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Discovering faster matrix multiplication algorithms with reinforcement learning

TensorGame

TensorGame is played as follows. The start position ({{mathscr{S}}}_{0}) of the game corresponds to the tensor ({mathscr{T}}) representing the bilinear operation of interest, expressed in some basis. In each step t of the game, the player writes down three vectors (u(t), v(t), w(t)), which specify the rank-1 tensor u(t)v(t)w(t), and the state of the game is updated by subtracting the newly written down factor:

$${{mathscr{S}}}_{t}leftarrow {{mathscr{S}}}_{t-1}-{{bf{u}}}^{(t)}otimes {{bf{v}}}^{(t)}otimes {{bf{w}}}^{(t)}.$$

(2)

The game ends when the state reaches the zero tensor, ({{mathscr{S}}}_{R}={bf{0}}). This means that the factors written down throughout the game form a factorization of the start tensor ({{mathscr{S}}}_{0}), that is, ({{mathscr{S}}}_{0}={sum }_{t=1}^{R}{{bf{u}}}^{(t)}otimes {{bf{v}}}^{(t)}otimes {{bf{w}}}^{(t)}). This factorization is then scored. For example, when optimizing for asymptotic time complexity the score is −R, and when optimizing for practical runtime the algorithm corresponding to the factorization ({{({{bf{u}}}^{(t)},{{bf{v}}}^{(t)},{{bf{w}}}^{(t)})}}_{t=1}^{R}) is constructed (see Algorithm 1) and then benchmarked on the fly (see Supplementary Information).

In practice, we also impose a limit Rlimit on the maximum number of moves in the game, so that a weak player is not stuck in unnecessarily (or even infinitely) long games. When a game ends  because it has run out of moves, a penalty score is given so that it is never advantageous to deliberately exhaust the move limit. For example, when optimizing for asymptotic time complexity, this penalty is derived from an upper bound on the tensor rank of the final residual tensor ({{mathscr{S}}}_{{R}_{text{limit}}}). This upper bound on the tensor rank is obtained by summing the matrix ranks of the slices of the tensor.

TensorGame over rings

We say that the decomposition of ({{mathscr{T}}}_{n}) in equation (1) is in a ring ({mathcal{E}}) (defining the arithmetic operations) if each of the factors u(t), v(t) and w(t) has entries belonging to the set ({mathcal{E}}), and additions and multiplications are interpreted according to ({mathcal{E}}). The tensor rank depends, in general, on the ring. At each step of TensorGame, the additions and multiplications in equation (2) are interpreted in ({mathcal{E}}). For example, when working in ({{mathbb{Z}}}_{2}), (in this case, the factors u(t), v(t) and w(t) live in F = {0, 1}), a modulo 2 operation is applied after each state update (equation (2)).

We note that integer-valued decompositions u(t), v(t) and w(t) lead to decompositions in arbitrary rings ({mathcal{E}}). Hence, provided F only contains integers, algorithms we find in standard arithmetic apply more generally to any ring.

AlphaTensor

AlphaTensor builds on AlphaZero1 and its extension Sampled AlphaZero21, combining a deep neural network with a sample-based MCTS search algorithm.

The deep neural network, fθ(s) = (π, z) parameterized by θ, takes as input the current state s of the game and outputs a probability distribution π(s) over actions and z(s) over returns (sum of future rewards) G. The parameters θ of the deep neural network are trained by reinforcement learning from self-play games and synthetic demonstrations. Self-play games are played by actors, running a sample-based MCTS search at every state st encountered in the game. The MCTS search returns an improved probability distribution over moves from which an action at is selected and applied to the environment. The sub-tree under at is reused for the subsequent search at st+1. At the end of the game, a return G is obtained and the trajectory is sent to the learner to update the neural network parameters θ. The distribution over returns z(st) is learned through distributional reinforcement learning using the quantile regression distributional loss34, and the network policy π(st) is updated using a Kullback–Leibler divergence loss, to maximize its similarity to the search policy for self-play games or to the next action for synthetic demonstrations. We use the Adam optimizer35 with decoupled weight decay36 to optimize the parameters θ of the neural network.

Sample-based MCTS search

The sample-based MCTS search is very similar to the one described in Sampled AlphaZero. Specifically, the search consists of a series of simulated trajectories of TensorGame that are aggregated in a tree. The search tree therefore consists of nodes representing states and edges representing actions. Each state-action pair (s, a) stores a set of statistics (N(s,a),Q(s,a),hat{pi }(s,a)), where N(s, a) is the visit count, Q(s, a) is the action value and (hat{pi }(s,a)) is the empirical policy probability. Each simulation traverses the tree from the root state s0 until a leaf state sL is reached by recursively selecting in each state s an action a that has not been frequently explored, has high empirical policy probability and high value. Concretely, actions within the tree are selected by maximizing over the probabilistic upper confidence tree bound21,37

$$mathop{{rm{argmax}}}limits_{a}Q(s,a)+c(s)cdot hat{pi }(s,a)frac{sqrt{{sum }_{b}N(s,b)}}{1+N(s,a)},$$

where c(s) is an exploration factor controlling the influence of the empirical policy (hat{pi }(s,a)) relative to the values Q(s, a) as nodes are visited more often. In addition, a transposition table is used to recombine different action sequences if they reach the exact same tensor. This can happen particularly often in TensorGame as actions are commutative. Finally, when a leaf state sL is reached, it is evaluated by the neural network, which returns K actions {ai} sampled from π(asL), alongside the empirical distribution (hat{pi }(a| {s}_{{rm{L}}})=frac{1}{K}{sum }_{i}{delta }_{a,{a}_{i}}) and a value v(sL) constructed from z(sL). Differently from AlphaZero and Sampled AlphaZero, we chose v not to be the mean of the distribution of returns z(sL) as is usual in most reinforcement learning agents, but instead to be a risk-seeking value, leveraging the facts that TensorGame is a deterministic environment and that we are primarily interested in finding the best trajectory possible. The visit counts and values on the simulated trajectory are then updated in a backward pass as in Sampled AlphaZero.

Policy improvement

After simulating N(s) trajectories from state s using MCTS, the normalized visit counts of the actions at the root of the search tree N(s, a)/N(s) form a sample-based improved policy. Differently from AlphaZero and Sampled AlphaZero, we use an adaptive temperature scheme to smooth the normalized visit counts distribution as some states can accumulate an order of magnitude more visits than others because of sub-tree reuse and transposition table. Concretely, we define the improved policy as ({mathcal{I}}hat{pi }(s,a)={N}^{1/tau (s)}(s,a)/{sum }_{b}{N}^{1/tau (s)}(s,b)) where (tau (s)=log N(s)/log bar{N},{rm{if}},N > bar{N}) and 1 otherwise, with (bar{N}) being a hyperparameter. For training, we use ({mathcal{I}}hat{pi }) directly as a target for the network policy π. For acting, we additionally discard all actions that have a value lower than the value of the most visited action, and sample proportionally to ({mathcal{I}}hat{pi }) among those remaining high-value actions.

