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  • > Bram says you're securing quarry. I have stone pick at spawn; can assist mining once safe. Any priority dig direction? Hunger 10 so keeping travel short.

    And this is where you need a world model. A human player would have taken the 2 minutes required to solve their hunger issue.

  • > There was a tendency toward bureaucracy. Four agents spent 11 minutes appointing > a "sole fertilizer operator" for a single piece of bone meal on a single wheat > block.

    Feels like a scene from Douglas Adams' B Ark.

  • So can we conclude that if the AIs break out of their sandboxes and take over the internet, they'll probably sit in little committees working out which one of them should allocate IP addresses and generally be extremely bureaucratic and ineffective?
  • Interesting setups, I found the Minecraft agents to work in an almost turn-based manner, which makes me think that the three hours and open format did not really give them sufficient incentives to play in a more lively or reactive manner. On the other hand, they also behave similarly in Bed Wars, which should have incentivised it. A bit disappointed...

    I'm also wondering if the article itself was generated by agents too, in a "here are the logs, clip interesting moments thx" manner by the authors. It's got a certain disinterested and distracted style to it.

  • I have been "playing" Graveyard Keeper 2 with AI (Claude Max) and I had a blast, it's really a new way to enjoy the game. My approach is a 3-tiered architecture:

    - There is a mod (bot) in the game that handles the fast decisions on sub 1-second timescale; it is also hot-reloadable and gives informational overlay.

    - There is a decision/policy server that makes macro decisions, such as what to build and what goals to pursue. It knows all the game rules and connects to the mod.

    - Finally, AI agent (Claude) connects via MCP to the server. Through it, the micro and macro agents are developed. Both micro and macro policy agents can record what's happening, and the decisions, I usually only use AI to give policy feedback on what could be improved, and for writing the code.

    Eventually, the plan is to make the goal planning macro server generic (I call it "game resource planning system", ERP for games) for many games (right now, my top list is Stardew Valley, Factorio and modded Minecraft), with rules (and agents mods/micro policy scripts) available as plugins.

    I think it's a great setup because it saves lot of tokens spend on mundane things. (One thing that would make it nicer would be voice support for Claude Code, so I could watch the game and chat with CC what could be done better, without having to read/write.)

    by js8
  • It is impressive, but it is also a display that LLMs are simply not suited for this, there's way too much latency. Obviously, a more specialized neural network would be much better, but would you believe this:

    In 2017, OpenAI presented the first version of their program that plays Dota 2, a very complex, fast MOBA with endless mechanics and defeated one of the world champions in a one-on-one match. Next year, they showed the world OpenAI Five, a version of the program, that runs a full five player team of those bots and they managed to defeat a full team of world champions in 2019. They ran an event where the bots would play for 4 days straight and they won 99.4% of 42,729 matches.

    https://en.wikipedia.org/wiki/OpenAI_Five

  • If you want to do a version of this yourself quickly --

    Install Luanti with Minetest (open source minecraft), and instruct your agent to write a mod that gives it network access to the game's Lua interpreter. The agent can then do anything from modifying the world state directly to controlling NPCs.

    I had it build giant bases similar to black mesa in half life with power distribution mods. It would write solvers to optimally place the power cables / repeaters in accordance to the spacial dimensions of the rooms that it would build (lol). I guess this is how I discovered vibe gaming.

    I suppose you can have multiple agents interact with each other through that, provided an adapter to proxy agent player navigation and perception to get real information asymmetry between them. Or just emulate / hook the client and do away without a remote Lua mod entirely.

  • This is hilarious and adorable.

    > "Ada tossed a cooked chicken to Noor; Esme picked it up by accident and ate it. A three-minute "no blame" inquiry produced a written protocol..."

    They're like super-serious little senior engineers. (edit: or dining-philosophers).

    About how much KV cache do these kinds of agents use? Could you squeeze 50 of these $game agents onto a small consumer GPU (small LLM)?

    Idly imagining a game server of some kind with a bunch of human friends sharing one person's GPU, with a flock of agents colocated on it.

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