[HN Gopher] A generalist AI agent for 3D virtual environments
       ___________________________________________________________________
        
       A generalist AI agent for 3D virtual environments
        
       Author : nuz
       Score  : 338 points
       Date   : 2024-03-13 15:22 UTC (7 hours ago)
        
 (HTM) web link (deepmind.google)
 (TXT) w3m dump (deepmind.google)
        
       | SomeCooeyGuy wrote:
       | Why link to the twitter post and not the article linked from
       | within it?
       | 
       | https://deepmind.google/discover/blog/sima-generalist-ai-age...
        
         | GaggiX wrote:
         | @dang will help
        
           | pvg wrote:
           | @dang doesn't do anything, you should email
           | hn@ycombinator.com
        
             | LeifCarrotson wrote:
             | To be clear, @dang does a lot! His moderation is a big part
             | of why HN is such a useful forum. But you're right that the
             | text '@dang' being posted in an HN comment does not result
             | in the software sending a notification to him.
        
             | GaggiX wrote:
             | I have always seen people using @dang and honestly it has
             | always worked, he even thanks me sometimes.
        
               | pvg wrote:
               | There are regular comments by him, every few days, asking
               | people not to rely on @dang.
               | https://news.ycombinator.com/item?id=39662522
        
               | dang wrote:
               | That's random. If you want better-than-random message
               | delivery you need hn@ycombinator.com.
        
         | modeless wrote:
         | I submitted that one earlier:
         | https://news.ycombinator.com/item?id=39691783
         | 
         | This one got points slightly more quickly for whatever reason.
         | Usually in these cases of duplicate submissions dang will merge
         | the stories together.
         | 
         | To the DeepMind team I would say that a snappy summary
         | accompanied by a video at the very top of the page instead of a
         | bunch of whitespace and a static image you have to scroll past
         | would likely help the blog post be more viral, as this tweet
         | demonstrates.
        
           | pvg wrote:
           | _I submitted that one earlier_
           | 
           | With a made up title which you should avoid, it's in the
           | thing https://news.ycombinator.com/newsguidelines.html
        
             | modeless wrote:
             | Generally I editorialize the title when I make submissions
             | in the "new" queue if the actual title is very dry. If I
             | had posted the actual title of the blog post it would be
             | even farther behind the tweet version. I may update the
             | title now that it's on the front page, unless dang does it
             | first.
        
               | pvg wrote:
               | Right, except the guidelines ask you to not-do exactly
               | that and you shouldn't.
        
               | modeless wrote:
               | The guidelines are not all hard and fast rules. Dang has
               | explained in comment threads (that I don't have a link to
               | right now) that editorializing titles is actually OK in
               | some situations. Obviously the title should not be false
               | or clickbait, which my title was not.
        
               | pvg wrote:
               | No, it's the other way round. It's only ok to change it
               | if it's misleading or clickbait, otherwise use original.
               | You can't editorialize titles if they are _not_ clickbait
               | or misleading and the original wasn 't.
               | 
               |  _please use the original title, unless it is misleading
               | or linkbait; don 't editorialize._ There are regular
               | moderation comments about it, they just say the opposite
               | of what you think they say
               | 
               | https://hn.algolia.com/?dateRange=all&page=0&prefix=true&
               | que...
        
               | modeless wrote:
               | Again, this guideline is not a hard and fast rule. Those
               | moderation comments you link to are for the very common
               | case of posters adding their own strong opinions to
               | article titles. The title I chose had no opinion and was
               | merely a factual description of the article content. I'm
               | afraid I won't be able to find dang's explanation of why
               | it's sometimes OK to use different titles because it's
               | drowned in the sea of moderation comments for egregious
               | clickbait and highly opinionated submission titles.
        
               | pvg wrote:
               | No, editorializing is adding your opinion about what's
               | important. You don't get to do that in a title, you can
               | do that in a comment. That's exactly what those comments
               | say. This particular thing is a pretty settled practice.
               | Notice how the title was fixed. Because it was a bad
               | title.
        
               | modeless wrote:
               | I changed it myself. Once the story is out of the "new"
               | queue, having a snappy title is less important. I still
               | did not use the exact article title as I think the
               | content is better represented this way.
        
               | pvg wrote:
               | Adding 'snappy titles' to boost your submissions is
               | exactly what the guideline asks you not to do. I'm not
               | sure how it can be more straightforward or less prone to
               | your misinterpretation.
        
               | shadowgovt wrote:
               | "Please don't complain that a submission is
               | inappropriate... Don't feed egregious comments by
               | replying; flag them instead."
               | https://news.ycombinator.com/newsguidelines.html
        
               | pvg wrote:
               | This is neither about the appropriateness of the
               | submission nor are any of the comments egregious.
        
           | dang wrote:
           | I don't want to pile on in this subthread, just want to say
           | that the reason I changed the URL on the current thread
           | rather than re-upping your post (as we normally would when
           | the better URL was posted by someone else earlier) is that it
           | was the OP's first submission to HN and I like to encourage
           | newer participants.
        
             | modeless wrote:
             | Oh, that's interesting! Thanks, I'm happy to let someone
             | else have the karma. I think in this case the tweet linked
             | by OP was genuinely a good submission because it got to the
             | point much faster than the blog post and directly linked to
             | the blog post for people interested in the details.
        
         | gitfan86 wrote:
         | The deep mind team chose to post it to X because it allows
         | vitality and X is also the town square now
        
           | SomeCooeyGuy wrote:
           | that wasn't the question, but thanks
        
         | dang wrote:
         | Thanks! Changed to that from
         | https://twitter.com/GoogleDeepMind/status/176791851558599481...
         | now.
        
       | dtx1 wrote:
       | Okay, so now i know how artists feel: AI is destroying that thing
       | i love, now i will always have to fight ais when playing online
        
         | mrnotcrazy wrote:
         | I think the better deployment of this would be 1 human and 4 AI
         | buddies so you could have a more tactical experience and games
         | could have larger more realistic battles.
         | 
         | I think strategy might be more important in the future than
         | switchy aiming
        
         | giovannibonetti wrote:
         | Don't you already fight AIs when playing in single-player mode?
        
           | jprete wrote:
           | Single-player AIs are fine-tuned by the developers for fun
           | instead of frustration. I think the GP is talking about
           | undetectable online cheating.
        
             | educaysean wrote:
             | Maybe the future is that we no longer have to worry about
             | players cheating online because we simply won't play random
             | strangers online. You can still team up or play against
             | friends, but all other "players" can be bots with varying
             | levels of skills and play styles. Cheating solved.
        
         | Janicc wrote:
         | Most likely you'll be playing alongside or against AIs without
         | ever knowing. Either AIs from the game developers to make their
         | online game seem more popular or people who want their stats
         | leveled up without any effort on their part.
        
         | globular-toast wrote:
         | Back to LAN parties then!
        
         | cboswel1 wrote:
         | Hey, maybe the bot creator will be kind enough to add a racist
         | chat integration with the agent so you'll feel right at home in
         | the COD lobby.
        
       | jldugger wrote:
       | Man, its not even science fiction anymore to speculate that the
       | robot apocalypse happens because "exciting" violent games were
       | far cheaper and more plentiful than boring real life simulators.
        
       | seydor wrote:
       | I wonder if Deepmind's quest for AGI using games as testbed will
       | translate in the real world. It is quite possible that many of
       | those feats rely on the ANNs learning the physics engine of the
       | game. Which as impressive as it is, it 's probably nowhere near
       | as complicated as the real world out there. The last mile may
       | prove to be a very hard problem to solve, and i wonder if they
       | have an alternative strategy to it.
        
         | bigyikes wrote:
         | Are real world physics really that much more complicated than
         | video game physics? Sure, if you're talking about E&M,
         | relativity, or QFT, the real world is more complicated, but for
         | every day mechanics, they seem pretty comparable?
         | 
         | Video games might be even harder to predict sometimes, since
         | the physics simulations have very strange edge cases. There are
         | no physics glitches in the real world.
        
           | seydor wrote:
           | i believe it is as hard as it is for robots to act exactly as
           | they do during simulation
        
           | Jensson wrote:
           | > Are real world physics really that much more complicated
           | than video game physics?
           | 
           | Massively, in a game running into a wall is perfectly normal
           | and valid strategy to get close to it, in reality that will
           | wreck you.
           | 
           | Or running on a fist sized rock has no consequences, in
           | reality that destroys your foot. Reality is full of such
           | extreme threats everywhere even in normal homes.
        