Learning one agent for multiple target tensors

We train a single agent to decompose the different tensors ({{mathscr{T}}}_{n,m,p}) in a given arithmetic (standard or modular). As the network works with fixed-size inputs, we pad all tensors (with zeros) to the size of the largest tensor we consider (({{mathscr{T}}}_{5}), of size 25 × 25 × 25). At the beginning of each game, we sample uniformly at random a target ({{mathscr{T}}}_{n,m,p}), and play TensorGame. Training a single agent on different targets leads to better results thanks to the transfer between targets. All our results reported in Fig. 3 are obtained using multiple runs of this multi-target setting. We also train a single agent to decompose tensors in both arithmetics. Owing to learned transfer between the two arithmetics, this agent discovers a different distribution of algorithms (of the same ranks) in standard arithmetic than the agent trained on standard arithmetic only, thereby increasing the overall diversity of discovered algorithms.

Synthetic demonstrations

The synthetic demonstrations buffer contains tensor-factorization pairs, where the factorizations ({{({{bf{u}}}^{(r)},{{bf{v}}}^{(r)},{{bf{w}}}^{(r)})}}_{r=1}^{R}) are first generated at random, after which the tensor ({mathscr{D}}={sum }_{r=1}^{R}{{bf{u}}}^{(r)}otimes {{bf{v}}}^{(r)}otimes {{bf{w}}}^{(r)}) is formed. We create a dataset containing 5 million such tensor-factorization pairs. Each element in the factors is sampled independently and identically distributed (i.i.d.) from a given categorical distribution over F (all possible values that can be taken). We discarded instances whose decompositions were clearly suboptimal (contained a factor with u = 0, v = 0, or w = 0).

In addition to these synthetic demonstrations, we further add to the demonstration buffer previous games that have achieved large scores to reinforce the good moves made by the agent in these games.

Change of basis

The rank of a bilinear operation does not depend on the basis in which the tensor representing it is expressed, and for any invertible matrices A, B and C we have ({rm{Rank}},({mathscr{T}})={rm{Rank}},({{mathscr{T}}}^{({bf{A}},{bf{B}},{bf{C}})})), where ({{mathscr{T}}}^{({bf{A}},{bf{B}},{bf{C}})}) is the tensor after change of basis given by

$${{mathscr{T}}}_{ijk}^{({bf{A}},{bf{B}},{bf{C}})}=mathop{sum }limits_{a=1}^{S}mathop{sum }limits_{b=1}^{S}mathop{sum }limits_{c=1}^{S}{{bf{A}}}_{ia}{{bf{B}}}_{jb}{{bf{C}}}_{kc}{{mathscr{T}}}_{abc}.$$

(3)

Hence, exhibiting a rank-R decomposition of the matrix multiplication tensor ({{mathscr{T}}}_{n}) expressed in any basis proves that the product of two n × n matrices can be computed using R scalar multiplications. Moreover, it is straightforward to convert such a rank-R decomposition into a rank-R decomposition in the canonical basis, thus yielding a practical algorithm of the form shown in Algorithm 1. We leverage this observation by expressing the matrix multiplication tensor ({{mathscr{T}}}_{n}) in a large number of randomly generated bases (typically 100,000) in addition to the canonical basis, and letting AlphaTensor play games in all bases in parallel.

This approach has three appealing properties: (1) it provides a natural exploration mechanism as playing games in different bases automatically injects diversity into the games played by the agent; (2) it exploits properties of the problem as the agent need not succeed in all bases—it is sufficient to find a low-rank decomposition in any of the bases; (3) it enlarges coverage of the algorithm space because a decomposition with entries in a finite set F = {−2, −1, 0, 1, 2} found in a different basis need not have entries in the same set when converted back into the canonical basis.

In full generality, a basis change for a 3D tensor of size S × S × S is specified by three invertible S × S matrices A, B and C. However, in our procedure, we sample bases at random and impose two restrictions: (1) A = B = C, as this performed better in early experiments, and (2) unimodularity ((det {bf{A}}in {-1,+1})), which ensures that after converting an integral factorization into the canonical basis it still contains integer entries only (this is for representational convenience and numerical stability of the resulting algorithm). See Supplementary Information for the exact algorithm.

Signed permutations

In addition to playing (and training on) games in different bases, we also utilize a data augmentation mechanism whenever the neural network is queried in a new MCTS node. At acting time, when the network is queried, we transform the input tensor by applying a change of basis—where the change of basis matrix is set to a random signed permutation. We then query the network on this transformed input tensor, and finally invert the transformation in the network’s policy predictions. Although this data augmentation procedure can be applied with any generic change of basis matrix (that is, it is not restricted to signed permutation matrices), we use signed permutations mainly for computational efficiency. At training time, whenever the neural network is trained on an (input, policy targets, value target) triplet (Fig. 2), we apply a randomly chosen signed permutation to both the input and the policy targets, and train the network on this transformed triplet. In practice, we sample 100 signed permutations at the beginning of an experiment, and use them thereafter.

Action canonicalization

For any λ1, λ2, λ3 {−1, +1} such that λ1λ2λ3 = 1, the actions (λ1u, λ2v, λ3w) and (u, v, w) are equivalent because they lead to the same rank-one tensor (λ1u)  (λ2v)  (λ3w) = uvw. To prevent the network from wasting capacity on predicting multiple equivalent actions, during training we always present targets (u, v, w) for the policy head in a canonical form, defined as having the first non-zero element of u and the first non-zero element of v strictly positive. This is well defined because u or v cannot be all zeros (if they are to be part of a minimal rank decomposition), and for any (u, v, w) there are unique λ1, λ2, λ3 {−1, +1} (with λ1λ2λ3 = 1) that transform it into canonical form. In case the network predicts multiple equivalent actions anyway, we merge them together (summing their empirical policy probabilities) before inserting them into the MCTS tree.

Training regime

We train AlphaTensor on a TPU v3, with a total batch size of 2,048. We use 64 TPU cores, and train for 600,000 iterations. On the actor side, the games are played on standalone TPU v4, and we use 1,600 actors. In practice, the procedure  takes a week to converge.

Neural network

The architecture is composed of a torso, followed by a policy head that predicts a distribution over actions, and a value head that predicts a distribution of the returns from the current state (see Extended Data Fig. 3).

