[HN Gopher] Project Sid: Many-agent simulations toward AI civili...
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       Project Sid: Many-agent simulations toward AI civilization
        
       Author : talms
       Score  : 384 points
       Date   : 2024-11-03 19:09 UTC (1 days ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | jlaneve wrote:
       | Here's their blog post announcement too:
       | https://digitalhumanity.substack.com/p/project-sid-many-agen...
        
       | isoprophlex wrote:
       | Now these seem to be truly artificially intelligent agents.
       | Memory, volition, autonomy, something like an OODA loop or
       | whatever you want to call it, and a persistent environment. Very
       | nice concept, and I'm positive the learnings can be applied to
       | more mundane business problems, too.
       | 
       | If only I could get management to understand that a bunch of
       | prompts shitting into eachother isn't "cutting-edge agentic
       | AI"...
       | 
       | But then again _their_ jobs probably depend on selling something
       | that looks like real innovation happening to the C-levels...
        
         | Carrok wrote:
         | > If only I could get management to understand that a bunch of
         | prompts shitting into eachother isn't "cutting-edge agentic
         | AI"...
         | 
         | It's unclear to me how the linked project is different from
         | what you described.
         | 
         | Plenty of existing agents have "memory" and many other things
         | you named.
        
         | jsemrau wrote:
         | >If only I could get management to understand that a bunch of
         | prompts shitting into eachother isn't "cutting-edge agentic
         | AI"...
         | 
         | It should never be this way. Even with narrow AI, there needs
         | to be a governance framework that helps measure the output and
         | capture potential risks (hallucinations, wrong data / links,
         | wrong summaries, etc)
        
           | ElFitz wrote:
           | Do you have any resources on that topic? I'd be interested.
        
             | jsemrau wrote:
             | On narrow AI or generative AI Risk Management?
        
         | whatshisface wrote:
         | Just so you know, the English noun for things that have been
         | learned is, "lessons."
        
           | mindcrime wrote:
           | Also: "learnings".
           | 
           | https://dictionary.cambridge.org/us/dictionary/english/learn.
           | ..
           | 
           | "knowledge or a piece of information obtained by study or
           | experience"
           | 
           | "I am already incorporating some of these learnings into my
           | work and getting better results."
        
             | FeepingCreature wrote:
             | That example was added in 2022. https://web.archive.org/web
             | /20190903044149/https://dictionar...
             | 
             | You can clearly see that the prior use was very different.
             | 
             | Cambridge Dictionary just documents that it's in fact used
             | that way. One may still disagree on whether it _should_ be.
             | 
             | "That's not English" is usually prescriptive, rather than
             | descriptive. And though English does not have a central
             | authority, _individuals_ are very much allowed to hold
             | prescriptive beliefs - that is how language evolves.
        
               | mindcrime wrote:
               | _That example was added in 2022._
               | 
               | I'm very sure that using "learnings" in a way that is
               | roughly synonymous to "lessons" predates 2022 though. It
               | may have only been added to that specific dictionary in
               | 2022, but the usage is certainly older.
               | 
               |  _" That's not English" is usually prescriptive, rather
               | than descriptive. And though English does not have a
               | central authority, individuals are very much allowed to
               | hold prescriptive beliefs - that is how language
               | evolves._
               | 
               | Very true. :-)
        
               | digging wrote:
               | > individuals are very much allowed to hold prescriptive
               | beliefs - that is how language evolves.
               | 
               | I think, actually, it's the case that language evolves
               | _around_ those people who are too stubbornly
               | prescriptivist.
        
           | ytss wrote:
           | I believe that "learnings" is also a word that could be
           | applied in this context.
           | 
           | It seems to me "learnings" would actually be less ambiguous
           | than "lessons". A lesson brings to mind a thing being taught,
           | not just learned.
        
             | bbor wrote:
             | Let's take this learning offline and circle back during the
             | next sync, team
        
               | globnomulous wrote:
               | I just threw up.
        
               | mindcrime wrote:
               | s/team/fam/
               | 
               | :p
        
           | globnomulous wrote:
           | Yup, and "ask" is a verb, God damn it, not a noun. But people
           | in the tech world frequently use "learnings" instead of
           | "lessons," "ask" as a noun, "like" as filler, and "downfall"
           | when they mean "downside." Best to make your peace and move
           | on with life.
           | 
           | Just FYI: that second comma is incorrect.
        
             | waiquoo wrote:
             | 'Gift' vs 'give' also rustles my jimmies. The phrase 'he
             | gifted it to her' doesn't mean anything different from 'he
             | gave it to her'. As a Calvinite, my stance is that 'verbing
             | weirds language'.
             | 
             | https://www.gocomics.com/calvinandhobbes/1993/01/25
        
               | globnomulous wrote:
               | Ew, likewise. I'd even go so far as to say that "verbing"
               | this way is "impactful," and not in a good way. "Going
               | forward," we should all try to use language more
               | thoughtfully.
               | 
               | The C&H strip is wonderful. That whole comic strip is
               | brilliant and timeless.
        
           | buffington wrote:
           | I'm an old man and have heard "learnings" used to mean
           | "lessons" for most of my life.
           | 
           | I think "learnings" has advantages over "lessons" given that
           | "learnings" has one meaning, while "lessons" can have more
           | than one meaning.
           | 
           | Whether it's correct or not, are we surprised it's used this
           | way? Consider the word "earnings" and how similar its
           | definition is to "learnings."
        
       | echelon wrote:
       | All of their domains and branding are .aL
       | 
       | I had no idea .aL was even a domain name. That's wild. I wonder
       | how many of those are going to take off.
        
         | semanticc wrote:
         | .al is just the TLD for Albania, similarly as .ai is for
         | Anguilla. No idea why anyone would choose the former.
        