         | tjah1087 wrote:
         | SIMA author here - SIMA is betting on simulations and games. We
         | use real-world open-ended language, but games/sim obviously
         | have simplified physics/graphics.
         | 
         | In terms of alternative strategies, Google DeepMind also has an
         | amazing robotics team with lots of fantastic work for real-
         | world robotics - including multi-robot generalists, showing
         | positive effects when co-training one agent or model on
         | multiple environments/bodies. Their prior work was very
         | inspirational to us in SIMA!
         | https://deepmind.google/discover/blog/scaling-up-learning-ac...
        
         | robrenaud wrote:
         | Simulation to reality is a huge bottleneck in a lot of
         | reinforcement learning work. Reality is just super messy and
         | complicated.
         | 
         | Tesla has an alternative. If you can get your devices
         | widespread and can be recording observations and actions, you
         | can collect huge datasets in the real world.
         | 
         | The first embodied, vaguely general, multi-task, useful and
         | economical robots might just really open up the virtuous cycle
         | of experience, learning, feedback and improvement. If I had to
         | guess where it would come from right now, I'd pick Amazon
         | warehouses.
        
       | leetharris wrote:
       | I will never forget being at TI7 where OpenAI revealed an AI that
       | could take on pro Dota players. Dota is an insanely complicated
       | and difficult game. This was an eye opening moment for me that
       | led to a career shift.
       | 
       | https://en.wikipedia.org/wiki/OpenAI_Five
        
         | jerrygenser wrote:
         | Upvoted. Not sure why this got downvotes. It's very cool that
         | you were at TI7 as I only watched this on youtube. I also
         | thought this was an important moment.
        
         | jprete wrote:
         | I know this might be perceived as an obvious question, but what
         | exactly did you switch from, and to?
        
           | qvrjuec wrote:
           | He was a professional gamer, and switched to biodynamic
           | agriculture after seeing how little hope humanity had playing
           | games against machines
        
             | WJW wrote:
             | Meh. People still do athletics competitions even though
             | cars exist and can outpace any human. Weightlifting is also
             | still a thing even though even an entry-level forklift
             | beats any human weightlifter. Chess is more popular than
             | ever before, even though nobody has any hope of beating a
             | computer anymore.
             | 
             | Out of all the fields that human do professionally, sports
             | will be one of the last ones to disappear. The fact that it
             | is (unaugmented) humans competing is the entire point.
        
               | tsumnia wrote:
               | > Out of all the fields that human do professionally,
               | sports will be one of the last ones to disappear. The
               | fact that it is (unaugmented) humans competing is the
               | entire point.
               | 
               | This is my thought/hope for what we'll expect in the
               | coming years as AI's automation becomes more commonplace.
               | Society's interests will start going towards activities
               | that showcase human ability - sports, livestreaming (very
               | much its own industry now, but mostly for socializing,
               | art, and gaming), performance, dance, etc. Sure AI can
               | 'do' these things, but not at the level elite performers
               | can or with the subtle nuisances in human personalities.
        
               | OkayPhysicist wrote:
               | I don't think the unaugmented qualifier is accurate. What
               | matters is that there are well-established rules defining
               | scope. People racing cars is still a very widely enjoyed
               | form of entertainment.
        
               | FrustratedMonky wrote:
               | LOL. Yes, exactly.
               | 
               | Even in the future when the AI is provide everything and
               | we are no longer able to understand it, humans will be
               | doing human competitions, playing chess, etc... The human
               | on human action will be only thing left, and only thing
               | humans care about. Chess is already unwinnable, but
               | humans still want to measure themselves against other
               | humans.
               | 
               | Chess, Go, what next? Pizza delivery? Accountant
               | Simulator? Humans are already being outclassed one
               | feature at a time.
        
           | leetharris wrote:
           | A slow transition (over 5+ years) from web/desktop
           | development into HPC and AI/ML.
           | 
           | I still consider myself a 4/10 at best compared to my amazing
           | peers who studied this from the start, but you have to start
           | somewhere!
        
             | calderarrow wrote:
             | If you don't mind sharing even more, what did you do to
             | learn HPC/AI/ML? Any suggestions for getting started?
        
               | Agingcoder wrote:
               | https://en.algorithmica.org/hpc/
        
             | Jwsonic wrote:
             | I'd love to hear more about your approach to the shift. How
             | did you pitch yourself during interviews without prior
             | experience?
        
             | alumic wrote:
             | I'd echo the same sentiment as the other commenters, if you
             | don't mind me throwing my hat into the ring. Considering a
             | MS in Data Science with a focus on ML
        
         | nsypteras wrote:
         | So glad you said this! For some reason that's always stuck out
         | to me as having been my biggest personal "wow" moment while
         | watching AI development progress. ChatGPT is awesome but for
         | some reason I've never felt as awed by it.
        
           | sanxiyn wrote:
           | I too was impressed at first, but got disillusioned after
           | learning how they did it. It was much more similar to chess
           | AI with piece-square tables than I first thought.
           | 
           | https://gist.github.com/dfarhi/66ec9d760ae0c49a5c492c9fae939.
           | ..
        
         | adtac wrote:
         | If Dota was twice as complex, do you think an AI would be more
         | than 2x better or less compared to your scenario?
         | 
         | I suspect the more complex the game, the bigger the advantage
         | over humans.
        
           | mminer237 wrote:
           | A big advantage of AIs is instant reaction time. OpenAI
           | programmed in an artificial reaction delay to most skills,
           | but they were still generally much faster than any human
           | would be. Overall strategy is where the AI was lacking, but
           | its technical flawlessness makes up for it.
        
             | adtac wrote:
             | If we model the game as someone flicking switches, strategy
             | is ability to know which switches to flick when whereas
             | technical skill is the ability to quickly and precisely
             | flick the chosen switches.
             | 
             | In more complex games, there are more switches and the
             | current set of best switches changes faster. With more
             | switches, it's harder to know which are the best switches
             | because the future is less predictable. And even if we
             | figure out the best ones, they might change before we flick
             | them. And even if we get around to it in time, we might fat
             | finger it and accidentally flick an adjacent switch. And
             | our opponent never gets tired or injured.
             | 
             | This is why I suspect AIs have a much higher ceiling even
             | if we limit them to half the APM pros have. Better strategy
             | matters less, but I admit it's our only chance lol.
             | 
             | FWIW, I've never played Dota but I've played a lot of AoE2
             | and from what I know they're similar enough (but maybe
             | someone can correct me).
        
           | CuriouslyC wrote:
           | If you're talking immediate mechanical complexity, then yes.
           | If you're talking delayed strategic complexity, then
           | definitely not.
        
           | jsheard wrote:
           | As I explained in my sibling comment the version of Dota they
           | played was heavily simplified, because the full combinatorial
           | explosion of mechanics was far too much for the AI training
           | to overcome. They didn't even get close to playing normal
           | Dota at a high level, nevermind a hypothetical version of
           | Dota which is twice as complex.
        
           | everforward wrote:
           | You would need to define what kind of complexity.
           | 
           | I would broadly break it into things that are complex to
           | perform (crazy APMs or accuracy), things that are complex to
           | understand (the stack or layers in MTG), and things that are
           | complex to predict (e.g. time-delayed abilities and the
           | correct time to use them, like Baptiste's lamp in Overwatch).
           | 
           | AI have basically constant performance across a performance
           | complexity curve, because the complexity typically derives
           | from physical interfaces the AI doesn't use anyways. E.g.
           | their APM is not limited by how fast their fingers can
           | physically move.
           | 
           | AIs do very poorly on tasks that are complex to understand.
           | The best Magic: The Gathering AI's I've seen are awful
           | (though also likely far less well-funded). Best-case scenario
           | is basically an AI who makes plays that don't make any sense,
           | but are at least valid plays. It's a crazy difficult problem.
           | E.g. there are various ways to make infinite mana with
           | combinations of cards, and the AI needs to a) realize that it
           | can use those cards in order to create infinite mana, and b)
           | that it can do this multiple times (I.e. it can pay for a
           | spell that costs more mana the loop generates by going
           | through the loop multiple times). That's very hard thing to
           | do; human players somewhat frequently don't realize when they
           | have loops.
           | 
           | Add on top of that that a game of Magic can enter a state
           | where a loop of effects becomes recursive but doesn't result
           | in either player winning. The game is a draw, because it
           | cannot progress anymore. Detecting these can be non-trivial,
           | because they might involve side effects that look like
           | someone should win (I.e. you lose a life and I gain one, then
           | I gain 2 life, then you deal 1 damage to me, then I gain 1
           | life, then you deal 2 damage to me. Life totals shift around,
           | but net to 0 by the end of the loop).
           | 
           | I think the AI do well at complex prediction tasks as well,
           | by nature of their response times and access to prior
           | information. I would expect an AI to beat humans by a wider
           | margin the more complex the prediction gets. Humans have
           | finite time and thus experience; the AI is going to have more
           | "experience", and be able to recall it at a faster rate.
        