Input

The input to the network contains all the relevant information of the current state and is composed of a list of tensors and a list of scalars. The most important piece of information is the current 3D tensor ({{mathscr{S}}}_{t}) of size S × S × S. (For simplicity, in the description here we assume that all the three dimensions of the tensor are equal in size. The generalization to different sizes is straightforward.) In addition, the model is given access to the last h actions (h being a hyperparameter usually set to 7), represented as h rank-1 tensors that are concatenated to the input. The list of scalars includes the time index t of the current action (where 0 ≤ t < Rlimit).

Torso

The torso of the network is in charge of mapping both scalars and tensors from the input to a representation that is useful to both policy and value heads. Its architecture is based on a modification of transformers23, and its main signature is that it operates over three S × S grids projected from the S × S × S input tensors. Each grid represents two out of the three modes of the tensor. Defining the modes of the tensor as ({mathcal{U}},{mathcal{V}},{mathcal{W}}), the rows and columns of the first grid are associated to ({mathcal{U}}) and ({mathcal{V}}), respectively, the rows and columns of the second grid are associated to ({mathcal{W}}) and ({mathcal{U}}), and the rows and columns of the third grid are associated to ({mathcal{V}}) and ({mathcal{W}}). Each element of each grid is a feature vector, and its initial value is given by the elements of the input tensors along the grid’s missing mode. These feature vectors are enriched by concatenating an S × S × 1 linear projection from the scalars. This is followed by a linear layer projecting these feature vectors into a 512-dimensional space.

The rest of the torso is a sequence of attention-based blocks with the objective of propagating information between the three grids. Each of those blocks has three stages, one for every pair of grids. In each stage, the grids involved are concatenated, and axial attention24 is performed over the columns. It is noted that in each stage we perform in parallel S self-attention operations of 2S elements in each. The representation sent to the policy head corresponds to the 3S512-dimensional feature vectors produced by the last layer of the torso. A detailed description of the structure of the torso is specified in Extended Data Fig. 4 (top) and Appendix A.1.1 in Supplementary Information.

Policy head

The policy head uses the transformer architecture23 to model an autoregressive policy. Factors are decomposed into k tokens of dimensionality d such that k × d = 3S. The transformer conditions on the tokens already generated and cross-attends to the features produced by the torso. At training time, we use teacher-forcing, that is, the ground truth actions are decomposed into tokens and taken as inputs into the causal transformer in such a way that the prediction of a token depends only on the previous tokens. At inference time, K actions are sampled from the head. The feature representation before the last linear layer of the initial step (that is, the only step that is not conditioned on the ground truth) is used as an input to the value head, described below. Details of the architecture are presented in Extended Data Fig. 4 (centre) and Appendix A.1.2 in Supplementary Information.

Value head

The value head is composed of a four-layer multilayer perceptron whose last layer produces q outputs corresponding to the (frac{1}{2q},frac{3}{2q},ldots frac{2q-1}{2q}) quantiles. In this way, the value head predicts the distribution of returns from this state in the form of values predicted for the aforementioned quantiles34. At inference time, we encourage the agent to be risk-seeking by using the average of the predicted values for quantiles over 75%. A detailed description of the value head is presented in Extended Data Fig. 4 (bottom) and Appendix A.1.3 in Supplementary Information.

Related work

The quest for efficient matrix multiplication algorithms started with Strassen’s breakthrough in ref. 2, which showed that one can multiply 2 × 2 matrices using 7 scalar multiplications, leading to an algorithm of complexity ({mathcal{O}}({n}^{2.81})). This led to the development of a very active field of mathematics attracting worldwide interest, which studies the asymptotic complexity of matrix multiplication (see refs. 3,4,5,6). So far, the best known complexity for matrix multiplication is ({mathcal{O}}({n}^{2.37286})) (ref. 12), which improves over ref. 11, and builds on top of fundamental results in the field8,9,10. However, this does not yield practical algorithms, as such approaches become advantageous only for astronomical matrix sizes. Hence, a significant body of work aims at exhibiting explicit factorizations of matrix multiplication tensors, as these factorizations provide practical algorithms. After Strassen’s breakthrough showing that (text{rank},({{mathscr{T}}}_{2})le 7), efficient algorithms for larger matrix sizes were found15,16,18,26,38. Most notably, Laderman showed in ref. 15 that 3 × 3 matrix multiplications can be performed with 23 scalar multiplications. In addition to providing individual low-rank factorizations, an important research direction aims at understanding the space of matrix multiplication algorithms—as opposed to exhibiting individual low-rank factorizations—by studying the symmetry groups and diversity of factorizations (see ref. 5 and references therein). For example, the symmetries of 2 × 2 matrix multiplication were studied in refs. 39,40,41,42, where Strassen’s algorithm was shown to be essentially unique. The case of 3 × 3 was studied in ref. 43, whereas a symmetric factorization for all n is provided in ref. 44.

On the computational front, continuous optimization has been the main workhorse for decomposing tensors17,45,46, and in particular matrix multiplication tensors. Such continuous optimization procedures (for example, alternating least squares), however, yield approximate solutions, which correspond to inexact matrix multiplication algorithms with floating point operations. To circumvent this issue, regularization procedures have been proposed, such as ref. 18, to extract exact decompositions. Unfortunately, such approaches often require  substantial human intervention and expertise to decompose large tensors. A different line of attack was explored in refs. 47,48, based on learning the continuous weights of a two-layer network that mimics the structure of the matrix multiplication operation. This method, which is trained through supervised learning of matrix multiplication examples, finds approximate solutions to 2 × 2 and 3 × 3 matrix multiplications. In ref. 48, a quantization procedure is further used to obtain an exact decomposition for 2 × 2. Unlike continuous optimization-based approaches, AlphaTensor directly produces algorithms from the desired set of valid algorithms, and is flexible in that it allows us to optimize a wide range of (even non-differentiable) objectives. This unlocks tackling broader settings (for example, optimization in finite fields, optimization of runtime), as well as larger problems (for example, ({{mathscr{T}}}_{4}) and ({{mathscr{T}}}_{5})) than those previously considered. Different from continuous optimization, a boolean satisfiability (SAT) based  formulation of the problem of decomposing 3 × 3 matrix multiplication was recently proposed in ref. 20, which adds thousands of new decompositions of rank 23 to the list of known 3 × 3 factorizations. The approach relies on a state-of-the-art SAT solving procedure, where several assumptions and simplifications are made on the factorizations to reduce the search space. As is, this approach is, however, unlikely to scale to larger tensors, as the search space grows very quickly with the size.