           | airstrike wrote:
           | Agreed, it seems tangenti.al at best
        
       | aithrowawaycomm wrote:
       | Reading the paper, this seems like putting the cart before the
       | horse: the agents individually are not actually capable of
       | playing Minecraft and cannot successfully perform the tasks
       | they've assigned or volunteered for, so in some sense the authors
       | are having dogs wear human clothes and declaring it's a human-
       | like civilization. Further, crucial things are essentially hard-
       | coded: what types of societies are available and (I believe) the
       | names of the roles. I am not exactly sure what the social
       | organization is supposed to imply: the strongest claim you could
       | make is that the agent framework could work for video game NPCs
       | because the agents stick to their roles and factions. The claim
       | that agents "can use legal structures" strikes me as especially
       | specious, since "use the legal structure" is hard-wired into the
       | various agents' behavior. Trying to extend all this to actual
       | human society seems ridiculous, and it does not help that the
       | authors blithely ignore sociology and anthropology.
       | 
       | There are some other highly specious claims:
       | 
       | - I said "I believe" the names of the roles are hard-coded, but
       | unless I missed something the information is unacceptably vague.
       | I don't see anything in the agent prompts that would make them
       | create new roles, or assign themselves to roles at all. Again I
       | might be missing something, but the more I read the more confused
       | I get.
       | 
       | - claiming that the agents formed long-term social relationships
       | over the course of 12 Minecraft days, but that's only four real
       | hours and the agents experience real time: the length of a
       | Minecraft day is immaterial! I think "form long-term social
       | relationships" and "use legal structures" aren't merely immodest,
       | they're dishonest.
       | 
       | - the meme / religious transmission stuff totally ignores
       | training data contamination with GPT-4. The summarized meme
       | clearly indicates awareness of the real-world Pastafarian meme,
       | so it is simply wrong to conclude that this meme is being
       | "transmitted," when it is far more likely that it was _evoked_ in
       | an agent that already knew the meme. Why not run this experiment
       | with a truly novel fake religion? Some of the meme examples do
       | seem novel, like  "oak log crafting syndrome," but others like
       | "meditation circle" or "vintage fashion and retro projects" have
       | nothing to do with Minecraft and are almost certainly GPT-4
       | hallucinations.
       | 
       | In general using GPT-4 for this seems like a terrible mistake (if
       | you are interested in doing honest research).
        
         | jsemrau wrote:
         | You are on the right track in my opinion. The key is to encode
         | the interface between the game and the agent so that the agent
         | can make a straightforward choice. For example, by giving the
         | agent the state of a nxn board as the world model, and then a
         | finite set of choices, an agent is capable of playing the game
         | robustly and explaining the decision to the game master. This
         | gives the illusion that the agent reasons. I guess my point is
         | that it's an encoding problem of the world model to break it
         | down into a simple choice.
         | 
         | [1] https://jdsemrau.substack.com/p/evaluating-consciousness-
         | and...
        
       | airstrike wrote:
       | I've thought about this a lot. I'm no philosopher or AI
       | researcher, so I'm just spitballing... but if I were to try my
       | hand at it, I think I'd like to start from "principles" and let
       | systems evolve or at least be discoverable over time
       | 
       | Principles would be things like self-preservation, food, shelter
       | and procreating, communication and memory through a risk-reward
       | calculation prism. Maybe establishing what is "known" vs what is
       | "unknown" is a key component here too, but not in such a binary
       | way.
       | 
       | "Memory" can mean many things, but if you codify it as a function
       | of some type of subject performing some type of action leading to
       | some outcome with some ascribed "risk-reward" profile compared to
       | the value obtained from empirical testing that spans from very
       | negative to very positive, it seems both wide encompassing and
       | generally useful, both to the individual and to the collective.
       | 
       | From there you derive the need to connect with others, disputes
       | over resources, the need to take risks, explore the unknown,
       | share what we've learned, refine risk-rewards, etc. You can guide
       | the civilization to discover certain technologies or inventions
       | or locations we've defined ex ante as their godlike DM which is a
       | bit like cheating because it puts their development "on rails"
       | but also makes it more useful, interesting and relatable.
       | 
       | It sounds computationally prohibitive, but the game doesn't need
       | to play out in real time anyway...
       | 
       | I just think that you can describe _a lot_ of the human condition
       | in terms of  "life", "liberty", "love/connection" and "greed".
       | 
       | Looking at the video in the repo, I don't like how this throws
       | "cultures", "memes" and "religion" into the mix instead of
       | letting them be an emergence from the need to communicate and
       | share the belief systems that emerge from our collective
       | memories. Because it seems like a distinction without a
       | difference for the purposes of analyzing this. Also "taxes are
       | high!" without the underlying "I don't have enough resources to
       | get by" seems too much like a mechanical turk
        
         | grugagag wrote:
         | Many of these projects are inch deep into intelligence and
         | miles deep into the current technology. Some things will see
         | tremendous benefits but as far as artificial intelligence we're
         | not there yet. Im thinking gaming will benefit a lot from
         | these..
        
           | farias0 wrote:
           | You mean we're not there in simulating an actual human brain?
           | Sure. But we're seeing AI work like a human well enough to be
           | useful, isn't that the point?
        
             | grugagag wrote:
             | Not if we're pretending it is any inteligent. Other than
             | that I'm all in for new utility to come out from it. But I
             | do see a lot of tangents off technology with claims to
             | something it is not. I have no problem of calling that out.
             | Why do you mind? Just ignore me if Im holding your
             | enthusiasm back, there's plenty of sources to provide that
             | for you.
        
               | ekianjo wrote:
               | > Not if we're pretending it is any inteligent.
               | 
               | We have been shifting the definition of what it means to
               | be intelligent every 3 months following the advances of
               | LLM...
        
               | mistermann wrote:
               | There's also this:
               | 
               | https://en.m.wikipedia.org/wiki/Closed-world_assumption
               | 
               | I wonder, once LLM's exceed Humans beyond some
               | substantial threshold, will it crack the simulation
               | allowing us to get back in the game again.
        
               | grugagag wrote:
               | Crack what simulation exactly? You can get back into the
               | game right now, armed with these tools such as LLMs, ML
               | and so on.
        
               | mistermann wrote:
               | Culture, memetics, consciousness, etc.
               | 
               | Indeed, but simply using them is not enough.
        
               | grugagag wrote:
               | So what? I'm not disputing that the immitation of
               | intelligence is not good and it gets better and better
               | every 3 months or so. But that doesn't mean anything,
               | even if it gets close to 99.9%. It is not real
               | intlligence and it is quite limited in what it does. If
               | LLMs solve logic or problems or chemistry problems it is
               | solely not because it made a leap in understanding but
               | because it was trained on a zillion examples. If you have
               | a similar problem it will try to showhorn an answer
               | without understanding where it fails. Am I saying this is
               | useless? NO. What I'm saying is that the current approach
               | to intelligence is missing some key ingredients. Im
               | actually surprised so many get fooled by the hype and are
               | ready to declare a winner. Human intelligence with it's
               | major flaws is still king of the hill.
        
               | 8338550bff96 wrote:
               | How do you distinguish between the real thing and a
               | perfect simulation of the real thing?
               | 
               | You seem to be engaged in faith-based reasoning at this
               | point. If you were born in a sensory deprivation chamber
               | you also would have no inner world, and you wouldn't have
               | anything at all to say about solving chemistry problems.
               | 
               | > Im actually surprised so many get fooled by the hype
               | and are ready to declare a winner.
               | 
               | Find me one person that says something like this. "AGI is
               | here!" hype-lords exist only as a rhetorical device for
               | the peanut gallery to ridicule.
        