         | jsheard wrote:
         | The caveat being that the scope of the game was _significantly_
         | pared down for the sake of the AI. Specifically the team
         | compositions were pre-determined, meaning the AI only had to
         | understand 10 heroes in two specific arrangements of 5, when
         | there 's normally >100* heroes which can be chosen in any
         | permutation, and certain game mechanics were also declared off-
         | limits for the human players because the AI wasn't able to
         | understand them. Beating pros in that subset of the game was an
         | impressive achievement but there was a _huge_ gulf between what
         | they did and doing it in the full version of the game, which
         | they quickly gave up on trying to do after collecting their
         | marketing trophy of beating Dota pros in something resembling
         | Dota.
         | 
         | * I'm not sure exactly how many heroes there were at the time,
         | it was less than the 124 there are today, but it was certainly
         | a lot more than 10.
        
           | avree wrote:
           | There were 112 heroes available at that time. It's also worth
           | noting that two of the heros chosen for OpenAI to use, Viper
           | and Sniper, are considered some of the mechanically 'easier'
           | heroes, as they rely primarily on autoattacks to do damage,
           | as oppose to decision-making around when to use spells.
           | Crystal Maiden, Lich, and Necrophos, the other 3 of the 5
           | OpenAI heros, are similarly considered 'easier' as they have
           | spammable, very forgiving abilities that can be used almost
           | indiscriminately.
        
             | FrustratedMonky wrote:
             | baby steps. Still impressive.
             | 
             | AlphaGo was strait up same.
             | 
             | AlhaStar did have some limits placed to narrow it down for
             | the AI. But was still imperfect information, and wildly
             | complicated.
             | 
             | And those were all 3+ years ago.
             | 
             | Games are a lower resolution representation of the 'real'
             | world. And we haven't seen any slowing down of AI scaling
             | up for more and more complex world views.
             | 
             | Eventually the 'map' will be the 'real', as real as the
             | human brains internal map of reality.
        
               | Jensson wrote:
               | > And we haven't seen any slowing down of AI scaling up
               | for more and more complex world views.
               | 
               | We absolutely have. We have superhuman performance on Go,
               | we have human expect level performance at Starcraft, and
               | now we get human baby level performance at 3d games. The
               | more complex the task/game the worse the AI gets relative
               | humans it seems, I don't see how this shows the AI
               | scaling up, to me this is all moving horizontally.
        
           | msp26 wrote:
           | One of the constraints ended up being implemented into the
           | main game: separate couriers for each player. But generally,
           | agree with your point.
           | 
           | But it's very cool how the OpenAI matches ended up making mid
           | players reevaluate how they used consumable regen.
        
             | nindalf wrote:
             | Explanation - health potions cost a small amount of in game
             | money and have to be ferried by a courier to the player.
             | Most pros (and good players copying the pros) didn't do
             | this because it wasn't considered cost effective. They
             | would rather save up for a larger purchase. Until they
             | repeatedly lost to OpenAI bots spending absurd amounts of
             | money on health potions.
             | 
             | The AI didn't follow "best practice" because it wasn't
             | trained on human games, found a better way and that was
             | quickly adopted by all, becoming the new best practice.
        
               | murderfs wrote:
               | League of Legends players discovered this like 15 years
               | ago (the "13 health pot start"), I wonder why this didn't
               | cross over. I suppose the player bases don't actually
               | intersect very much?
        
               | evandale wrote:
               | I think maybe the games are a bit different and it wasn't
               | viable? I was pretty into the original WC3 Dota and
               | starting with tangos for healing was a pretty popular
               | strategy for supports and solo lane players.
               | 
               | caveat: my Dota 2 knowledge is lacking because I haven't
               | followed the game for about a decade now and I have
               | essentially 0 experience with League.
        
               | cptn_badass wrote:
               | It's mostly because it's was a different scarce resource
               | at that time that was seen as non-optimal use by the
               | players, the courier. It can ferry item to you, in a
               | normal game there was only one of them for your whole
               | team, which mean using it would take that ability away
               | for your teammate during the ferry time.
               | 
               | One constraint to those showmatches at the time was that
               | every heroes had their own courier, and player at that
               | point were not accustomed to using it for "low value"
               | travel, unlike the AI that was using it liberally.
               | 
               | In a later patch, the 1 courier per hero feature was
               | added, and now pro players are much better at managing
               | it, but at that time it was truly a heavy opportunity
               | cost.
        
           | Etherlord87 wrote:
           | Very interesting! Shows how much AI is over-hyped (even
           | though, as you say, it was very impressive anyway). It was
           | even worse in case of Starcraft 2, where the AI had a much
           | wider view than humans, and while the AI was supposed to show
           | its strategic superiority, by limiting the APM (actions per
           | minute), the limit was still very high, inspired by the max
           | APM achieved by humans - whereas this max is achieved only
           | for a very short period of time (a single minute), and
           | consists mostly of insignificant click spam (had APM been
           | limited to half that for humans, the effect would probably be
           | negligible, and very minor for a quarter...). So as a result
           | the AI would win by being able to micro-manage more units,
           | rather than having a better strategy. But again, it was very
           | impressive anyway.
        
             | FrustratedMonky wrote:
             | How do you have 'over-hyped' and 'very impressive' in same
             | sentence. Which is it?
             | 
             | I think you are not giving AlphaStar the correct spin.
             | 
             | They came back and changed it to only have the same
             | viewport as the human, it could not see all of its units
             | simultaneously, it had to move the cameras like a human.
             | 
             | BUT importantly, it NEVER had perfect information. It could
             | only see exactly the same as the human, just at one point
             | they were letting it see the whole map without changing the
             | camera, but it still could not see enemy units without
             | sending a probe.
             | 
             | And. Little unsure on what the argument about APM is
             | saying. It was slowed down to match the human speed, but
             | somehow that makes it less impressive? That is just making
             | it more 'human-like'. Kind of like people today want to put
             | guardrails on AI, but if it was unleashed, it beats them
             | easily. That isn't a knock on the AI. The AI would still
             | have to think about every move, and form a strategy. They
             | slowed it down to human level inputs, handicapped it, to
             | make it playable to a human. But to your point, if AI could
             | make 400 APM and human had 400 APM (both limited to same),
             | then that is better measure about the 'thought' behind each
             | individual move.
             | 
             | I still remember watching one match where the human was
             | winning, the AI was down, and the AI really did fight back
             | very aggressively from a loosing position, like a human. by
             | expanding and adapting, and it looked very scary.
        
               | Etherlord87 wrote:
               | > How do you have 'over-hyped' and 'very impressive' in
               | same sentence. Which is it?
               | 
               | I'm stunned; how would you think they are contradictory?
               | Imagine a transportation that moves with the speed of
               | 1000 km/h. Very impressive, right? Now imagine media
               | everywhere say it moves with the speed of light. Wouldn't
               | this be over-hyping?
               | 
               | > BUT importantly, it NEVER had perfect information. It
               | could only see exactly the same as the human
               | 
               | Maybe we're speaking about different events... In the one
               | I'm commenting on, the AI had some zoom-out, I think 2x
               | (meaning it would see 4 times more at once). Yes it had
               | fog of war, but a zoom out like this is a very
               | significant advantage.
               | 
               | > And. Little unsure on what the argument about APM is
               | saying. It was slowed down to match the human speed,
               | 
               | No it wasn't, not exactly. Imagine that you measure a
               | human racer speed in km/minute, every minute. Then you
               | take the highest measured "average per minute", and
               | program AI to move with that speed at all times. Then you
               | praise AI for its pathfinding algorithm, because using
               | that speed, it beats the human racers.
               | 
               | Yes, if a human racer has to slow down, because e.g. the
               | human is unable to avoid obstacles at maximum speed, it
               | does make the AI being able to move faster, impressive.
               | But few people here would be impressed by a high reflex
               | of a computer, because we all are used to the fact
               | computers can react much faster than humans. It is
               | misleading, however, to allow AI to move faster, and then
               | give it the "spin", as you say, that the AI has won
               | because it was smart, as opposed to being fast.
               | 
               | BTW, I think the AI was either only using one race, or
               | was playing only against one race. This one thing was
               | actually mentioned in the event (once). The APM was
               | mentioned too, I think, but the nuance I describe
               | unfortunately wasn't mentioned.
               | 
               | It makes me sad, because as I said, it is a very
               | impressive technology. But it's hard to fully appreciate
               | something when it is so blatantly over-hyped and when you
               | see so many people around you being mislead and praising
               | AI for achievements that it didn't exactly accomplish.
        