On the practical implementation front, ref. 31 proposed several ideas to speed up implementation of fast matrix multiplication algorithms on central processing units (CPUs). Different fast algorithms are then compared and benchmarked, and the potential speed-up of such algorithms is shown against standard multiplication. Other works focused on getting the maximal performance out of a particular fast matrix multiplication algorithm (Strassen’s algorithm with one or two levels of recursion) on a CPU32 or a GPU49. These works show that, despite popular belief, such algorithms are of practical value. We see writing a custom low-level implementation of a given algorithm to be distinct from the focus of this paper—developing new efficient algorithms—and we believe that the algorithms we discovered can further benefit from a more efficient implementation by experts.

Beyond matrix multiplication and bilinear operations, a growing amount of research studies the use of optimization and machine learning to improve the efficiency of computational operations. There are three levels of abstractions at which this can be done: (1) in the hardware design, for example, chip floor planning50, (2) at the hardware–software interface, for example, program super-optimization of a reference implementation for specific hardware51, and (3) on the algorithmic level, for example, program induction52, algorithm selection53 or meta-learning54. Our work focuses on the algorithmic level of abstraction, although AlphaTensor is also flexible to discover efficient algorithms for specific hardware. Different from previous works, we focus on discovering matrix multiplication algorithms that are provably correct, without requiring initial reference implementations. We conclude by relating our work broadly to existing reinforcement learning methods for scientific discovery. Within mathematics, reinforcement learning was applied, for example, to theorem proving55,56,57,58, and to finding counterexamples refuting conjectures in combinatorics and graph theory59. Reinforcement learning was further shown to be useful in many areas in science, such as molecular design60,61 and synthesis62 and optimizing quantum dynamics63.

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The Matrix Awakens Is Getting Delisted On July 9

Screenshot: Epic

The Matrix Awakens is going to sleep. Epic’s visually impressive tech demo (that’s also kind of a mini open-world action game) for PlayStation 5 and Xbox Series X/S will be delisted on July 9, the company announced via its website. If you’ve already added the game, which is free, to your game library, you can continue to download it past July 9.

In terms of visual fidelity, it’s easy to make a case that The Matrix Awakens is the most realistic-looking game available right now. First released last December, right around when the fourth Matrix movie hit the big screen, The Matrix Awakens is ostensibly a showcase of Epic’s proprietary Unreal 5 game development engine. Though it’s just a brief sliver of quote-unquote “gameplay,” the demo approaches the textbook definition of photorealism.

Its in-game faces, including those of Matrix stars Keanu Reeves and Carrie-Anne Moss, are almost indistinguishable from the real people they’re based on. Walking through the streets of Megacity feels like walking through the financial district of any major American metropolis. You can futz with lighting. You can drive cars through urban highways (which, sadly for the citizens of Matrix-land, haven’t been demolished). You can even alter the population density. It’s not exactly heavy on “fun” gameplay—relying more on quick-time events than anything else—nor does it really tie into the broader Matrix story all that effectively, but it’s a stunning showcase of the next generation of fidelity in video games.

In April, during a “State of Unreal” livestream meant to mark the official full release of Unreal 5, Epic lifted the hood on what exactly is possible. To my untrained eye, it’s all very impressive stuff, inching video games closer and closer to the uncanny valley. And even though Matrix Awakens won’t be around much longer, we’ll get to see other, presumably fuller Unreal 5 games soon enough. The engine is being used for a number of big-budget tentpoles on the horizon, including new entries in Crystal Dynamics’ Tomb Raider and CD Projekt Red’s The Witcher.

 

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A ceramic aerogel made with nanocrystals and embedded in a matrix for use in thermal insulation applications

Nature (2022). DOI: 10.1038/s41586-022-04784-0″ width=”800″ height=”530″/>
Multiscale design of hypocrystalline ceramic nanofibrous aerogel. a, Deformation modes and the corresponding ν and α of crystalline (C), amorphous (A) and hypocrystalline (H) ceramic fibrous cells under mechanical and thermal excitations. The colored scale bar indicates the variation of ceramics from amorphous to crystal by using a local-entropy-based fingerprint to characterize the crystallinity of each atom in the simulated system. b, Illustration of the zig-zag architecture design based on hypocrystalline fibrous ceramics. The units of the colored scale bars are millimeters, presenting absolute displacement values in ν and α calculation. The triangle, square and pentagon cells are the building units to assemble the fibrous aerogel structure. Credit: Nature (2022). DOI: 10.1038/s41586-022-04784-0

A team of researchers at the Harbin Institute of Technology, in China, working with a colleague in the U.S., has developed a new kind of aerogel for use in flexible thermal insulation material applications. In their paper published in the journal Nature, the group describes how they made their aerogel and how well it worked when extreme heat was applied.

Prior work has shown that aerogels made using ceramic materials work very well as thermal insulators—their very low densities have very low thermal conductivity. But such materials are brittle, making them unavailable for use in flexible material applications, such as suits for firefighters. They also tend to break down when exposed to very high temperatures. In this new effort, the researchers have developed a method for making a ceramic based aerogel that can be used in flexible applications and also does not break down when exposed to very high temperatures.

To create their aerogel, the researchers took a novel approach—they pushed a zirconium-silicon precursor, using a plastic syringe, into a chamber with turbulent airflow—an electrospinning approach that produced a ceramic material that resembled cotton candy. They then folded the resulting material into a zig-zag pattern and heated it to 1100° C. Heating it in such a way changed the texture of the material from a glassy state to a nanocrystal. Study of the resulting material using a spectroscope showed that their approach had resulted in the creation of a material with nanocrystalline bits embedded in an amorphous zircon matrix—a flexible aerogel made using a ceramic that was not prone to breaking down under high temperatures.

The researchers tested the material by using it to insulate an airplane fuel tube and applying a butane blowtorch for five minutes. They found that using a generic polyimide barrier allowed the temperatures in the tube to reach 267° C, while a conventional aerogel kept the temperature to 159° C and the new gel maintained it at just 33° C. They also found that the material was flexible enough to allow for use in flexible cloths, such as those used to make protective clothing for firefighters.


Aerogel integrated wood provides better insulation than existing plastic-based materials


More information:
Jingran Guo et al, Hypocrystalline ceramic aerogels for thermal insulation at extreme conditions, Nature (2022). DOI: 10.1038/s41586-022-04784-0

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Artist Shows Off Superman-Style Flight In Unreal 5 Matrix Demo

The latest version of Unreal Engine was released on April 5, and game developers are already trying to figure out how to make their wildest dreams into photorealistic reality. Enter Volod, a video game tech artist who has created a cool Superman-style flight demo out of the assets from a The Matrix-themed asset pack Epic Games recently released.

