[HN Gopher] The NetHack Learning Environment
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The NetHack Learning Environment
Author : Emigre_
Score : 153 points
Date : 2022-11-12 09:49 UTC (13 hours ago)
(HTM) web link (github.com)
(TXT) w3m dump (github.com)
| simne wrote:
| I wonder, when NetHack will incorporate crypto, so one could get
| some real money from monsters ;)
| jmclnx wrote:
| Interesting, will have to check this out.
|
| BTW, tnnt is active now: https://www.hardfought.org/tnnt
| atemerev wrote:
| Did it ascend already?
| LordNibbler wrote:
| doesn't seem so [1] I think the maximum score
| we've sene so far is maybe something like 4,000 or 5,000. They
| descend down to dungeon level on average five or six
| sometimes luckily, going down even dungeon level 15
|
| [1]: https://www.youtube.com/watch?v=oYSNXTkeCtw
| CactusOnFire wrote:
| In defense of the AI, that's about as good as the average
| player (and the average players is pretty skilled).
| atemerev wrote:
| Level 8 is about where sokoban starts? That's what nearly
| any beginner could do after a few days (or even hours) of
| playing.
| [deleted]
| omoikane wrote:
| Looks like this repository is mostly concerned with
| standardizing the API to make it easier for others to build
| agents. It did come with code for an example agent, not sure
| how advanced that one is.
|
| The attached example_run.gif ended with "Agent76001 killed by a
| gnome lord, 2019".
| Twirrim wrote:
| The first known full-auto bot ascension happened back in 2015.
|
| https://www.reddit.com/r/nethack/comments/2tluxv/yaap_fullau...
|
| Previously discussed:
| https://news.ycombinator.com/item?id=8990869
|
| The code: https://github.com/krajj7/BotHack
|
| It was very carefully written in Clojure, and the result is some
| beautiful and fairly self explanatory code. The bit that ties
| everything together to define the way the bot behaves:
|
| https://github.com/krajj7/BotHack/blob/master/src/bothack/bo...
| Barrin92 wrote:
| well written Clojure code almost just reads like prose, love
| the language.
| heinrich5991 wrote:
| Permalink to GitHub: https://github.com/krajj7/BotHack/blob/702
| 26b3c8ed12d29c6406....
| haolez wrote:
| I think it must be much more fun creating an AI to be the dungeon
| master in NetHack. The vanilla monster AI is very crude.
| sanxiyn wrote:
| A large part of attraction of NetHack Learning Environment is
| availability of large human play dataset, including expert
| demonstrations. While I agree playing dungeon master sounds
| fun, that game lacks such data.
| zasdffaa wrote:
| How do you feel such an AI would change the game - what would
| it add? TIA
| mordechai9000 wrote:
| For one thing, you could make the combat more interesting and
| varied. The monster AI is pretty simple and predictable.
|
| Soldiers or orcs could communicate and coordinate, for
| instance. So instead of simply walking the shortest path to
| the player to be dispatched one at a time, they could harry
| the player, use ranged weapons, retreat strategically, cut
| off the player's retreat, etc.
|
| You could have something similar for tame monsters.
|
| It would change the gameplay significantly, and require
| careful consideration of game balance. I think it would be
| more of a whole new variant, rather than something to tack
| onto an existing version of the game.
|
| AI driven NPC interaction could also provide some amusement
| and make the game less predictable. You could give
| shopkeepers and other NPCs distinct personalities, where
| there behavior is driven by complex motivations.And I'm sure
| lots of other stuff.
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(page generated 2022-11-12 23:01 UTC)