               | grugagag wrote:
               | It's the approach that matters. When it gets to 99.9
               | percent it's pretty good to be dangerous. At that point
               | it would be hard to tell but not impossible. As soon as a
               | new type problem comes out it will bork on you and need
               | retraining. It'll be a game of catch albeit an very
               | inneficient one. Im sure we will find a more efficient
               | method eventually but the point still stands, what we
               | have isn't it.
               | 
               | I'll shut up when I see leaps in reasoning without
               | specific training on all variations possible of the
               | problem sets.
        
               | 8338550bff96 wrote:
               | I'll shut up when I see humans get 99.9% on anything.
               | This seems an awful lot like non-meat brain prejudice
               | where standards that humans do not live up to at all are
               | imposed on other things in order to be worthy of
               | consideration
        
               | grugagag wrote:
               | That's actually good. The more voices the better, that
               | will make for a more vibrant discussion.
        
         | jsemrau wrote:
         | Memory is really interesting. For example, if you play 100,000
         | rounds of 5x5 Tic Tac Toe. Do you really need to remember game
         | 51247 or do you recognize and remember a winning pattern? In
         | Reinforcement Learning you would based on each win revise the
         | policy. How would that work for genAI?
        
         | fragmede wrote:
         | So a modernized version of Spore.
        
           | airstrike wrote:
           | Basically what we all wished Spore had been ;-)
        
         | shagie wrote:
         | Evolve is another beast... but for the: "I've thought about
         | this a lot. I'm no philosopher or AI researcher, so I'm just
         | spitballing... but if I were to try my hand at it, I think I'd
         | like to start from "principles" and let systems evolve or at
         | least be discoverable over time" part, hunt up a copy of "The
         | Society of Mind" by Minsky who was both and wrote about that
         | idea.
         | 
         | https://en.wikipedia.org/wiki/Society_of_Mind
         | 
         | > The work, which first appeared in 1986, was the first
         | comprehensive description of Minsky's "society of mind" theory,
         | which he began developing in the early 1970s. It is composed of
         | 270 self-contained essays which are divided into 30 general
         | chapters. The book was also made into a CD-ROM version.
         | 
         | > In the process of explaining the society of mind, Minsky
         | introduces a wide range of ideas and concepts. He develops
         | theories about how processes such as language, memory, and
         | learning work, and also covers concepts such as consciousness,
         | the sense of self, and free will; because of this, many view
         | The Society of Mind as a work of philosophy.
         | 
         | > The book was not written to prove anything specific about AI
         | or cognitive science, and does not reference physical brain
         | structures. Instead, it is a collection of ideas about how the
         | mind and thinking work on the conceptual level.
         | 
         | Its very approachable as a layperson in that part of the field
         | of AI.
        
           | bbor wrote:
           | Wow, you are maybe the first person I've seen cite Minsky on
           | HN, which is surprising since he's arguably the most
           | influential AI researcher of all time, maybe short of Turing
           | or Pearl. To add on to the endorsement: the cover of the book
           | is downright gorgeous, in a retro-computing way
           | 
           | https://d28hgpri8am2if.cloudfront.net/book_images/cvr9780671.
           | ..
        
             | shagie wrote:
             | I've tangentially mentioned it before though I don't think
             | _directly_ (it has influenced my theory of humor).
             | 
             | Mentions of it show up occasionally, though it seems to be
             | more of a trickle than an avalanche of mention. Much more
             | so back when AI alignment was more in the news. https://hn.
             | algolia.com/?dateRange=all&page=0&prefix=true&que...
             | 
             | Part of it, I suspect, is that it is a _book_ book from the
             | 80s and didn 't really make any transition into digital.
             | The people who are familiar with it are ones who bought
             | computer books in the late 80s and early 90s.
             | 
             | Similarly, "A Pattern Language" being a book from the time
             | past that is accessible for a lay person in the field -
             | though more in a tangental way. "A Pattern Language: Towns,
             | Buildings, Construction" was the influence behind "Design
             | Patterns: Elements of Reusable Object-Oriented Software" -
             | though I believe the problem with Design Patterns is that
             | it was seen more as a prescriptive rather than descriptive
             | guide. Reading "A Pattern Language" can help understand
             | what the GoF were trying to accomplish. ... And as an
             | aside, and I also believe that it has some good advice for
             | the setup of home offices and workplaces.
             | 
             | As much as I love the convince of modern online book
             | shopping and the amount of information available when
             | searching, the "browsing books" in a book store for "oh,
             | this looks interesting" and then buying it and reading it,
             | I feel has largely been lost to the past decades.
        
         | BlueTemplar wrote:
         | Huh, so the video actually works ? It just shows up <<No video
         | with supported format and MIME type found.>> for me...
         | 
         | Yeah, memes and genes are both memory, though at different
         | timescales.
        
           | airstrike wrote:
           | It works on some browsers. I'm normally on Firefox but had to
           | dust off Safari to watch it. Crazy I still have to do this in
           | 2024...
        
       | Tiberium wrote:
       | Honestly I'm really excited about this. I've always dreamed of
       | full blown sandbox games with extremely advanced NPCs (which the
       | current LLMs can already kinda emulate), but on the bigger scale.
       | In just a few decades this will finally be made into proper
       | games. I can't wait.
        
         | aleph_minus_one wrote:
         | > Honestly I'm really excited about this. I've always dreamed
         | of full blown sandbox games with extremely advanced NPCs (which
         | the current LLMs can already kinda emulate), but on the bigger
         | scale.
         | 
         | I don't believe that you want this. Even really good players
         | don't have a chance against super-advanced NPCs (think how
         | chess grandmasters have barely any chance against modern chess
         | programs running on a fast computer). You will rather get
         | crushed.
         | 
         | What you likely want is NPC that "behave more human-like (or
         | animal-like)" - whatever this means.
        
           | Tiberium wrote:
           | Oh, I should've clarified - I don't want to _fight_ against
           | them, I just want to watch and sometimes interfere to see how
           | the agents react ;) A god game like WorldBox /Galimulator, if
           | you will. Or observer mode in tons of games like almost all
           | Paradox ones.
        
             | aleph_minus_one wrote:
             | > I just want to watch and sometimes interfere to see how
             | the agents react ;)
             | 
             | Even there, I am not sure whether if the AI bcomes too
             | advanced, it will be of interest for many players ( _you_
             | might of course nevertheless be interested):
             | 
             | Here, the relevant comparison is to watching (the past)
             | games of AlphaGo against Go grandmasters, where even the
             | highly qualified commentators had insane difficulties
             | explaining AlphaGo's moves because many of the moves were
             | so different from the strategy of any Go game before. The
             | commentors could just accept and grasp that these highly
             | advanced moves _did_ crush the Go grandmaster opponents.
             | 
             | In my opinion, the "typical" sandbox game player wants to
             | watch something that he still can "somewhat" grasp.
        