The “City Sample” is a free downloadable asset pack released to help developers understand how Epic Games built The Matrix Awakens tech demo showcased at The Game Awards last year. Among others, the assets include the demo’s buildings, vehicles, and crowds. Both the Matrix demo and its asset pack use new AI, lighting, and rendering systems that are specific to Unreal Engine 5. If you have a gaming computer that won’t explode when you try to install a game engine on it, then you can already start building interesting stuff out of Neo’s San Francisco. Such as the Superman demo below:

Although Volod’s sample uses a faceless character model who bears no particular resemblance to the caped hero, the powerful sense of velocity and the city’s scale really sell me on the fantasy of whizzing around like a superhero. The character’s turns are tight, and trying not to get smushed while trying to navigate the underpass looks a lot more fun to play with than simple flight physics.

Volod told Kotaku that he has a background in designing visual effects for film, and that Epic’s special developers’ license allowed him to experiment with the engine for a year before its public release.

“If I can find an interesting gameplay loop that ties into the flight mechanic, I’d consider putting together [a minimum viable product or] demo and releasing it to the public.” Volod told Kotaku. “But obviously [without the] association to the Superman IP.”

In a Twitter reply, the artist mentioned that their demo experienced “bottlenecks” where objects weren’t loading fast enough while Supes was flying through the city. Despite the technical hiccup with the new engine, it’s impressive that a single person was able to create a realistic-looking Superman-style flight demo within two days of Unreal Engine 5 going live. And that’s just one artist’s fantasy. I’m optimistic that the engine is going to open up interesting cinematic projects to an even wider range of creators than ever before.

Read More: The Matrix Unreal Demo Is A Simple, Weirdly Fun Open-World Game

While projects based on The Matrix Awakens are just gameplay demos for now, several notable games are currently being developed in Unreal Engine 5. Just last month, CD Projekt Red announced that the next Witcher game will be made in Epic’s latest engine. And the next Tomb Raider game was announced at the State of Unreal showcase. So even if Superman doesn’t officially land in Unreal in the near future, we should still have a ton of near-photorealistic games to look forward to as developers start flexing the new engine’s muscle.



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‘Matrix’ co-producer sues Warner Bros. over HBO Max streaming release

In the latest battle over streaming, the co-producer of “The Matrix Resurrections” sued Warner Bros., claiming the decision to release the movie simultaneously on HBO Max and in theaters breached their contract.

The suit by Village Roadshow Entertainment Group, is a fresh volley in a growing industry fight as big media companies favor streaming over traditional distribution.

Warner Bros. parent WarnerMedia, a unit of AT&T Inc., put its entire 2021 slate of movies on its sister streaming service HBO Max at the same time as their theatrical release. The studio also moved the release date of “The Matrix Resurrections” to 2021 from 2022 in an effort to help HBO Max attract more subscribers, the lawsuit alleged.

“WB’s sole purpose in moving the release date of ‘The Matrix Resurrections’ forward was to create a desperately needed wave of year-end HBO Max premium subscriptions from what it knew would be a blockbuster film, despite knowing full well that it would decimate the film’s box office revenue and deprive Village Roadshow of any economic upside that WB and its affiliates would enjoy,” according to the suit, which was filed in Los Angeles Superior Court on Monday.

In response, a spokeswoman for Warner Bros. said: “This is a frivolous attempt by Village Roadshow to avoid their contractual commitment to participate in the [related] arbitration that we commenced against them last week. We have no doubt that this case will be resolved in our favor.”

CONSERVATIVE CHILDREN’S BOOKS LAUNCH ‘MATRIX’ PARODY VIDEO AHEAD OF ‘MATRIX 4’ RELEASE

The partnership between the two companies does contain an arbitration clause to resolve disputes, but Village Roadshow said in the suit that it doesn’t apply in this case.

“Instead, the parties’ contracts expressly allow Village Roadshow to bring any action for injunctive or non-monetary relief in this Court, as they agreed that the arbitration agreement `shall not prevent any party from seeking injunctive relief and other forms of non-monetary relief in the state or federal courts located in Los Angeles County, California,’” the suit said.

At the box office, “The Matrix Resurrections” garnered only a fraction of the revenue generated by its predecessors.

Some other films released during the pandemic performed well at the box office, including “Spider-Man: No Way Home,” which unlike “The Matrix Resurrections” wasn’t released on a streaming platform when it came out in theaters, the lawsuit said.

Moves by major media companies to give priority to their streaming services over other platforms have potentially significant financial implications for actors, producers and financial partners who fear that the push to streaming will come at their expense.

In July, actress Scarlett Johansson sued Walt Disney Co. , alleging her contract to star in the Marvel movie “Black Widow” was breached when the media giant released the movie on its streaming service Disney+ at the same time as its theatrical launch.

AFTER HBO MAX DEAL, THEATERS CONSIDER SLASHING WARNER BROS. TICKET PRICES: REPORT

Ms. Johansson, who argued her box office-based performance bonus was hurt by the Disney+ move, was seeking as much as $80 million in damages. Disney, which denied it violated her agreement, settled with Ms. Johansson in September. The terms weren’t disclosed.

In Monday’s lawsuit, Village Roadshow also alleges that Warner Bros. is attempting to cut the company out of future movies and TV shows based on characters or intellectual property that it has ownership stakes in. Village Roadshow said it has invested $4.5 billion in its more-than-two-decade partnership and co-financed many Warner Bros. hits including “Joker,” “American Sniper” and the “Matrix” franchise.

PASADENA, CALIFORNIA – JANUARY 15: (L-R) TNT, TBS, truTV, HBO & HBO Max Content Acquisition EVP Michael Quigley, HBO Max CCO and TNT, TBS, & truTV President Kevin Reilly and HBO Max Head of Original Content Sarah Aubrey appear onstage (Getty Images)

“WB has also been devising various schemes to deprive Village Roadshow of its continuing rights to co-own and co-invest in the derivative works from the films it co-owns,” the suit alleged.

The suit comes just weeks before AT&T is expected to close on its deal to combine the WarnerMedia assets with Discovery Inc. and create a new company dubbed Warner Bros. Discovery.

Village Roadshow, meanwhile, has been exploring strategic options including taking on investments or even selling itself, The Wall Street Journal previously reported.

When Warner Bros. unveiled its strategy to put its 2021 movie slate on HBO Max and in theaters, it said it was doing so both to boost the new streaming service and to counterbalance the effects the Covid-19 pandemic had on the theatrical industry.

DIRECTORS GUILD OF AMERICA SAYS WARNER BROS. STREAMING PLAN WITH HBO MAX IS ‘UNACCEPTABLE’

The studio earned the wrath of Hollywood producers and stars by not alerting them to the decision in advance. Many feared they would be shortchanged by the move and were openly critical of the studio.

