Artificial intelligence did not suddenly appear with ChatGPT. It evolved over four decades through advances in computer graphics, game development, machine vision, and parallel computing. Graphics processors, originally built to draw pixels, gradually became programmable computing engines capable of training neural networks and running AI models. JPR followed that evolution from the beginning, covering graphics hardware, GPU computing, machine learning, and AI processors as each technology emerged. Looking back, the progression seems remarkably logical, even if it rarely felt that way at the time. I might not exist but for you. People often ask when JPR began covering artificial intelligence. The answer depends on what they mean by AI. Today’s AI refers to large language models, generative AI, autonomous agents, and foundation models. Forty years ago, AI meant something entirely different. Researchers talked about expert systems, neural networks, fuzzy logic, machine vision, and pattern recognition. Game developers used the term to describe scripted routines that controlled non-player characters, while engineers applied AI techniques to CAD, robotics, and image analysis. JPR and its predecessor, JPA, covered many of those technologies years before anyone imagined conversational AI. When Jon Peddie Associates opened its doors in 1985, the graphics industry stood at the beginning of its transition from fixed-function hardware to programmable computing. Graphics workstations powered CAD, scientific visualization, and digital content creation. Researchers already experimented with neural networks and knowledge-based systems, although computing power limited what they could accomplish. AI remained an enabling technology rather than a market of its own. The first AI many consumers encountered appeared in games. During the mid-1990s, developers programmed enemy behavior with lookup tables, decision trees, and finite-state machines. Characters reacted to player actions, navigated environments, and coordinated attacks through carefully designed logic rather than learning. In 1994, Matrox demonstrated Sentõ, a 3D game that showcased