           | chse_cake wrote:
           | That's a fair assessment but it was also 6 years ago. Back
           | then transformers had recently come out. Tricks to do DL at
           | scale were still brewing. Even achieving what they did for 10
           | heroes showed DL could work in "non-deterministic-ish"
           | problem settings.
           | 
           | The more interesting question is: can we train a Dota model
           | that plays with all 124 heroes today?
        
         | iamdelirium wrote:
         | Not really. By only playing a certain subset of the game, the
         | AI could use heroes that they were good at (micro intensive)
         | while disallowing heroes that could counter the strategy the
         | Open AI chose. Hardly a fair game.
        
         | pdimitar wrote:
         | How did this change your career?
        
         | bitcharmer wrote:
         | What is TI7?
        
           | tsumnia wrote:
           | Dota's yearly competition, TI7 means "The International 2017"
        
             | pests wrote:
             | That's confusing.
        
         | injuly wrote:
         | Oh, that was wild.
         | 
         | Though to be fair, the human players had to rely on muscle
         | memory to win lanes (CSing, blocking waves, pulling, trading
         | hits, cutting waves, stacking, etc.); whereas the AI could
         | perfect the timings down to the fraction of a millisecond.
        
           | ballenf wrote:
           | Was there any control input limit on the AIs? Like if the AI
           | couldn't click buttons or move the mouse faster than a very
           | fast human.
           | 
           | In a similar vein, it would be fascinating if the AI had to
           | also evade bot detection, that is appear (nearly)
           | indistinguishable from a human player.
        
             | kelvie wrote:
             | If I remember right there was a reaction time for the
             | OpenAI team they could tweak, if I remember right it was
             | around 200ms (and a short search I think confirms that).
        
               | Jensson wrote:
               | The bot did perfectly dodge a skill that humans almost
               | never dodged because it didn't have a good visual cue.
               | Against the AI that skill became useless, really screwed
               | the humans over and made it clear to everyone that the AI
               | didn't really play with the same limitations as humans.
               | 
               | In the next game it played they had made it react even
               | slower and then it no longer beat tournament teams.
        
             | blharr wrote:
             | Somewhat related, AlphaStar has such a control input limit
             | for Starcraft limiting the actions per minute by some
             | amount.
        
         | garyiskidding wrote:
         | Greg Brockman from OpenAI inserted the program drive for a game
         | of Dota vs Dendi (popular Dota 2 player). Really memorable.
        
         | swolpatrol wrote:
         | funny, I was there and got my only openAI shirt. I even
         | competed againts the bot in the 1v1 and won. best memories from
         | Seattle
        
         | 12345hn6789 wrote:
         | I don't quite think it's that impressive. AIs in video games
         | are specifically "nerfed" simply due to the fact they can make
         | decisions much, much faster than humans. Open AI didn't do
         | anything special in this case.
         | 
         | See @deep blue for more. Or, any strategy game made in the last
         | 20 years with AI difficulty mods.
        
           | 7734128 wrote:
           | AI in most strategic games are provided massive advantage
           | over human players. In CIV V, for example, the AIs start with
           | several units and techs on higher difficulties.
        
         | nurettin wrote:
         | In short, the game was dumbed down and computer programs can
         | micro perfectly, so the players had no edge.
        
       | sdrg822 wrote:
       | Dang they use Transformer-XL from 2019 haha - didn't realize
       | people still used that / XLNet-like architectures
        
       | ado__dev wrote:
       | I hope devs are able to use this to give more life to NPCs. So
       | many times we've been promised NPCs in RPGs that have their own
       | lives, do their own things independent of the player, etc. and
       | it's never really materialized into anything notable. With AI
       | though, I feel like we may be getting close.
        
         | digging wrote:
         | I'm suspicious of whether that will actually make games more
         | fun or interesting.
         | 
         | For example, the more realistic human character animations get,
         | the deeper we seem to fall into the uncanny valley. The fact is
         | that humans themselves naturally move in ways that look weird
         | when put on a stage, so mocap tends to look sillier the better
         | it is. Which is why we have theater, where movements are
         | exaggerated.
         | 
         | Anyway, with AI characters, I expect it will actually be more
         | frustrating and boring than not if they have realistic lives
         | and schedules. All the littler irritations that we deal with
         | and accept form real people just become friction in a game.
         | Games, as movies and books and shows and plays and
         | illustrations, don't need to be more realistic to be better.
         | Media is caricatures of real life, with important information
         | _intentionally presented_ to give us a good experience. Taking
         | _inspiration_ from real life can give us better mechanics but
         | blindly mimicking real life will give us shitty games.
        
           | timlod wrote:
           | Well, weird movements in games should be a thing of the past
           | in the near future, as we can begin to extract motion capture
           | data from videos of normal people acting normally.
           | 
           | I think it depends on the type of game you have, but I
           | wouldn't underestimate this type of technology for say, open
           | world games where it might make the game more immersive due
           | to convincing realism.
        
             | digging wrote:
             | > Well, weird movements in games should be a thing of the
             | past in the near future, as we can begin to extract motion
             | capture data from videos of normal people acting normally.
             | 
             | I think you misread my posts. We don't have awkward
             | animations because our mocap isn't good enough, we have
             | awkward animations because typical human motion looks
             | awkward - our brains just mostly ignore that.
             | 
             | People are awkward; we don't actually want characters in
             | games/movies/etc to be like real people. Very few movies,
             | for example, would be well served by conversations
             | frequently and for non-plot-related reasons being
             | interrupted by loud noises, having people talk over each
             | other and nonverbally try to figure out who gets to speak,
             | having characters ask "What?" and then begin to reply
             | without waiting for the answer because their brain caught
             | up half a second later, etc.
        
           | ryandrake wrote:
           | > Anyway, with AI characters, I expect it will actually be
           | more frustrating and boring than not if they have realistic
           | lives and schedules. All the littler irritations that we deal
           | with and accept form real people just become friction in a
           | game.
           | 
           | I remember Ultima V in the 80s had this. NPCs had their own
           | daily routine and went here and there throughout the day. A
           | couple of side quests relied on this mechanic--you had to
           | learn their schedule and catch them somewhere at some time.
        
             | hbn wrote:
             | Majora's Mask did something like that too. The game was
             | centered around a 3 day cycle you had to do things in
             | because at the end the moon would crash into the world and
             | everyone dies. So you'd get stuff done, then time travel
             | back to the beginning of the cycle repeatedly. NPCs all did
             | the same things in those 3 days, so you could help people
             | out with their sidequests in each cycle, like in Groundhog
             | Day.
        
           | Legend2440 wrote:
           | Everyone's a skeptic these days.
           | 
           | I'm pretty confident that people will find ways to make fun
           | and interesting games using them, just like they have with
           | every other computer technology over the last 40 years.
        
             | digging wrote:
             | > Everyone's a skeptic these days.
             | 
             | You'd be surprised at how untrue that is, unfortunately.
             | 
             | > I'm pretty confident that people will find ways to make
             | fun and interesting games using them
             | 
             | I agree - but also, that's a different phenomenon than
             | simply inserting AI naturalistic characters and expecting
             | them to be fun to interact with.
        
         | ca_tech wrote:
         | There is a delicate balance though. The draw of the RPG is that
         | you play a character who usually has an outsized impact on the
         | world in comparison to most everyone else. If we expect the
         | NPCs to operate as independent entities, how do we manage their
         | ambition so that they don't individually, or in aggregate,
         | impact the world more than you? Without that, your character
         | becomes another cog in the machine; it's their world and you
         | are simply living in it... Which I could see having a certain
         | appeal and may be just another genre.
        
           | rebuilder wrote:
           | Sandbox games are pretty big. Not my thing at all, but I'm
           | sure there'd be a big market for believable open-world RPGs
           | for example. They'd probably be more simulators than
           | narrative-driven games.
        
           | russfink wrote:
           | Maybe give them a "Robocop Directive 4 [HIDDEN]" that
           | prevents significant actions...?
        
           | sfjailbird wrote:
           | That sounds really cool, as a genre, actually. You would have
           | to figure out what given NPCs actually want, and how you may
           | be able to use that, to make them do what _you_ want. And not
           | based on some lame script, but complex world and character
           | models. I 'm sold!
        
             | Tossrock wrote:
             | At a certain point, you're just reinventing real life with
             | worse graphics.
        
               | Jensson wrote:
               | Real life where you are the chosen one with super powers.
        