             | com2kid wrote:
             | I'm working on something similar, https://www.generativesto
             | rytelling.ai/tinyllmtown/index.html a small town where all
             | NPCs are simulated using a small LLM. They react to
             | everything the hero does, which means no more killing a
             | dragon and having no one even mention it.
             | 
             | Once I release it, I'll have it simulate 4 hours every 2
             | hours or so of real time, and visitors can vote on what
             | quest the hero undertakes next.
             | 
             | The simulation is simpler, I am aiming to keep everything
             | to a size that can run on a local GPU with a small model.
             | 
             | Right now you can just watch the NPCs try to figure out
             | love triangles, hide their drinking problems, complain
             | about carrots, and celebrate when the hero saves the town
             | yet again.
        
               | aspenmayer wrote:
               | This description reminded me of Dwarf Fortress. You might
               | look into how the AI in it works to see if it gives you
               | any ideas about how emergent behaviors can interact?
        
             | int_19h wrote:
             | What I want is for someone to remake this, but with modern
             | AI and a vast interactive environment typical of a modern
             | open world game: https://en.wikipedia.org/wiki/Majesty:_The
             | _Fantasy_Kingdom_S...
        
           | kgeist wrote:
           | >Even really good players don't have a chance against super-
           | advanced NPCs
           | 
           | I guess you can make them dumber by randomly switching to
           | hardcoded behavioral trees (without modern AI) once in a
           | while so that they made mistakes (while feeling pretty
           | intelligent overall), and the player would then have a chance
           | to outsmart them.
        
         | ted_bunny wrote:
         | Game designers have barely scratched the surface of NPC
         | modeling even as it is. Rimworld is considered deep but it's
         | nothing close to it.
        
           | aleksiy123 wrote:
           | Yeah I think there is a lot of potential here.
           | 
           | Especially in city building games etc.
        
           | ileonichwiesz wrote:
           | Rimworld is heavily inspired by Dwarf Fortress, so if you're
           | looking for more complex examples you don't have to look far.
           | DF is pretty granular with the physical and mental states of
           | its characters - to the point that a character might lose a
           | specific toe or get depressed about their situation - but of
           | course it's still a video game, not a scientific simulation
           | of an AI society.
        
         | jsemrau wrote:
         | I think it can be quite interesting especially if you consider
         | different character types (in Anthropic lingo this
         | "personality"). The only problem right now is that using a
         | proprietary LLM is incredibly expensive. Therefore having a
         | local LLM might be the best option. Unfortunately, these are
         | still not on the same level as their larger brethren.
         | 
         | [1] https://jdsemrau.substack.com/p/evaluating-consciousness-
         | and...
        
         | drusepth wrote:
         | > I've always dreamed of full blown sandbox games with
         | extremely advanced NPCs (which the current LLMs can already
         | kinda emulate)
         | 
         | The future of gaming is going to get weird fast with all this
         | new tech, and there are a lot of new mechanics emerging that
         | just weren't possible before LLMs, generative AI, etc.
         | 
         | At our game studio we're already building medium-scale sandbox
         | games where NPCs form memories, opinions, problems (that
         | translate to quests), and have a continuous "internal
         | monologue" that uses all of this context plus sensory input
         | from their place in a 3D world to constantly decide what
         | actions they should be performing in the game world. A player
         | can decide to chat with an NPC about their time at a lake
         | nearby and then see that NPC deciding to go visit the lake the
         | next day.
         | 
         | A paper last year ("Generative Agents: Interactive Simulacra of
         | Human Behavior", [0]) is a really good sneak-peek into the kind
         | of evolving sandboxes LLMs (with memory and decisionmaking)
         | enable. There's a lot of cool stuff that happens in that
         | "game", but one anecdote I always think back to is this: in a
         | conversation between two NPCs, one happens to mention they have
         | a birthday coming up to the other; and that other NPC then goes
         | around town talking to other NPCs about a birthday party, and
         | _those_ NPCs mention the party to other NPCs, and so on until
         | the party happened and most of the NPCs in town arrived on
         | time. None of it was scripted, but you very quickly start to
         | see emergent behavior from these sorts of "flocks" of agents as
         | soon as you add persistence and decision-making. And there are
         | other interesting layers games can add for even more kinds of
         | emergent behavior; that's what we're exploring at our studio
         | [1], and I've seen lots of other studios pop up this last year
         | to try their hand at it too.
         | 
         | I'm optimistic and excited about the future of gaming (or, at
         | least some new genres). It should be fun. :)
         | 
         | [0] https://arxiv.org/abs/2304.03442
         | 
         | [1] https://www.chromagolem.com/games
        
       | aleph_minus_one wrote:
       | The video cannot be played in Mozilla Firefox (Windows); the
       | browser claims that the file is damaged.
        
       | wslh wrote:
       | I cannot open the PDF, is it available somewhere else?
        
       | NoboruWataya wrote:
       | This seems very cool - I am sceptical of the supposed benefits
       | for "civilization" but it could at least make for some very
       | interesting sim games. (So maybe it will be good for Civilization
       | moreso than civilization.)
        
         | caseyy wrote:
         | Indeed sounds better for Civilization than civilization. This
         | could be quite exciting for gaming.
        
           | dmix wrote:
           | GTA6 suddenly needs another 2 years :)
        
         | bbor wrote:
         | Yeah, I was dissapointed (and thrilled, from a p(doom)
         | perspective) to see it implemented in Minecraft instead of
         | Civilization VI, Humankind, or any of the main Paradox grand
         | strategies (namely Stellaris, Victoria, Crusader Kings, and
         | Europa Universalis). To say the least, the stakes are higher
         | and more realistic than "lets plan a feast" "ok, I'll gather
         | some wood!"
         | 
         | To be fair, they might tackle this in the paper -- this is a
         | preprint of a preprint, somehow...
        
           | j_bum wrote:
           | Rather, a concept of a preprint
        
           | BlueTemplar wrote:
           | I suspect that Minecraft might have the open source
           | possibilities (or at least programming interfaces ?) that the
           | other games you listed lack ?
           | 
           | For Civilizations, the more recent they are, the more closed
           | off they tend to be : Civ 1 and/or 2 have basically been
           | remade from scratch as open source, Civ 4 has most of the
           | game open sourced in the two tiers of C++ and Python... but
           | AFAIK Civ 5 (and also 6 ?) were large regressions in modding
           | capabilities compared to 4 ?
        
