product details on Skyhammer later this year, with actual deployment synced to when GPU and XPU vendors are ready. “The Skyhammer product doesn’t work by itself,” he explained. “It works in conjunction with XPUs and GPUs, and so for us to be deployed, the XPUs and GPUs need to incorporate scale‑up capabilities to interoperate with us.” Nvidia, Spectrum X, and strategic capital Nvidia sits at the center of Upscale AI’s story, both as a technology partner and now as a strategic investor. 

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Edge networks a particular challenge for summer power, IT staffing needs

Power failures continue to dominate data center outage causes, accounting for 45% of impactful outages in Uptime Institute’s recently released 2026 Annual Outage Analysis report. While that figure declined from the previous year, it remains significantly higher than any other category. Within power-related incidents, UPS failures, transfer switch failures, and generator failures are the leading root causes. Uptime analysts said growing grid instability, power constraints, and high-density compute deployments are creating new pressure points for operators already running closer to capacity limits, according to a recent story on the report in Network World. Beyond power issues, hardware failures—particularly related to storage—also contribute to downtime. He noted that a lack of routine updates, especially to firmware, can make these problems worse, even when the underlying hardware is still functional.

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Microsoft will invest $80B in AI data centers in fiscal 2025

And Microsoft isn’t the only one that is ramping up its investments into AI-enabled data centers. Rival cloud service providers are all investing in either upgrading or opening new data centers to capture a larger chunk of business from developers and users of large language models (LLMs).  In a report published in October 2024, Bloomberg Intelligence estimated that demand for generative AI would push Microsoft, AWS, Google, Oracle, Meta, and Apple would between them devote $200 billion to capex in 2025, up from $110 billion in 2023. Microsoft is one of the biggest spenders, followed closely by Google and AWS, Bloomberg Intelligence said. Its estimate of Microsoft’s capital spending on AI, at $62.4 billion for calendar 2025, is lower than Smith’s claim that the company will invest $80 billion in the fiscal year to June 30, 2025. Both figures, though, are way higher than Microsoft’s 2020 capital expenditure of “just” $17.6 billion. The majority of the increased spending is tied to cloud services and the expansion of AI infrastructure needed to provide compute capacity for OpenAI workloads. Separately, last October Amazon CEO Andy Jassy said his company planned total capex spend of $75 billion in 2024 and even more in 2025, with much of it going to AWS, its cloud computing division.

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John Deere unveils more autonomous farm machines to address skill labor shortage

Join our daily and weekly newsletters for the latest updates and exclusive content on industry-leading AI coverage. Learn More Self-driving tractors might be the path to self-driving cars. John Deere has revealed a new line of autonomous machines and tech across agriculture, construction and commercial landscaping. The Moline, Illinois-based John Deere has been in business for 187 years, yet it’s been a regular as a non-tech company showing off technology at the big tech trade show in Las Vegas and is back at CES 2025 with more autonomous tractors and other vehicles. This is not something we usually cover, but John Deere has a lot of data that is interesting in the big picture of tech. The message from the company is that there aren’t enough skilled farm laborers to do the work that its customers need. It’s been a challenge for most of the last two decades, said Jahmy Hindman, CTO at John Deere, in a briefing. Much of the tech will come this fall and after that. He noted that the average farmer in the U.S. is over 58 and works 12 to 18 hours a day to grow food for us. And he said the American Farm Bureau Federation estimates there are roughly 2.4 million farm jobs that need to be filled annually; and the agricultural work force continues to shrink. (This is my hint to the anti-immigration crowd). John Deere’s autonomous 9RX Tractor. Farmers can oversee it using an app. While each of these industries experiences their own set of challenges, a commonality across all is skilled labor availability. In construction, about 80% percent of contractors struggle to find skilled labor. And in commercial landscaping, 86% of landscaping business owners can’t find labor to fill open positions, he said. “They have to figure out how to do

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2025 playbook for enterprise AI success, from agents to evals

Join our daily and weekly newsletters for the latest updates and exclusive content on industry-leading AI coverage. Learn More 2025 is poised to be a pivotal year for enterprise AI. The past year has seen rapid innovation, and this year will see the same. This has made it more critical than ever to revisit your AI strategy to stay competitive and create value for your customers. From scaling AI agents to optimizing costs, here are the five critical areas enterprises should prioritize for their AI strategy this year. 1. Agents: the next generation of automation AI agents are no longer theoretical. In 2025, they’re indispensable tools for enterprises looking to streamline operations and enhance customer interactions. Unlike traditional software, agents powered by large language models (LLMs) can make nuanced decisions, navigate complex multi-step tasks, and integrate seamlessly with tools and APIs. At the start of 2024, agents were not ready for prime time, making frustrating mistakes like hallucinating URLs. They started getting better as frontier large language models themselves improved. “Let me put it this way,” said Sam Witteveen, cofounder of Red Dragon, a company that develops agents for companies, and that recently reviewed the 48 agents it built last year. “Interestingly, the ones that we built at the start of the year, a lot of those worked way better at the end of the year just because the models got better.” Witteveen shared this in the video podcast we filmed to discuss these five big trends in detail. Models are getting better and hallucinating less, and they’re also being trained to do agentic tasks. Another feature that the model providers are researching is a way to use the LLM as a judge, and as models get cheaper (something we’ll cover below), companies can use three or more models to

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OpenAI’s red teaming innovations define new essentials for security leaders in the AI era

Join our daily and weekly newsletters for the latest updates and exclusive content on industry-leading AI coverage. Learn More OpenAI has taken a more aggressive approach to red teaming than its AI competitors, demonstrating its security teams’ advanced capabilities in two areas: multi-step reinforcement and external red teaming. OpenAI recently released two papers that set a new competitive standard for improving the quality, reliability and safety of AI models in these two techniques and more. The first paper, “OpenAI’s Approach to External Red Teaming for AI Models and Systems,” reports that specialized teams outside the company have proven effective in uncovering vulnerabilities that might otherwise have made it into a released model because in-house testing techniques may have missed them. In the second paper, “Diverse and Effective Red Teaming with Auto-Generated Rewards and Multi-Step Reinforcement Learning,” OpenAI introduces an automated framework that relies on iterative reinforcement learning to generate a broad spectrum of novel, wide-ranging attacks. Going all-in on red teaming pays practical, competitive dividends It’s encouraging to see competitive intensity in red teaming growing among AI companies. When Anthropic released its AI red team guidelines in June of last year, it joined AI providers including Google, Microsoft, Nvidia, OpenAI, and even the U.S.’s National Institute of Standards and Technology (NIST), which all had released red teaming frameworks. Investing heavily in red teaming yields tangible benefits for security leaders in any organization. OpenAI’s paper on external red teaming provides a detailed analysis of how the company strives to create specialized external teams that include cybersecurity and subject matter experts. The goal is to see if knowledgeable external teams can defeat models’ security perimeters and find gaps in their security, biases and controls that prompt-based testing couldn’t find. What makes OpenAI’s recent papers noteworthy is how well they define using human-in-the-middle

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A man of many words

Brian Sietsema has a favorite word. It’s somewhat surprising that he can choose just one. He’s the person spellers rely on to confirm pronunciations and

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