               | silveraxe93 wrote:
               | Real life with worse graphics +
               | 
               | - Ability to reload when you fail
               | 
               | - You can choose your gender
               | 
               | - Actually, be anything. A dwarf, elf, dog, tall, short,
               | muscled, etc...
               | 
               | - Novel physics (magic)
               | 
               | - Sooooo much more
        
           | PartiallyTyped wrote:
           | What makes cyberpunk 2077 such a great game is that the world
           | doesn't revolve around you, it exists despite you, and you
           | see this in all of the side-quest events that are happening
           | in the background. The world being alive despite you, and not
           | for you adds a whole new dimension to the universe.
        
         | summerlight wrote:
         | The problem here with highly capable agents is that it's not
         | predictable and controllable in the point of designer's view.
         | That might work for certain types of games, but many cases
         | designers want to have a certain degree of control on their
         | games.
        
           | Legend2440 wrote:
           | Then we'll make new kinds of games where the unpredictability
           | of the NPCs is a core mechanic.
           | 
           | Seriously, have you no imagination? Why sit around coming up
           | with reasons it won't work instead of ways to make it fun?
        
             | TillE wrote:
             | Nobody actually wants to read LLM-generated soup. That's
             | just a waste of everyone's time.
             | 
             | If you're making a highly interactive, dynamic game, you
             | don't even need detailed language for NPC interaction. You
             | may as well use simple templates or even symbols.
        
             | Jensson wrote:
             | Figuring out what wont work is how you figure out what do
             | work. All his points are good, they are things you would
             | have to work around in some way.
             | 
             | > Then we'll make new kinds of games where the
             | unpredictability of the NPCs is a core mechanic.
             | 
             | This is impossible, you need the NPC to be predictable on
             | some level to make a fun game. Even unpredictable NPC needs
             | to have a predictable personality on some level, total
             | randomness isn't fun. Like, imagine a terrain generator
             | that just randomizes terrain on each tile, that wont be fun
             | at all, that is what a basic random personality would be
             | like.
             | 
             | Think of a human opponent, they are very predictable, just
             | looking at a human player and what he does and I can
             | predict what he will do in the future. Not perfectly, but
             | players aren't that random. To make an AI that feels good
             | it has to be very predictable.
             | 
             | The main problem with "smart" bots is that they have so far
             | always been way less predictable than humans, they get a
             | strange edge cases and bugs where they start to act very
             | dumb and strangely, that feels like a bug to the player and
             | isn't fun. Or their smartness makes them do the same thing
             | every time making them even more predictable than basic
             | scripting, either way they are worse than basic scripting.
             | 
             | Getting over these issues is a really hard problem, LLMs
             | hasn't helped solve that so far.
        
               | evandale wrote:
               | > Even unpredictable NPC needs to have a predictable
               | personality on some level, total randomness isn't fun
               | 
               | tongue in cheek counterpoint: Rimworld players love
               | Random Randy :P
               | 
               | I think it really depends on the game though, but you're
               | right 100% random in an RPG could be really annoying.
               | 
               | Right now I'm into games like Factorio and Captain of
               | Industry and they've both recently had blog posts about
               | how they do terrain generation and CoI stuck out because
               | you can manually plop features like mountains and then it
               | procedurally generates the mountain range[1].
               | 
               | There's been a lot of games recently that seem to be
               | doing procedural land generation, is there not a way this
               | can be applied to AI personalities as well or is there no
               | overlap between them? It kind of feels like procedurally
               | generated personalities should be do-able but it sounds
               | like there's something more going on that complicates
               | that?
               | 
               | [1] https://www.captain-of-industry.com/post/cd-42
        
               | Jensson wrote:
               | > tongue in cheek counterpoint: Rimworld players love
               | Random Randy :P
               | 
               | Even randy random isn't entirely random, people love it
               | since it sends you big threats, so it is coded to ensure
               | it throws you big threats. If it randomly didn't send big
               | waves people wouldn't like it as much.
               | 
               | "If Randy has not fired a major threat after 13 days, the
               | next Randy fired event becomes a major threat."
               | 
               | https://rimworldwiki.com/wiki/Randy_Random
               | 
               | > There's been a lot of games recently that seem to be
               | doing procedural land generation, is there not a way this
               | can be applied to AI personalities as well or is there no
               | overlap between them?
               | 
               | I'm certain that is possible, but we don't have nearly as
               | much intuitive understanding how to generate full fledged
               | personalities hooked into an LLM that changes how the
               | character acts and his motivations etc that will actually
               | work well when put in a world and interacting with other
               | NPC's in that world.
               | 
               | Terrain is just really easy to generate well enough,
               | almost everything else is way harder.
        
             | FloorEgg wrote:
             | A pretty material portion of the population actually
             | doesn't have much of any imagination, and these people,
             | especially when they have had some success and developed
             | "expertise" will always assume if they can't imagine it
             | then it's impossible, or if they don't know how to do it
             | then it can't be done.
             | 
             | Surely you've met some of these pessimists before.
        
             | summerlight wrote:
             | Easier said than done. I assume you have no prior
             | experience on professional game development? Many game
             | designers tried to tame chaos as a game mechanic in the
             | name of "emergent gameplay" and only a few of them survived
             | through numerous iterations in an extremely limited format.
             | I would recommend you to do your own research before making
             | such a bold statement. It is not that people cannot come up
             | with the same idea; many cases they tried it and there's a
             | good reason not to do that.
        
           | mike_hearn wrote:
           | You can control LLMs to any arbitrary degree of specificity
           | by a mix of retraining and changing the decoding strategies.
           | They can be as predictable as needed, I think the bigger
           | issue is more like how do you write stories when the
           | possibilities get so much larger.
        
             | summerlight wrote:
             | Yes, less predictability is a part of the problems from the
             | unconstrained search space. I think technically there is a
             | room for improvement, but this usually needs ML expertise,
             | which most of game designers and engineers do not have at
             | this moment.
        
         | treprinum wrote:
         | Game AI already had the problem of too tough opponents two
         | decades ago. Nobody (OK, outside Rainbow Six players) is going
         | to play a game where AI demolishes any player within
         | (milli)seconds.
        
         | 2OEH8eoCRo0 wrote:
         | Have you played Dwarf Fortress?
        
       | ordinaryradical wrote:
       | This is a death knell for MMORPGs where botting is already a
       | massive problem which distorts the player economies and degrades
       | everyone's playing experience.
       | 
       | The cat-and-mouse game of stopping these goldfarmers just became
       | exponentially harder.
        
         | xypheran wrote:
         | Maybe it's better that these time wasters die, speaking as
         | someone who played them way too much.
        
           | malux85 wrote:
           | It's not just about time.
           | 
           | During the teenage years while the neocortex is growing,
           | teenagers are practicing and honing fine motor control. Video
           | games help develop that, as well as learning about social
           | interactions, emergent system behaviour and strategic vs
           | tactical thinking.
           | 
           | I'm not saying they don't have downsides, but there are some
           | upsides too.
           | 
           | Sure, if you're an addictive personality using video game
           | escapism to ignore your life problems, that's a whole
           | different thing (and even without video games this type of
           | person would just find another form of escapism)
           | 
           | So I don't agree with your generalisation of games as "time
           | wasters" - maybe for you they are, but not for everyone, I
           | don't play them anymore very much (just a bit of chess every
           | now and then) but they provided me with a lot of
           | understanding in my formative years
        
             | JohnMakin wrote:
             | > as well as learning about social interactions
             | 
             | A large percentage of social interaction in a game like
             | world of warcraft is profoundly negative and maladaptive.
             | I'm not sure I would want my child learning about that in a
             | MMO.
        
               | malux85 wrote:
               | Mine were overwhelmingly positive, and got me friends I
               | still have 20 years later today, it depends on the MMO
        
               | Tyr42 wrote:
               | I mean I'm happier to get scammed over selling cow hides
               | in game than used cars in real life.
               | 
               | We don't give kids as many opportunities to make mistakes
               | in real life, I dunno.
        
             | digging wrote:
             | I believe they are specifically calling MMORPGs time-
             | wasters, which I second (as a video game enthusiast).
             | They're not unique in being so but they are heavily
             | designed to, basically, waste your time grinding.
             | 
             | I also agree that even MMORPGs have their upsides. But as a
             | genre they're pretty unhealthy.
        
               | rincebrain wrote:
               | I'm not sure I agree they're any more unhealthy than the
               | non-MMORPG games full of microtransactions trying to get
               | more money than the upfront cost in this day and age.
               | 
               | We've reinvented how arcade games used to try and extract
               | maximum quarters, but the iteration cycle is so much
               | faster now that we can't really play whack-a-mole on all
               | the pathological human manipulation strategies people
               | deploy now, and with people not being able to physically
               | walk away from their phones or other devices in many
               | cases, it's Bad(tm).
        