         | aithrowawaycomm wrote:
         | I think the Firaxis Civilization needs a cheap AlphaZero AI
         | rather than an LLM: there are too many dumb footguns in Civ to
         | economically hard-code a good strategic AI, yet solving the
         | problem by making the enemies cheat is plain frustrating. It
         | would be interesting to let an ANN play against a "classical"
         | AI until it consistently beats each difficulty level, building
         | a hierarchy. I am sure someone has already looked into this but
         | I couldn't find any sources.
         | 
         | I am a bit skeptical about how computationally expensive a very
         | crappy Civ ANN would be to run at inference time, though I
         | actually have no idea how that scales - it hardly needs to be a
         | grandmaster, but the distribution of dumb mistakes has a long
         | tail.
         | 
         | Also, the DeepMind Starcraft 2 AI is different from AlphaZero
         | since Starcraft is not a perfect information game. The AI
         | requires a database of human games to "get off the ground";
         | otherwise it would just get crushed over and over in the early
         | game, having no idea what the opponent is doing. It's hard to
         | get that training data with a brand new game. Likewise Civ has
         | always been a bit more focused on artistic expression than
         | other 4x strategy games; maybe having to retrain an AI for
         | every new Wonder is just too much of a burden.
        
           | BlueTemplar wrote:
           | Galactic Civilizations 2 (also, 1,3,4 ??) in the same genre
           | is well-known for its AI, good even without handicaps or
           | cheats. This includes trading negotiations BTW.
           | 
           | (At least good compared to what other 4X have, and your
           | average human player - not the top players that are the ones
           | that tend to discuss the game online in the first place.)
           | 
           | EDIT : I suspect that it's not unrelated that GalCiv2 is kind
           | of... boring as 4X go - as a result of a good AI having been
           | a base requirement ?
           | 
           | Speaking of StarCraft AI... (for SC1, not 2, and predating
           | AlphaZero by many years) :
           | 
           | https://arstechnica.com/gaming/2011/01/skynet-meets-the-
           | swar...
        
         | foota wrote:
         | I'm somewhat amazed that companies releasing strategy games
         | aren't using AI to test out different cards and what not to
         | find broken things before release (looking at you, Hearthstone)
        
         | loudmax wrote:
         | I really dig namechecking Sid Meier for the name of the
         | project. I'm also skeptical that this project actually works as
         | presented, but building a Civilization game off of a Minecraft
         | engine is a deeply interesting idea.
        
       | m0llusk wrote:
       | Interesting context, but highlights all the problems of machine
       | learning models: the lack of reason and abstraction and so on.
       | Hard to say yet how much of an issue this might be, but the
       | medium will almost certainly reveal something about our potential
       | options for social organization.
        
       | zombiwoof wrote:
       | Agentic is an annoying word.
        
       | catlifeonmars wrote:
       | This looks like it is a really cool toy.
       | 
       | It does not strike me as particularly useful from a scientific
       | research perspective. There does not appear to be much thought
       | put into experimental design and really no clear objectives. Is
       | the bar really this low for academic research these days?
        
         | disconcision wrote:
         | it looks like a group consisted largely of ex-academics using
         | aspects of the academic form but they stop short of framing it
         | as a research paper as-such. they call it a technical report,
         | where it's generally more okay to be like 'here's a thing that
         | we did', along with detailed reporting on the thing, without
         | necessarily having definite research questions. this one does
         | seem to be pretty diffuse though. the sections on
         | Specialization and Cultural Transmission were both interesting,
         | but lacked precise experimental design details to the point
         | where i wish they had just focused on one or the other.
         | 
         | one disappointment for me was the lack of focus on external
         | metrics in the multi-agent case. their single-agent benchmark
         | focusses on an external metric (time to block type), but all
         | the multi-agent analyses seems to be internal measures (role
         | specialization, meme spread) without looking at (AFAICT?)
         | whether or not the collective multi-agent systems could achieve
         | more than the single agents on some measure of economic
         | productivity/complexity. this is clearly related to the
         | specialization section but without consideration of the whether
         | said emergent role division had economic
         | consequences/antecedents it makes me wonder to what degree the
         | whole thing is a pantomime.
        
           | a_bonobo wrote:
           | wouldn't surprise me if in a few weeks/months we see this
           | repo packaged up as a for-sale product for the games industry
        
         | rollinDyno wrote:
         | Keep in mind anyone can publish on Arxiv and it's not at the
         | top of HN on the merit of its research contributions.
        
         | mistermann wrote:
         | The scientific method has utility, but it's not a pre-requisite
         | for utility.
         | 
         | Some people prefer speed and the uncertainty that comes with
         | it.
        
       | gmuslera wrote:
       | They probably will fall fast into tragedy of the commons kind of
       | situations. We developed most of our civilization while there was
       | enough room for growing and big decisions were centralized, and
       | started to get into bad troubles when things became global
       | enough.
       | 
       | With AIs some of those "protections" may not be there. And
       | hardcoding strategies to avoid this may already put a limit on
       | what we are simulating.
        
         | interstice wrote:
         | Does this mean that individual complexity is a natural enemy of
         | group cohesiveness? Or is individual 'selfishness' more a
         | product of evolutionary background.
         | 
         | On our planet we don't have ant colony dynamics at the physical
         | scale of high intelligence (that I know of), but there are very
         | physical limitations to things like food sources.
         | 
         | Virtual simulations don't have the same limitations, so the
         | priors may be quite different.
        
           | gmuslera wrote:
           | Taking the "best" course of action from your own point of
           | view could not be so good from a more broad perspective. We
           | might have evolved some small group collaboration approaches
           | that in the long run plays better, but in large groups that
           | doesn't go that well. And for AIs trying to optimize
           | something without some big picture vision, things may go
           | wrong faster.
        
         | ilbeeper wrote:
         | > We developed most of our civilization while there was enough
         | room for growing and big decisions were centralized, and
         | started to get into bad troubles when things became global
         | enough.
         | 
         | Citation needed. But even if I will get on board with you on
         | that, wouldn't it be to start developing for global scale right
         | from the start, instead of starting in small local islands and
         | then try to rework that into global ecosystem?
        
           | gmuslera wrote:
           | The problem with emulations is human patience. If you don't
           | need/have human interaction this may run pretty fast. And at
           | the end, what matter is how sustainable it is in the long
           | run.
        
       | nachoab wrote:
       | Really interesting but curious how civilization here holds up
       | without deeper human-like complexity, feels like it might lean
       | more toward scripted behaviors than real societies
        
         | userbinator wrote:
         | _feels like it might lean more toward scripted behaviors than
         | real societies_
         | 
         | Guess what's happening with "real societies" now... There's a
         | reason "NPC" is used as an insult.
        