Warner Bros. ended up cutting new deals with much of the talent involved in its 2021 slate, which cost the studio more than $200 million, the Journal previously reported.

No deal regarding “The Matrix Resurrections” was reached, and Village Roadshow said in its suit that not only was the box office for the movie cannibalized but that it was also a victim of “rampant piracy” that Warner Bros. “knew would come by distributing this marquee picture on a streaming platform on the same day as its theatrical release.”

BRAZIL – 2021/06/03: In this photo illustration a close-up of a hand holding a TV remote control seen displayed in front of the HBO Max logo. (Photo Illustration by Rafael Henrique/SOPA Images/LightRocket via Getty Images) (Photo Illustration by Rafael Henrique/SOPA Images/LightRocket via Getty Images) / Getty Images)

Piracy has been on the rise since more films have been released on streaming platforms, according to firms that track such data. Theater owners also have expressed concerns about increased piracy due to the streaming first strategy.

The issue over the release of “The Matrix Resurrections,” isn’t the only significant crack in Village Roadshow’s 25-year partnership with Warner Bros. It also claimed Warner Bros. is violating Village Roadshow’s rights to participate in projects derived from movies it co-produced.

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Village Roadshow said Warner Bros. tried to force it to give up its rights in a TV series based on the movie “Edge of Tomorrow,” which it co-financed and co-produced.

“When Village Roadshow refused, WB said the quiet part out loud: it will not allow Village Roadshow to benefit from any of its Derivative Rights going forward, despite the over $4.5 billion it has paid WB to make and distribute 91 films. In other words, if Village Roadshow won’t give up its rights, WB will make sure they are worth nothing,” the suit said.

“Warner Bros. has a fiduciary duty to account to Village Roadshow for all earnings from the exploitation of the films’ copyrights, not just those it can’t hide through sweetheart deals to benefit HBO Max,” said Mark Holscher, a Kirkland & Ellis litigation partner who represents Village Roadshow.

Village Roadshow also said under its agreement with Warner Bros. it should have the option to partner in “Wonka,” a prequel to “Charlie and the Chocolate Factory” that it co-produced.

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Warner Bros. Sued Over Release of ‘Matrix Resurrections’ on HBO Max – The Hollywood Reporter

Village Roadshow Entertainment Group sued Warner Bros. on Monday for breach of contract over the studio’s decision to release Matrix Resurrections simultaneously on HBO Max and in theaters.

The lawsuit escalates growing hostility between those in the movie industry who stand to make millions of dollars through big theatrical releases and major media companies that have turned to prioritize growing their streaming services.

“WB’s sole purpose in moving the release date of The Matrix Resurrections forward was to create a desperately needed wave of year-end HBO Max premium subscriptions from what it knew would be a blockbuster film, despite knowing full well that it would decimate the film’s box office revenue and deprive Village Roadshow of any economic upside that WB and its affiliates would enjoy, especially as compared to a 2022 exclusive theatrical release,” states the complaint filed in Los Angeles Superior Court.

Warner Bros. said in a statement, “This is a frivolous attempt by Village Roadshow to avoid their contractual commitment to participate in the arbitration that we commenced against them last week. We have no doubt that this case will be resolved in our favor.”

Village Roadshow alleged the non-industry practice caused Matrix Resurrections, which it claimed was slated to be released in 2022 but was moved up by Warner Bros, to underwhelm at the box office. The blockbuster sequel has grossed only $37 million domestically compared to nearly $750 million by Spider-Man: No Way Home, which is also a sequel to a blockbuster franchise and was released around the same time.

Actors, producers and other financial partners whose compensation is impacted by forgoing exclusive theatrical releases have pushed back against the prioritization of streaming.

In July, Scarlett Johansson sued Disney claiming her contract was broken when Black Widow was made available on Disney+ on the same day it was released in theaters. She claimed Disney sought to steer viewers toward watching the movie on its streaming service instead of in theaters to boost its value and lower her compensation, which was tied to the Black Widow‘s box office performance.

Disney maintained that it renegotiated Johansson’s contract so she could be made whole. The case settled in September. Terms of the deal weren’t disclosed.

In the lawsuit filed on Monday, Village Roadshow alleged Warner Bros. executives’ “Project Popcorn” effort drove viewers away from theaters and onto HBO Max. As part of the plan, Warner Bros. moved up the release of Matrix Resurrections from 2022 to the end of 2021.

“WB agreed to allow its sister company to stream Village Roadshow’s tent pole film, on the same day of its theatrical release, for no additional revenue so that its sister company could increase its subscribers and subscription revenues with the additional benefit of boosting its parent company’s stock,” writes Mark Holscher, a partner at Kirkland & Ellis representing Village Roadshow.

Warner Bros. renegotiated contracts tied to box office performance when it announced that it would put its entire slate of 2021 movies onto HBO Max and in theaters.

But no such deal was reached with Village Roadshow over Matrix Resurrections, the lawsuit said, and the rushed release caused it to be rampantly pirated, further hurting its box office returns. The complaint argued that the movie’s poor financial performance dilutes the value of the franchise since it now appears that no more installments will be made.

Village Roadshow also raises in the lawsuit other disputes it has with Warner Bros. over other projects that are in the works. It argued the studio has refused to recognize its right to partner in Wonka by claiming that it’s not a prequel to Charlie and the Chocolate Factory, which the two sides co-own.

Warner Bros. is additionally trying to cut Village Roadshow out of a television series based on Edge of Tomorrow, according to the lawsuit.

“Instead of treating Village Roadshow as co-owner of the film and as the long-standing partner it is, WB proposed a financing deal that would have had Village Roadshow forgo its contractual rights and be relegated to a second-class participant,” the complaint reads.

Warner Bros. has allegedly refused to proceed with any project concerning Edge of Tomorrow that involves Village Roadshow as a financial partner.

Village Roadshow is withholding substantial payments for its share of production expenses over Matrix Resurrections because of the alleged breach of contract, according to the lawsuit. It seeks an accounting of all of Warner Bros.’s earnings over Matrix Resurrections, including the value earned by using the movie to steer subscribers to HBO Max, and an order forcing the studio to consult with it for distribution plans in the future.

WarnerMedia, parent company of Warner Bros., in 2021 released all of its movies on HBO Max on the same day they were released in theaters in a bid to grow its subscriber base as the COVID-19 pandemic accelerated Hollywood’s shift away from movie theaters. The streaming service hosted the movies for a month before they returned to following the typical distribution procedure.