               | ryandrake wrote:
               | > I'm not sure I agree they're any more unhealthy than
               | the non-MMORPG games full of microtransactions
               | 
               | I used to think: "Anything that got rid of the 'pointless
               | grinding' aspect of RPGs would be an improvement." And
               | then micro transactions and pay-to-win got invented. I
               | didn't think it was possible but game designers somehow
               | actually managed to make RPGs even worse!
        
               | digging wrote:
               | > I'm not sure I agree they're any more unhealthy than
               | the non-MMORPG games full of microtransactions
               | 
               | I didn't say they were
        
           | LunaSea wrote:
           | They are about as much a time waster than any other hobby
           | really
        
             | ytx wrote:
             | But in terms of other benefits of that time spent, (imo)
             | they're probably somewhat better than micro-transaction-
             | gambling-mobile games (or just plain gambling), but likely
             | worse than a sports league or chess club.
             | 
             | Not sure how it'd compare against similar amounts of
             | youtube/netflix though.
        
               | LunaSea wrote:
               | > chess club
               | 
               | How? A lot of games could be seen as a sort of 3D chess.
        
               | ytx wrote:
               | Specifically meant in-person chess clubs as opposed to
               | only playing lichess from home for hours every day. I'd
               | probably have a less negative view of "time wasting" if
               | video games were played more in-person too.
               | 
               | I have fond memories of LAN parties growing up, where
               | socializing was as big a part as the actual gaming - it's
               | not like we were sitting there harvesting wood for hours
               | on end!
        
               | LunaSea wrote:
               | Socialising is still a very important part of games
               | (eSports, dungeons and raids, Discord / TeamSpeak /
               | Ventrilo, forums, guilds, etc), especially for MMOs.
               | 
               | Much more than chess which is mostly a individually
               | played game whereas an MMO is a cooperative game.
        
               | wtf_is_up wrote:
               | >The ability to play chess is the sign of a gentleman.
               | The ability to play chess well is the sign of a wasted
               | life.
               | 
               | - Paul Morphy
               | 
               | One of my favorite chess quotes. As an avid chess player,
               | I can't agree more.
        
               | stronglikedan wrote:
               | Why should I weigh the benefits of time spent on
               | something that I enjoy doing? That would make it
               | unenjoyable.
        
           | LeifCarrotson wrote:
           | What do you propose as an alternative?
           | 
           | It feels fun to be rewarded for something you accomplish in-
           | game.
           | 
           | In many singleplayer games, you can slide difficulty up or
           | down to change the effort:reward ratio.
           | 
           | In an MMORPG, though, you have different groups of players
           | with different amounts of time. You want to make it fun for
           | both the kid on summer vacation who is happy to spend 80
           | hours a week on a game (not a choice I want for my kid, but I
           | was a kid once too) and an adult who has a 60-hour work week
           | and exchanges 2 hours of sleep after the kids go to bed to
           | play.
           | 
           | That means the person with more money than time will want to
           | buy things from someone with more time than money. But this
           | causes all kinds of distortion in the game balance and
           | economy.
           | 
           | I don't know that this is solvable, whether you're trying to
           | balance against cheap labor or AI bots.
        
           | nozzlegear wrote:
           | As someone who met his wife in an MMORPG (World of Warcraft)
           | and still actively plays it each week with the same group of
           | friends from 15 years ago, I'm not so quick to hope they die.
        
           | wongarsu wrote:
           | They can be problematic, but for many they are just a
           | convenient excuse to spend time with friends in a voice chat.
           | It's not really more or less of a time waster than most other
           | group activities.
           | 
           | Now playing alone for the dopamine rush of successfully
           | grinding repetitive tasks: yeah, that's a bit of a time
           | waster. Maybe therapeutic for some, and definitely not the
           | most harmful way to spend time and get validation, but also a
           | bit pointless. But I would argue that if you play an MMORPG
           | alone you're doing it wrong. If you don't have friends at
           | least get engaged in a guild and spend countless hours
           | improving real-life social and leadership skills.
        
             | vasco wrote:
             | You seem to attribute more value to an activity just
             | because it's done in a group but I'm not sure that holds.
        
               | geometriccan wrote:
               | Sometimes I can't tell if people on this site are joking
               | or genuinely this out of touch. Go touch grass.
        
               | alfiedotwtf wrote:
               | I'm with Vasco on this one. What's wrong with enjoying
               | your own company
        
               | Jensson wrote:
               | That isn't very easy to realize though, not too long ago
               | game designers thought that multiplayer was mostly about
               | having other players as fun challenges to overcome. But
               | people like having other people even if they never really
               | interact, just having others there that you can show what
               | you did to and talk about stuff is fun.
               | 
               | But point is, that realization isn't that simple, it took
               | a long time for cooperative games to become common. In
               | early days game consoles had cooperative split screen to
               | let two players play at the same time, not because that
               | was more fun, so it took a really long time for
               | cooperative modes to become standard in online gaming
               | because it wasn't at all obvious that people liked
               | cooperative play.
               | 
               | MMORPGs were the main cooperative online games for a long
               | time. Today we have dedicated short session cooperative
               | games, those are still very popular.
        
               | vasco wrote:
               | Instead of feeling superior in a drive-by snark, explain
               | to me why gaming for 3 hours after work while voice
               | chatting with 3 friends is not a waste of time but if you
               | do it on your own it is?
        
               | dreamworld wrote:
               | I'll bite. First, each human is kind of a separate
               | universe, another 80 billion neurons to converse with,
               | each with our own histories and vastly different
               | knowledge and experience. In a conversation, we learn a
               | lot from each other, and better understand how we can be
               | different in skills, and even in basic things like
               | emotion, motivation, etc.., better understanding what it
               | means to be a human, and better understanding what it
               | means _to be_ in general. Also, it 's very important for
               | us to maintain some kind of social contact (I think
               | written counts as well), because our brains language
               | ability will degrade and we will lose critical skills
               | including reading social cues.
               | 
               | Speaking of social cues, interacting with others
               | specially in a complex environment where there can be
               | severe competition as well as cooperation and difficult
               | coordination, is something that also is worth practicing.
               | 
               | I have nothing against solo games, but this kind of thing
               | is not practiced in a solo game.
               | 
               | Finally, I think other kinds of games (e.g. in
               | competitive games) tend to have very simple interactions
               | and objectives, compared to an MMO: there's a clear
               | objective to win that's shared by everyone. Some MMOs
               | have much more interesting interactions, where each
               | person is interested in a different thing, and I think
               | this contributes to a very rich atmosphere that isn't
               | just 'Go win, try to win match, go out', i.e. more life-
               | analogue (without other limitations of life, like you
               | can't actually die, and being poor isn't as terrible as
               | it often is IRL :( ).
        
               | dreamworld wrote:
               | So just be more in the real world? (I mean, IRL) Well,
               | yes, but there are advantages to virtual worlds, as long
               | as they're not designed to be simply addictive time
               | sinks. And there are advantages to the real world.
               | 
               | The inputs to a computer game are more limited, you can't
               | see people, their faces (and sometimes voices), the
               | graphics are still a far cry from the more beautiful
               | places.
               | 
               | Also, real life is full of responsibilities and large
               | parts of it still, well, suck (bad jobs, exploitative
               | practices, etc.). I think we're improving somewhat
               | (greatly hampered by greed and power games).
               | 
               | If you have interesting activities IRL, like a great
               | fulfilling job and hobbies (that are also potentially
               | useful in other ways, like charity work), then by all
               | means, but I think virtual worlds have their place in our
               | lives.
        
               | Kerb_ wrote:
               | 3 hours of gaming alone can be valuable relaxation and
               | entertainment but doing it while voice chatting can be
               | both as well as social engagement. Just because one is
               | more valuable from most perspectives doesn't mean one is
               | a waste and one isn't. You don't need to be in a lobby
               | with friends to enjoy or be good at CS:GO or R6, but I
               | think it makes you more likely to become a better player
               | and cooperate with your teammates if you do, and I think
               | engaging in cooperation in one realm of your life can
               | lead to easier cooperation in other areas. They are both
               | wastes of time from the perspective that you could be
               | building something or doing a creative hobby with an
               | actual output, and they're both effective uses of time
               | from the perspective that recreation and skill are
               | important even if they aren't essential skills. In the
               | end, I think playing MMOs without engaging in the social
               | aspect is a waste and you might as well be playing Cookie
               | Clicker, but that doesn't mean I think MMOs or Cookie
               | Clicker are waste of time in and of themselves.
        