       | luxuryballs wrote:
       | Just yesterday I was wondering how the Midjourney equivalent
       | world gen mod for Minecraft might be coming along. Imagine
       | prompting the terrain gen?? That could be pretty mind blowing.
       | 
       | Describe the trees hills vines, tree colors/patterns, castles,
       | towns, details of all buildings and other features. And have it
       | generate as high quality in Minecraft as image gen can be in
       | stable diffusion?
        
       | caetris2 wrote:
       | I've reviewed the paper and I'm confident this paper was
       | fabricated over a collection of false claims. The claims made are
       | not genuine and should not be taken at face value without peer
       | review. The provided charts and graphics are sophisticated
       | forgeries in many cases when reviewing and vetting their
       | applicability to the claims made.
       | 
       | It is currently not possible for any kind of LLM to do what is
       | being proposed, while maybe the intentions are good with regard
       | to commercial interests, I want to be clear: this paper seems
       | indicate that election-related activities were coordinated by
       | groups of AI agents in a simulation. These kinds of claims
       | require substantial evidence and that was not provided.
       | 
       | The prompts that are provided are not in any way connected to an
       | applied usage of LLMs that are described.
        
         | afro88 wrote:
         | > this paper seems indicate that election-related activities
         | were coordinated by groups of AI agents in a simulation
         | 
         | I mean, that's surely within the training data of LLMs? The
         | effectiveness etc of the election activities is likely very
         | low. But I don't think it's outside the realms of possibility
         | that the agents prompted each other into the latent spaces of
         | the LLM to do with elections.
        
           | caetris2 wrote:
           | LLMs are stateless and they do not remember the past (as in
           | they don't have a database), making the training data a non-
           | issue here. Therefore, the claims made here in this paper
           | _are_ not possible because the simulation would require each
           | agent to have a memory context larger than any available LLM
           | 's context window. The claims made here by the original
           | poster are patently false.
           | 
           | The ideas here are not supported by any kind of validated
           | understanding of the limitations of language models. I want
           | to be clear -- the kind of AI that is being purported to be
           | used in the paper is something that has been in video games
           | for over 2 decades, which is akin to Starcraft or Diablo's
           | NPCs.
           | 
           | The _key_ issue is that this is a intentional false claim
           | that can certainly damage mainstream understanding of LLM
           | safety and what is possible at the current state of the art.
           | 
           | Agentic systems are not well-suited to achieve any of the
           | things that are proposed in the paper, and Generative AI does
           | not enable these kinds of advancements.
        
             | afro88 wrote:
             | Perhaps I've made a big assumption / oversimplification
             | about how this works. But..
             | 
             | > LLMs are stateless and they do not remember the past (as
             | in they don't have a database), making the training data a
             | non-issue here
             | 
             | Yes. I never said they were stateful? The context given is
             | the state. And training data is hugely important. Once upon
             | a time there was a guy that claimed ChatGPT could simulate
             | a command line shell. "Simulate" ended up being the wrong
             | word. "Largely hallucinate" was a more accurate
             | description. Shell commands and sessions were for sure part
             | of the training data for ChatGPT, and that's how it could
             | be prompted into largely hallucinating one. Same deal here
             | with "election activities" I think.
             | 
             | > Therefore, the claims made here in this paper are not
             | possible because the simulation would require each agent to
             | have a memory context larger than any available LLM's
             | context window. The claims made here by the original poster
             | are patently false.
             | 
             | Well no, they can always trim the data put into the
             | context. And then the agents would start "forgetting"
             | things and the "election activities" would be pretty badly
             | "simulated".
             | 
             | Honestly, I think you're right that the paper is misleading
             | people into thinking the system is doing way more than it
             | actually is. But you make it sound like the whole thing is
             | made up and impossible. The reality is somewhere in the
             | middle. Yes they set up hundreds of agents, they give the
             | agents data about the world, some memory of their
             | interactions, and some system prompt to say what actions
             | they can perform. This led to some interesting and
             | surprising behaviours. No, this isn't intelligence, and
             | isn't much more than a fancy representation of what is in
             | the model weights.
        
               | caetris2 wrote:
               | These are extremely hard problems to solve and it is
               | important for any claims to be validated at this early
               | phase of generative AI.
        
             | Philpax wrote:
             | > LLMs are stateless and they do not remember the past (as
             | in they don't have a database), making the training data a
             | non-issue here.
             | 
             | That's not what they said. They said that a LLM knows what
             | elections are, which suggests they could have the requisite
             | knowledge to act one out.
             | 
             | > Therefore, the claims made here in this paper are not
             | possible because the simulation would require each agent to
             | have a memory context larger than any available LLM's
             | context window. The claims made here by the original poster
             | are patently false.
             | 
             | No, it doesn't. They aren't passing in all prior context at
             | once: they are providing relevant subsets of memory as
             | context. This is a common technique for language agents.
             | 
             | > Agentic systems are not well-suited to achieve any of the
             | things that are proposed in the paper, and Generative AI
             | does not enable these kinds of advancements.
             | 
             | This is not new ground. Much of the base social behaviour
             | here comes from Generative Agents [0], which they cite.
             | Much of the Minecraft related behaviour is inspired by
             | Voyager [1], which they also cite.
             | 
             | There isn't a fundamental breakthrough or innovation here
             | that was patently impossible before, or that they are lying
             | about: this combines prior work, iterates upon it, and
             | scales it up.
             | 
             | [0]: https://arxiv.org/abs/2304.03442
             | 
             | [1]: https://voyager.minedojo.org/
        
               | BlueTemplar wrote:
               | Voyager's claims that it's a "learning agent" and that it
               | "make new discoveries consistently without human
               | intervention" are pretty much wrong considering how part
               | of that system is using GPT's giant memory of ~~all~~ a
               | lot of human knowledge (including how to play Minecraft,
               | the most popular game ever made).
               | 
               | In the same sense, LLMs "not remembering the past" is
               | wrong (especially when part of a larger system). This
               | seems like claiming humans / civilizations don't have a
               | "memory" because you've redefined long term memory /
               | repositories of knowledge like books to not be counted as
               | "memory" ?
               | 
               | Or am I missing something ??
        
         | Reubend wrote:
         | Yeah, I haven't looked into this much so far but I am extremely
         | skeptical of the claims being made here. For one agent to
         | become a tax collector and another to challenge the tax regime
         | without such behavior being hard coded would be _extremely_
         | impressive.
        
           | afro88 wrote:
           | You can imagine a conversation with an LLM getting to that
           | territory pretty quickly if you pretend to be an unfair tax
           | collector. It sounds impressive on the surface, but in the
           | end it's all LLMs talking to each other, and they'll enit
           | whatever completions are likely given the context.
        