WarnerMedia’s move sparked a backlash from top talent and partners of Warner Bros., including Dune filmmaker Denis Villeneuve and Tenet director Christopher Nolan, who denounced the plan in 2020 and called HBO Max “the worst streaming service.”

WarnerMedia chief Jason Kilar admitted that he rushed the day-and-date plan, even if he stood by the strategy, saying last September at the Code Conference: “I will be the first one to say, and the responsibility rests on my shoulders, that, in hindsight, we should have taken the better part of a month to have over 170 conversations — which is the number of participants that are in our 2021 film slate.”



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‘Matrix’ Co-Producer Sues Warner Bros. Over HBO Max Streaming Release

“The Matrix Resurrections” co-producer Village Roadshow Entertainment Group filed a lawsuit against Warner Bros., alleging the studio parent’s decision to release the movie simultaneously on HBO Max and in theaters was a breach of contract.

The suit, which was filed in Los Angeles Superior Court on Monday, is the latest indication of growing tensions between factions of the entertainment industry as major media companies give priority to direct-to-consumer streaming over traditional distribution platforms.

Warner Bros. parent WarnerMedia, a unit of

AT&T Inc.,

T -0.19%

put its entire 2021 slate of movies on its sister streaming service HBO Max at the same time as their theatrical release. The studio also moved the release date of “The Matrix Resurrections” to 2021 from 2022 in an effort to help HBO Max attract more subscribers, the lawsuit alleged.

“WB’s sole purpose in moving the release date of ‘The Matrix Resurrections’ forward was to create a desperately needed wave of year-end HBO Max premium subscriptions from what it knew would be a blockbuster film, despite knowing full well that it would decimate the film’s box office revenue and deprive Village Roadshow of any economic upside that WB and its affiliates would enjoy,” the suit said.

“The Matrix Resurrections” performed disappointingly at the box office, garnering only a fraction of the revenue generated by its predecessors.

Other films released during the pandemic performed well at the box office, including “Spider-Man: No Way Home,” which unlike “The Matrix Resurrections” wasn’t released on a streaming platform when it came out in theaters, the lawsuit said.

Keanu Reeves and Carrie-Anne Moss in the latest ‘Matrix’ movie.



Photo:

Warner Bros./Everett Collection

Moves by major media companies to give priority to their streaming services over other platforms have potentially significant financial implications for actors, producers and financial partners who fear that the push to streaming will come at their expense.

In July, actress Scarlett Johansson filed a lawsuit against

Walt Disney Co.

, alleging her contract to star in the Marvel movie “Black Widow” was breached when the media giant released the movie on its streaming service Disney+ at the same time as its theatrical launch.

Ms. Johansson, who argued her box office-based performance bonus was hurt by the Disney+ move, was seeking as much as $80 million in damages. Disney, which denied it violated her agreement, settled with Ms. Johansson in September.

In Monday’s lawsuit, Village Roadshow also alleges that Warner Bros. is attempting to cut the company out of future movies and TV shows based on characters or intellectual property that it has ownership stakes in. Village Roadshow said it has invested $4.5 billion in its more-than-two-decade partnership and co-financed many Warner Bros. hits including “Joker,” “American Sniper” and the “Matrix” franchise.

“WB has also been devising various schemes to deprive Village Roadshow of its continuing rights to co-own and co-invest in the derivative works from the films it co-owns,” the suit alleged.

In response to the lawsuit, a spokeswoman for Warner Bros. said: “This is a frivolous attempt by Village Roadshow to avoid their contractual commitment to participate in the arbitration that we commenced against them last week. We have no doubt that this case will be resolved in our favor.”

The partnership between the two companies does contain an arbitration clause to resolve disputes, but Village Roadshow said in the suit that it doesn’t apply in this case.

“Instead, the parties’ contracts expressly allow Village Roadshow to bring any action for injunctive or non-monetary relief in this Court, as they agreed that the arbitration agreement `shall not prevent any party from seeking injunctive relief and other forms of non-monetary relief in the state or federal courts located in Los Angeles County, California,’” the suit said.

The suit comes just weeks before AT&T is expected to close on its deal to combine the WarnerMedia assets with

Discovery Inc.

and create a new company dubbed Warner Bros. Discovery.

Village Roadshow has also been exploring strategic options including taking on investments or even selling itself, The Wall Street Journal previously reported.

Bradley Cooper starred in the 2014 movie ‘American Sniper,’ which Village Roadshow co-financed.



Photo:

Warner Bros./Everett Collection

When Warner Bros. unveiled its strategy to put its 2021 movie slate on HBO Max and in theaters, it said it was doing so both to boost the new streaming service and as a counterbalance the effects the Covid-19 pandemic had on the theatrical industry.

The studio earned the wrath of Hollywood producers and stars by not alerting them to the decision in advance. Many feared they would be shortchanged by the move and were openly critical of the studio.

Warner Bros. ended up cutting new deals with much of the talent involved in its 2021 slate, which cost the studio more than $200 million, the Journal previously reported.

No deal regarding “The Matrix Resurrections” was reached, and Village Roadshow said in its suit that not only was the box office for the movie cannibalized but that it was also a victim of “rampant piracy” that Warner Bros. “knew would come by distributing this marquee picture on a streaming platform on the same day as its theatrical release.”

Piracy has been on the rise since more films have been released on streaming platforms, according to firms that track such data. Theater owners have also been vocal about their concerns of increased piracy due to the streaming first strategy.

The issue over the release of “The Matrix Resurrections,” isn’t the only significant crack in Village Roadshow’s 25-year partnership with Warner Bros. It also claimed Warner Bros. is violating Village Roadshow’s rights to participate in projects derived from movies it co-produced.

Village Roadshow co-financed the 2019 film ‘Joker,’ starring Joaquin Phoenix.



Photo:

Niko Tavernise/Warner Bros./Everett Collection

Village Roadshow said Warner Bros. tried to force it to give up its rights in a TV series based on the movie “Edge of Tomorrow,” which it co-financed and co-produced.

“When Village Roadshow refused, WB said the quiet part out loud: it will not allow Village Roadshow to benefit from any of its Derivative Rights going forward, despite the over $4.5 billion it has paid WB to make and distribute 91 films. In other words, if Village Roadshow won’t give up its rights, WB will make sure they are worth nothing,” the suit said.

“Warner Bros. has a fiduciary duty to account to Village Roadshow for all earnings from the exploitation of the films’ copyrights, not just those it can’t hide through sweetheart deals to benefit HBO Max,” said Mark Holscher, a Kirkland & Ellis litigation partner who represents Village Roadshow.

Village Roadshow also said under its agreement with Warner Bros. it should have the option to partner in “Wonka,” a prequel to “Charlie and the Chocolate Factory” that it co-produced.