               | RohMin wrote:
               | I guess you're not necessarily improving your social
               | skills playing alone?
        
             | jonReadingNews wrote:
             | Another idea is this facilitates (re)creating these kinds
             | of worlds and moments. Imagine your favorite MMORPG at your
             | favorite time and imagine being able to recreate what feels
             | like that time and place with other "players" being agents
             | behaving in manners consistent in that context. Invite some
             | friends. Have a good time. Throw it away.
        
           | squidsoup wrote:
           | We're an irrelevant blip in the natural history of our
           | planet. Everything is a waste of time.
        
             | suby wrote:
             | We are arguably in one of the most important blips in the
             | history of mankind.
        
               | Jensson wrote:
               | We are also in among the most important events of Earths
               | history, just releasing all that trapped CO2 back into
               | the atmosphere reversed many millions of years of robbing
               | the biosphere of CO2, it will affect earth for many
               | millions of years to come with more plantlife and warmth,
               | maybe dinosaurs will be back in 100 million years if we
               | release enough CO2 since they do better in warmer richer
               | environments.
        
           | serf wrote:
           | The only tried and true metric that HN always falls down to
           | question universally :
           | 
           | "Why did you do that if it doesn't make money?"
        
         | btown wrote:
         | I doubt that the compute required to ingest game video in real
         | time makes it remotely viable for botting. Even if it did, the
         | above-human latencies between vision and agentic choice would
         | be detectable by much simpler models operating on the more
         | data-dense internal MMO server logs.
        
         | maldev wrote:
         | The compute and delay isn't worth it at all. Especially when
         | you can disable rendering and keep compute pretty minimal.
         | We're talking about reading a list of entities, moving towards
         | them and casting a few spells vs a whole AI. Exponentially less
         | compute, for better performance. Let alone the extra data the
         | bot sees from the entity list vs the ai operating on visuals.
         | Bots also make money by operating on a scale. And costs from ai
         | would outweigh the already slim profit margins for each bot.
        
           | sand500 wrote:
           | > disable rendering and keep compute pretty minimal.
           | 
           | So that's what was going on in the Matrix when the humans
           | were staring at all that green text.
        
         | TillE wrote:
         | While there have been plenty of programming games, the idea of
         | a bot-only MMO would be really interesting. Far more
         | interesting than actually playing the typical post-WoW MMORPG.
         | 
         | Like, Runescape was already distilled into a surprisingly good
         | idle game in Melvor Idle. You could take a slightly different
         | path where the "idling" is instead a matter of programming and
         | resource allocation.
        
           | nabakin wrote:
           | > the idea of a bot-only MMO would be really interesting
           | 
           | Then you may be interested in Screeps: World
        
             | pests wrote:
             | Screeps was fun but I really wish they made one simple
             | change to the programming model: I want my screeps
             | independent and acting on their own knowledge, without a
             | global coordinator. The way I remember it scripts processed
             | all entitles as a batch so you could "play god" and
             | coordinate at a higher level. I really wanted it to be so
             | each screep was independent and had to coordinate through
             | agent interactions.                 act(screep) for screep
             | in all_screeps // Independent evaluation
             | act(all_screeps) // Global coordinator
        
         | mike_hearn wrote:
         | It just means MMORPGs would fully migrate to consoles, same as
         | other multiplayer gaming. There's nothing fundamentally hard
         | about stopping botting if you have good control over the
         | hardware platform.
        
           | jedberg wrote:
           | If the botting is profitable then it is trivial to build an
           | interface for a fake controller and screen grabber to do the
           | work.
        
             | FrustratedMonky wrote:
             | That is correct.
             | 
             | I think what people are missing, is that by the time you
             | build a controller interface, and a screen grabber, and
             | have an AI that can interpret the screen grab, understand
             | and play the game, that this is super incredible, and
             | really the humans are probably already being herded into
             | Soylent Green processing centers to feed the remaining
             | humans that are kept around for maintenance tasks.
        
               | jedberg wrote:
               | I think you're underestimating how easy it is to cut the
               | cord on an Xbox controller and hijack the signals and
               | just plug the HDMI cable into a capture card.
               | 
               | And this post is showing you an AI that can look at the
               | screen grab and play the game.
        
               | FrustratedMonky wrote:
               | LOL. Yeah man. Almost there.
               | 
               | Here to offer praise to the AI overloads. Hope they read
               | my comments later and know I was a true believer and
               | should be included in the maintenance crews they allow to
               | live.
        
       | whalesalad wrote:
       | I want to see it play helldivers on level 9. That would be so fun
       | to watch.
        
       | precompute wrote:
       | "3D virtual environments and games" today, IRL tomorrow.
        
       | satvikpendem wrote:
       | Perhaps finally we will have competent AI in video games.
        
       | tristor wrote:
       | Great, now there will be even more people botting every single
       | online game.
        
       | TekMol wrote:
       | The link should be changed to:
       | 
       | https://deepmind.google/discover/blog/sima-generalist-ai-age...
        
       | d--b wrote:
       | The No Man Sky's "shoot the asteroid" demo is highly disturbing.
       | 
       | They really should not ask any AI agent to shoot at anything.
       | Especially when it's not very good at it.
        
       | jamesdwilson wrote:
       | > It's about developing embodied AI agents that can translate
       | abstract language into useful actions. And using video games as
       | sandboxes offer a safe, accessible way of testing them.
       | 
       | not creepy at all.
        
         | cj wrote:
         | > safe, accessible way of testing them.
         | 
         | And once validated, sell to the military?
         | 
         | > Ultimately, our research is building towards more general AI
         | systems and agents that can understand and safely carry out a
         | wide range of tasks in a way that is helpful to people online
         | and in the real world.
         | 
         | This makes me nervous.
         | 
         | I hope AI agents that take actions in the real world are
         | regulated at least as much as self-driving cars have been over
         | the last decade. Or at least AI agents that interact in public
         | spaces.
        
           | klabb3 wrote:
           | I mean they already are, just look at that announcement
           | 
           | > Ultimately, [..]
           | 
           | I swear this short paragraph style rounding it off with an
           | "ultimately", "in conclusion" didn't use to be so common. :
           | 
           | Ai is already strongly influencing how people write. After
           | being successfully deployed for a year.
        
           | jamesdwilson wrote:
           | DeepMind> kill dissidents
        
             | dist-epoch wrote:
             | You don't need AI for that, look at Russia, Saudi Arabia,
             | ...
        
               | jamesdwilson wrote:
               | touche. the real power is the ability to blame the
               | computer, isn't it?
        
           | bogwog wrote:
           | > And once validated, sell to the military?
           | 
           | Can't wait to see the leaked footage of war crimes showing
           | robots murdering civilians and teabagging their corpses
        
       | belter wrote:
       | "A generalist AI agent for 3D virtual environments" -
       | https://deepmind.google/discover/blog/sima-generalist-ai-age...
        
       | 101008 wrote:
       | I understand that this is a great leap in AI and it sounds
       | amazing, looks amazing, almost unbeliable. I wonder if it is
       | needed, though.
       | 
       | I can't find a good reason for computers playing videogames. I
       | read another comment saying that they could be your buddies in an
       | adventure game... what's the point? The fun is to play with other
       | people. We already are able to play with bots (different
       | algorithms rule them), so I can't see why someone would prefer
       | this over them.
       | 
       | About traslating this from a virtual world to the real world... I
       | can't imagine who would think it's a good idea to give this type
       | of freedom to machines in a physical world, were consequences are
       | way riskier than something digital (and yes, digitally they could
       | empty your bank account, physically they could kill someone. One
       | is much worser than the other).
        
         | kapperchino wrote:
         | It's to replace qa testers for video games
        
         | chankstein38 wrote:
         | >About traslating this from a virtual world to the real
         | world... I can't imagine who would think it's a good idea to
         | give this type of freedom to machines in a physical world, were
         | consequences are way riskier than something digital (and yes,
         | digitally they could empty your bank account, physically they
         | could kill someone. One is much worser than the other).
         | 
         | Right now there are robots in many factories around the world,
         | some are discrete machines that aren't tethered down and have
         | movement capabilities. You don't think that there are factory
         | managers/etc out there drooling about the idea of getting those
         | or something similar to be able to do general factory tasks?
         | 
         | Imagine your employee who tapes up boxes before shipment quits
         | one day out of the blue. "Hey, package carrying bot 9000, can
         | you go tape those boxes? I'll have someone show you what to do"
         | 
         | Not necessarily a good idea still but just because we don't
         | want it doesn't mean there aren't a million beneficial uses of
         | this kind of generalizing.
        