           | Philpax wrote:
           | They were assigned roles to examine the spread of information
           | and behaviour. The agents pay tax into a chest, as decreed by
           | the (dynamic) rules. There are agents assigned to the roles
           | of pro- and anti-tax influencers; agents in proximity to
           | these influencers would change their own behaviour
           | appropriately, including voting for changes in the tax.
           | 
           | So yes, they didn't take on these roles organically, but no,
           | they weren't aiming to do so: they were examining behavioral
           | influence and community dynamics with that particular
           | experiment.
           | 
           | I'd recommend skimming over the paper; it's a pretty quick
           | read and they aren't making any truly outrageous claims IMO.
        
             | Animats wrote:
             | It's not clear what actually happened. They're using
             | Minecraft. Why is there not video?
             | 
             | People have tried groups of AI agents inside virtual worlds
             | before. Google has a project.[1] Stanford has a project.[2]
             | Those have video.
             | 
             | A real question is whether they are anthropomorphizing a
             | dumb system too much.
             | 
             | [1] https://deepmind.google/discover/blog/sima-generalist-
             | ai-age...
             | 
             | [2] https://arstechnica.com/information-
             | technology/2023/04/surpr...
        
             | bob88jg wrote:
             | So it's a plain vanilla ABM with lots of human crafted
             | interaction logic? So they are making outrageous claims -
             | since they are making it sound like it's all spontaneously
             | arising from the interaction of LLMs...
        
         | shkkmo wrote:
         | I don't think you understood the paper.
         | 
         | The "election" experiment was a prefined scenario. There isn't
         | any "coordination" of election activities. There were
         | preassigned "influencers" using the conversation system built
         | into PIANO. The sentiment was collected automatically by the
         | simulation and the "Election Manager" was another predefined
         | agent. Specically this part of the experiment was designed to
         | look at how the presence or absence of specific modules in the
         | PIANO framework would affect the behavior.
        
         | throwaway314155 wrote:
         | For others, it's probably worth pointing that this person's
         | account is about a day old and they have left no contact
         | information for the author's of the paper to follow up with
         | them on.
         | 
         | For "caetris2" I'll just use the same level of rigor and
         | authenticity that you used in your comment when I say "you're
         | full-of-shit/jealous and clearly misunderstood large portions
         | of this paper".
        
       | bitwize wrote:
       | I'm reminded of Dwarf Fortress, which simulates thousands of
       | years of dwarf world time, the changing landscapes and the rise
       | and fall and rise and fall of dwarf kingdoms, then drops seven
       | player-controlled dwarves on the map and tells the player "have
       | fun!" It'd be a useful toy model perhaps for identifying areas of
       | investigation to see if it can predict behavior of real
       | civilizations, but I'm not seeing any AI breakthroughs here.
       | 
       | Maybe when Project Sid 6.7 comes out...
        
         | aspenmayer wrote:
         | > Maybe when Project Sid 6.7 comes out...
         | 
         | In case anyone is wondering, this is a reference to the movie
         | Virtuosity (1995). I thought it was a few years later,
         | considering the content. It's a good watch if you like 90s
         | cyberpunk movies.
         | 
         | https://www.imdb.com/title/tt0114857/
         | 
         | https://en.wikipedia.org/wiki/Virtuosity
        
       | sweetkimchi wrote:
       | interesting
        
       | iamthejuan wrote:
       | Simulate selfishness because that is the main reason why there
       | are problems in the world.
        
         | ramraj07 wrote:
         | Selfishness is the main reason life exists in the universe.
         | Literally the only requirement for a lump of stuff to become
         | alive is to become selfish. So you're semi right that these
         | LLMs can never become truly sentient unless they actually
         | become selfish.
         | 
         | While selfishness is a basic requirement, some stupidity (imo)
         | is also important for intelligent life. If you as an AI agent
         | don't have some level of stupidity, you'll instantly see that
         | there's no point to doing anything and just switch yourself
         | off.
        
           | bbor wrote:
           | The first point is absolutely correct, and (apologies in
           | advance...) was a large driver of Nietzsche's philosophy of
           | evolution, most explicitly covered in _The Gay Science_. Not
           | only "selfishness", but the wider idea of particularized
           | standpoints, each of which may stand in contradiction to the
           | direct needs of the society /species in the moment. This is a
           | large part of what he meant by his notoriously dumb-sounding
           | quotes like "everything is permitted"; morality isn't
           | relative/nonexistent, it's just evolving in a way that relies
           | on immorality as a foil.
           | 
           | For the second part, I think that's a good exposition of why
           | "stupidity" and "intelligence" aren't scientifically useful
           | terms. I don't think it's necessarily "stupid" to prefer the
           | continuation of yourself/your species, even if it doesn't
           | stand up to certain kinds of standpoint-specific intellectual
           | inquiry. There's lots of standpoints (dare I say most human
           | ones) where life is preferable to non-life.
           | 
           | Regardless, my daily thesis is that LLMs are the first real
           | Intuitive Algorithms, and thus the solution to the Frame
           | Problem. In a certain colloquial sense, I'd say they're
           | absolutely already "stupid", and this is where they draw
           | their utility from. This is just a more general rephrasing of
           | the common refrain that we've hopefully all learned by now:
           | hallucinations are not a bug in LLMs, they're a feature.
           | 
           | ETA: I, again, hate that I'm somehow this person now, but
           | here's a fantastic 2 hour YouTube video on the Nietzsche
           | references above:
           | https://youtu.be/fdtf53oEtWU?si=_bmgk9zycNBn2oCa
        
       | flashman wrote:
       | I think their top-down approach is a problem. What they call
       | human civilization wasn't and isn't centrally-planned, and its
       | goals and ideologies are neither universal nor implicit. The
       | integration of software agents (I refuse to call them "AI") into
       | civilization won't occur in a de facto cooperative framework
       | where such agents are permitted to fraternize and self-modify.
       | Perhaps that will happen in walled gardens where general-purpose
       | automatons can collectively 'plan' activities to maximize
       | efficiency, but in our broader human world, any such
       | collaboration is going to have to occur from the bottom-up and
       | for the initial benefit of the agents' owners.
       | 
       | This kind of research needs to take place in an adversarial
       | environment. There might be something interesting to learn from
       | studying the (lack of?) emergence of collaboration there.
        
       | hackathonguy wrote:
       | I'm curious if it might be possible that an AI "civilization",
       | similar to the one proposed by Altera, could end up being a
       | better paradigm for AGI than a single LLM, if a workable reward
       | system for the entire civilization was put in place. Meaning,
       | suppose this AI civilization was striving to maximize
       | [scientific_output] or [code_quality] or any other eval, similar
       | to how modern countries try to maximize GDP - would that provide
       | better results than a single AI agent working towards that goal?
        