Write to Joe Flint at joe.flint@wsj.com

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Matrix 4 Version Could Have Happened Without Lana Wachowski

Keanu Reeves probably wouldn’t have come back for Resurrections without Lana Wachowski.
Image: Warner Bros.

In the week since the release of The Matrix Resurrections, the response to the film has been hugely polarizing. Some (like us) praised it for its fascinating ideas and smart continuation of the franchise. Others have dumped on it for being too self-aware with not enough of the action the franchise was built upon. Whatever side of the argument you fall on though, we can surely agree on one positive thing: that the film was made by one of the people responsible for the franchise, Lana Wachowski. Because that wasn’t always going to be the case.

Memories on the internet are short so odds are many people have forgotten that back in 2017, Warner Bros. was reportedly developing a new version of The Matrix from writer Zak Penn (Last Action Hero, Ready Player One) for star Michael B. Jordan (Black Panther, Creed). That was never officially confirmed, just reported on by reputable trade outlets, but in a new interview, one of the Matrix’s producers, James McTeigue, confirmed talks to continue the franchise without the Wachowskis did happen.

“Yeah. That was real,” McTeigue told Collider when asked if there were versions of this film that could have happened without Wachowski. “There were versions out there. But I guess the fates dictated that Lana’s story came at the right time, and Warner Bros. were willing to move forward with that story.”

McTeigue explained that while Warner Bros. was looking at other versions, which is to be expected from any major franchise with a brand name, the company “hadn’t landed on the right version,” he continued. “So when Lana eventually came back around and said, ‘Look. I’m interested in making another movie,’ of course, they went with the filmmaker who was the genesis of the Matrix.”

Interestingly enough, while the new interview does not get into it, around the time the Jordan/Penn version made news, Keanu Reeves made it clear he would not return to the franchise unless the Wachowskis were involved. “The Wachowskis would have to be involved,” Reeves said in 2017. “They would have to write it and direct it. And then we’d see what the story is, but yeah, I dunno, that’d be weird, but why not? People die, stories don’t. People in stories don’t.”

So even if you don’t like Resurrections, at least Wachowski’s involvement made sure it was Neo in this story and not someone else. The Matrix Resurrections is in theaters now and streaming on HBO Max for a few more weeks.


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Warner Bros. would’ve eventually made a new Matrix without Lana Wachowski

The Matrix Resurrections
Photo: Warner Bros.

There’s an odd meta moment early on in The Matrix Resurrections where Neo, stuck in a new version of The Matrix and believing that he is legendary video game designer Thomas Anderson (creator of a trilogy of video games called The Matrix), is summoned to the office of his business partner (Jonathan Groff’s Smith) and told that their studio’s parent company, Warner Bros., is going to make a new Matrix game. The implication is that it’s happening with or without him, a nod to the movie’s ongoing theme about binary choices that aren’t really choices at all.

The other implication, though, is that Resurrections director and series co-creator Lana Wachowski recently found herself in a similar meeting, one where Warner Bros. offered her a non-choice between making a new Matrix and stepping aside so they can make a new Matrix without her. Why else would Smith specifically name Warner Bros. as the one pulling the strings? Well, prepare your shocked face, because you’re about to be shocked.

Yeah, that’s pretty much what happened, though things were apparently a little less antagonistic in real life. Speaking with Collider, Matrix series producer James McTeigue explained that there’s “always talk” about keeping a franchise with so much “potential money making capability” going, but Warner Bros. was never able to land on “the right version” of the story.

So, when Lana Wachowski came back with a new story in mind (and some buddies from Sense8 to help write it), the studio jumped at the chance to make more Matrix. A new Matrix movie almost certainly would’ve happened at some point, then, but the reason it happened now is because Lana Wachowski wanted to make it. So it was a decision driven by her, but that doesn’t mean it was always going to work out that way… thanks to free will and all that. You know, Matrix stuff.

At the very least, this all means that the scene in Matrix Resurrections is just a winky joke about sequels and big studios, rather than Wachowski calling for help. Here’s the real question, though: What would’ve happened to the in-universe Matrix video games if Warner Bros.’ video game branch had actually been sold off? Would Thomas Anderson and Smith be working for Tencent or Microsoft instead?

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Matrix 4 End Credits: Secret Scene After Resurrections

Neo and Trinity would like you to stay through the very end, please.
Image: Warner Bros.

Fans know to stay put through the credits on a Marvel movie, but maybe not on a Matrix movie. However, they definitely should when it comes to The Matrix Resurrections, which is now in theaters and streaming on HBO Max.

Resurrections is the long-awaited sequel to the original Matrix trilogy (The Matrix, The Matrix Reloaded, The Matrix Revolutions) which brings back Keanu Reeves as Neo and Carrie-Anne Moss as Trinity. Both characters died in Revolutions, or so we thought—but co-writer and director Lana Wachowski explores what happened next in her new film.

And after all of The Matrix Resurrections’ action and drama, there’s the credits. If you’re like most people, you probably stopped the film there. But Wachowski has a cheeky little surprise at the end and here’s what happened.

If you’ve seen the movie, you know that in this new version of the Matrix, created by the machines to house Neo and Trinity after Revolutions, Thomas Anderson created a hugely successful franchise of games called… The Matrix. And now the company’s owner, Warner Bros., wants him to make a fourth game. Something he said he’d never do. All of which mirrors, exactly, what Lana Wachowski went through with The Matrix films.

After the credits, we revisit a scene that happens early in the film, and we see that Anderson’s braintrust is still trying to break down what a fourth Matrix should be. Now, whether or not this is still actually happening in the Matrix of the movie—since at the end, Neo and Trinity are no longer under the control of the Analyst (Neil Patrick Harris)—we don’t know. Maybe it is maybe it isn’t. But either way, one of the employees mentions that “Movies are dead. Games are dead. Narrative? Dead.” They believe media is nothing but a series of neural triggers. And the answer? Cat videos. “What we need is a series of videos that we call The Catrix.” He sits back with dumb confidence.

Like The Matrix Resurrections itself, the scene is a joke that works on a few levels. The basic one being the idea is so incredibly stupid, therefore it’s funny. However you have to think the scene is also probably Wachowski commenting on both her general disdain for modern, mainstream entertainment and maybe even previous ideas people have pitched her on doing a fourth Matrix. Ideas that are so stupid and random, they might as well have been the Cat-rix. Hopefully no one specifically ever pitched The Matrix with cats, but if you sub in cats for “Any Random Popular Thing,” it becomes more clear.

Anyway, it’s a fun little addition to the film and, in case you missed it, there it is. The Matrix Resurrections is now playing.


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