         | WFHRenaissance wrote:
         | My thinking is that it enables a "more full" virtual world.
        
       | solarpunk wrote:
       | stadia buildout paying off more and more.
        
       | qgin wrote:
       | Honestly did not expect the physical side of robotics to be the
       | bottleneck for fully autonomous robots doing tasks out in the
       | world.
        
         | 317070 wrote:
         | Moravec's paradox hard at work. [0]
         | 
         | [0]https://en.wikipedia.org/wiki/Moravec's_paradox
        
           | qgin wrote:
           | Wow, I guess lots of people saw this coming a mile away
        
       | nsagent wrote:
       | Sometimes I wish I had the reach of Google Deepmind. I created a
       | sandbox environment for the text-heavy RPG 'Disco Elysium' [1].
       | The current research I'm focused on is having an agent use a
       | natural language interface (via text generation) to solve quests
       | in the game.
       | 
       | The project required lots of reverse engineering on my part to
       | make a web-based facsimile of the game such that it's possible to
       | conduct controlled experiments on the language capabilities of
       | current agents.
       | 
       | Hopefully what I've created will be useful for others, because
       | unlike big tech, I've released all my code under the AGPL [2].
       | 
       | [1]: https://pl.aiwright.dev [2]:
       | https://git.sr.ht/~dojoteef/pl.aiwright
        
         | doctorpangloss wrote:
         | Isn't an essential part of what they are doing, and why they
         | have results, that they are tackling all games at the same
         | time, rather than focusing on one? Is Disco Elysium a good
         | choice?
        
           | nsagent wrote:
           | Good point, they are quite different objectives.
           | 
           | Their approach is one that works for simple directives: "Go
           | to ship" or "Pick up iron ore" which lends itself well to
           | sandbox-like games (which seems to be a major focus looking
           | at Deepmind's tech report). Similar research has been done in
           | Minecraft [1].
           | 
           | These instruction following agents are more an RL achievement
           | than a language understanding achievement. On the other hand,
           | Disco Elysium has over a million words of dialogue, and
           | solving the quests requires an agent to understand and reason
           | about language much more extensively. People have looked at
           | text-based game agents, like Microsoft's TextWorld [2], but
           | these are much smaller in scope and not easily adapted for
           | humans-in-the-loop.
           | 
           | My work bridges that gap, focusing on the language aspect,
           | rather than navigating a 3D world. Again, they are definitely
           | different objectives, but as a sole researcher there's no way
           | I can compete with Deepmind's budget and manpower anyway.
           | Just look at the extensive author list in the tech report. So
           | it doesn't make sense to necessarily focus on outcompeting
           | them in producing a better generalized RL agent (in fact I
           | merely use GPT-4). Instead, I made a publicly available
           | experimentation platform that allows others to be able to
           | build upon this work, which is valuable for the community at
           | large.
           | 
           | At least, that's my take.
           | 
           | [1]: https://sites.google.com/view/steve-1
           | 
           | [2]: https://www.microsoft.com/en-
           | us/research/project/textworld/
        
       | simpletone wrote:
       | > Introducing SIMA: the first generalist AI agent to follow
       | natural-language instructions in a broad range of 3D virtual
       | environments and video games.
       | 
       | If it can be done in 3D virtual environments and video games, it
       | shouldn't be much of a leap to do it in the real world. After all
       | we have cameras, voice recorders, sensors, etc that can map the
       | real world into 3D virtual environments already. Have they tried
       | linking this generalist AI to a robot to see how the robot does
       | in the real world?
        
         | actionfromafar wrote:
         | Reality has a surprising amount of detail, though.
        
           | acover wrote:
           | And variation. Video games cheat at everything.
        
         | isx726552 wrote:
         | Like this?
         | 
         | https://news.ycombinator.com/item?id=39691886
        
       | wdroz wrote:
       | Soon the 2017 April joke "GeForce GTX G-Assist" from Nvidia will
       | be doable.
       | 
       | [0] -- https://www.youtube.com/watch?v=smM-Wdk2RLQ
        
       | ChrisArchitect wrote:
       | [dupe]
       | 
       | Some more discussion on the official post:
       | https://news.ycombinator.com/item?id=39691783
        
       | karmakaze wrote:
       | I was just thinking how well could it play StarCraft II vs say
       | DeepMind's AlphaStar, if I'm giving the high-level directives and
       | SIMA is executing them.
       | 
       |  _Then I got the creepy feeling that this is likely the kind of
       | wargames that are already being tested._ We 'll probably also
       | need reverse safeguards where the AI raises concerns and requires
       | confirmation before carrying out some requests.
        
       | pdimitar wrote:
       | Great, maybe we'll finally have NPC tanks and healers in dungeon
       | queues so we the DPS players don't have to wait for 25 minutes.
        
       | coddle-hark wrote:
       | This got me thinking of Ender's Game, where they basically
       | tricked a kid into committing xenocide by telling him he was
       | playing a computer game.
        
         | educaysean wrote:
         | I immediately made this association too. Although thinking back
         | on it, the connection is rather strenuous.
         | 
         | Maybe we simply keyword matched on "video games" and
         | "simulations". Or, perhaps more cynically, we're foreseeing a
         | future in which AI agents don't care to differentiate between
         | shooting at the enemy combatant in Call of Duty verses shooting
         | at us in real life.
        
       | tintor wrote:
       | combat training agent? [0]
       | 
       | this is direct violation of google ai principles on autonomous
       | weapon development: [1]
       | 
       | [0] Screenshot from SIMA Technical Report: https://ibb.co/qM7KBTK
       | 
       | [1] https://ai.google/responsibility/principles/
        
         | cboswel1 wrote:
         | Dawg, we both know the moment there is any share holder value
         | to be found in the tech, the TOS changes real quick. Look at
         | Open AI.
        
         | smallest-number wrote:
         | > Weapons or other technologies whose principal purpose or
         | implementation is to cause or directly facilitate injury to
         | people.
         | 
         | I dont think an agent fighting in a video game really counts?
         | There is quite a significant gap between an FPS and a missile
         | launcher, and it would be a waste not to explore how these
         | agents learn in FPS environments.
        
           | tintor wrote:
           | What counts then?
           | 
           | They intentionally included combat training in the dataset.
           | It is in their Technical Report.
           | 
           | How can combat training not be interpreted as "principal
           | purpose or implementation is to cause or directly facilitate
           | injury to people"?
           | 
           | Do you believe the agent was trained to distinguish game from
           | reality, and refuse to operate when not in game environment?
           | No safety mechanisms were mentioned in the technical report.
           | 
           | This agent could be deployed on a weaponized quad-copter, or
           | on Figure 01 [0] / Tesla Optimus [1] / Boston Dynamic Atlas.
           | 
           | [0] https://twitter.com/Figure_robot/status/17679136612539844
           | 74?... [1] https://www.youtube.com/watch?v=cpraXaw7dyc
        
       | bogwog wrote:
       | This thing + Vtuber thing + chat bot that interacts with audience
       | + text to speech == gaming influencer automation
        
       | 10xDev wrote:
       | So it can't generalise to other tasks? Then how is this much more
       | than overfitting text/image input to controller output?
        
       | TaylorAlexander wrote:
       | Can we link to the blog post instead of the tweet?
       | https://deepmind.google/discover/blog/sima-generalist-ai-age...
        
       | gsuuon wrote:
       | This would be cool to see as a game dev CI tool, an end-to-end
       | playthrough test which would validate not only UI but the writing
       | and game flow. Imagine getting a report that says something like
       | "time to chop first tree: +20%"
        
         | Jensson wrote:
         | That isn't super hard to code, many of the large studios has
         | such tools already. The main thing this could test that other
         | things couldn't is the UX, that the UI actually is easy enough
         | to understand for the AI to be able to navigate it etc.
         | 
         | So if I could get reports like "+10% failed to understand how
         | to chop their first tree" that would be good.
        
           | gsuuon wrote:
           | And for release builds, running the tests across a cohort of
           | gaming profiles so you could get detailed results for various
           | personas instead of just a guess and check in production.
           | It'd be great for indie and hobby projects as well - getting
           | playtest feedback cheaply and quickly would be awesome. Hope
           | this turn this into a service.
        
       | 2OEH8eoCRo0 wrote:
       | Valheim provides a server that you can run yourself. It would be
       | cool to populate the massive world with AI's.
        
       | aussieguy1234 wrote:
       | Is this AI simply pressing buttons as a human player would, or is
       | it simulating physics to control a body in a 3D virtual space?
        
         | margorczynski wrote:
         | Pressing buttons, basically it operates the game just as a
         | human would (image as input and mouse + keyboard as
         | output/actions)
        
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