         | bbor wrote:
         | Yes, good sense for progress! This has been a central design
         | component of most serious AI work since the ~90s, most notably
         | popularized by Marvin Minsky's _The Society of Mind_. Highly,
         | highly recommend for anyone with an interest in the mind and AI
         | -- it's a series of one-page essays on different aspects of the
         | thesis, which is a fascinating, Martin-Luther-esque format.
         | 
         | Of course this has been pushed to the side a bit in the rush
         | towards shiny new pure-LLM approaches, but I think that's more
         | a function of a rapidly growing user base than of lost
         | knowledge; the experts still keep this in mind, either in these
         | terms or in terms of "Ensembles". A great example is GPT-4,
         | which AFAIU got its huge performance increase mostly through
         | employing a "mixture of experts", which is clearly a synonym
         | for a society of agents or an ensemble of models.
        
           | ValentinA23 wrote:
           | I don't think "mixture of experts" can be assimilated to a
           | society of agents. It is just routing a prompt to the most
           | performant model: the models do not communicate with each
           | other, so how could they form a society ?
        
         | wombatpm wrote:
         | Paperclip production?
        
       | bob1029 wrote:
       | I feel like there is some kind of information theory constraint
       | which confounds our ability to extract higher order behavior from
       | multiple instances of the same LLM.
       | 
       | I spent quite a bit of time building a multi agent simulation
       | last year and wound up at the same conclusion every day - this is
       | all just a roundabout form of prompt engineering. Perhaps it is
       | useful as a mental model, but you can flatten the whole thing to
       | a few SQL tables and functions. Each "agent" is essentially a sql
       | view that maps a string template forming the prompt.
       | 
       | I don't think you need an actual 3D world, wall clock, etc. The
       | LLM does not seem to be meaningfully enriched by having a fancy
       | representation underly the prompt generation process. There is
       | clearly no "inner world" in these LLMs, so trying to entertain
       | them with a rich outer environment seems pointless.
        
         | caetris2 wrote:
         | You've absolutely nailed it here, I agree. To make any progress
         | at all at the tremendously difficult problem they are trying to
         | solve, they need to be frank about just how far away they are
         | from what it is they are marketing.
         | 
         | I am whole-heartedly in support of commercial interests to drum
         | of awareness and engagement by the authors. This is definitely
         | a cool thing to be working on, however, what does make more
         | sense is to frame the situation more honestly and attract folks
         | to the desire of solving tremendously _hard_ problems based on
         | a level of expertise and awareness that truly moves the ball
         | forward.
         | 
         | What would be far more interesting would be for the folks
         | involved to say all the ten thousand things that went wrong in
         | their experiments and to lay out the common-sense conclusions
         | from those findings (just like the one you shared, which is
         | truly insightful and correct).
         | 
         | We need to move past this industry and their enablers that
         | continually try to win using the wrong methodology -- pushing
         | away the most inventive and innovative people that are ripe and
         | ready to make paradigm shifts in the AI field and industry.
        
           | teaearlgraycold wrote:
           | It would however be very interesting to see these kinds of
           | agents in a commercial video game. Yes they are shallow in
           | their perception of the game world. But they're a big step up
           | from the status quo.
        
             | caetris2 wrote:
             | Yes... Imagine a blog post at the same quality as this
             | paper that framed their work and their pursuits in a way
             | that _genuinely got people excited about what could be
             | around the corner_ , but with the context that frames
             | exactly how far away they are from achieving what would be
             | the ultimate vision.
        
             | dartos wrote:
             | https://www.playsuckup.com/
             | 
             | It's a game where you, a vampire, convince townsfolk that
             | you're not, so they let you in their house.
             | 
             | The NPCs are run by LLMs. It's pretty interesting.
        
         | fhe wrote:
         | so well put. exactly how I've been feeling and trying to
         | verbalize.
        
         | cen4 wrote:
         | That depends on giving them a goal/reward like increasing "data
         | quality".
         | 
         | I mean frogs don't use their brains much either inspite of the
         | rich world around them they don't really explore.
         | 
         | But chimps do. They can't sit quiet in a tree forever and that
         | boils down to their Reward/Motivation Circuitry. They get
         | pleasure out of explore. And if they didn't we wouldn't be
         | here.
        
         | InDubioProRubio wrote:
         | Maybe we need gazelles and cheetahs - many gazelle-agents
         | getting chased towards a goal, doing the brute force work- and
         | the constraint cheetahs chase them, evaluate them and leave
         | them alive (memory intact) as long as they come up with better
         | and better solutions. Basically a evolutionary algo, running on
         | top of many agents, running simultaneously on the same
         | hardware?
        
           | FeepingCreature wrote:
           | Do you want stressed and panicking agents? Do you think
           | they'll produce good output?
           | 
           | In my prompting experience, I mostly do my best to give the
           | AI way, way more slack than it thinks it has.
        
             | InDubioProRubio wrote:
             | No, i want the hunters to zap the prey with tiredness.
             | Basically electron holes, hunting for free electrons,
             | annhilating state. Neurons have something similar, were
             | they usually prevent endless excitement and hyperfixation,
             | which is why a coder in flow is such a strange thing.
        
           | nobrains wrote:
           | I had the opposite thought. Opposite to evolution...
           | 
           | What if we are a CREATED (i.e. instant created, not evolved)
           | set of humans, and evolution and other backstories have been
           | added so that the story of our history is more believable?
           | 
           | Could it be that humanity represents a de novo (Latin for
           | "anew") creation, bypassing the evolutionary process? Perhaps
           | our perception of a gradual ascent from primitive origins is
           | a carefully constructed narrative designed to enhance the
           | credibility of our existence within a larger framework.
           | 
           | What if we are like the Minecraft people in this simulation?
        
             | thrway01234 wrote:
             | I feel that is too complicated. The most simplest
             | explanation is usually the right one. I think we live on an
             | earth with actual history. Note that this does not
             | necessarily mean that we are not living in a simulation, as
             | history itself can be simulated.
             | 
             | If we are indeed in a simulation, I feel there are too many
             | details to be "designed" by a being. There are too many
             | facts that are connected and unless they fix the "bugs" as
             | they appear and reboot the simulation constantly, I don't
             | think it is designed. Otherwise we would have noticed the
             | glitches by now.
             | 
             | If we are in a simulation, it has probably been generated
             | by a computer following a set of rules. Maybe it ran a
             | simplified version to evolve millions of possible earths,
             | and then we are living in the version they selected for the
             | final simulation? In that case all the facts would align
             | and it could potentially be harder to noticed the glitches.
             | 
             | I don't think we are living in a simulation because bugs
             | are hard to avoid, even with close to "infinite" computing
             | power. With great power comes great possibilities for bugs
             | 
             | Perhaps we are in fact living in one of the simplified
             | simulations and will be turned off at any second after I
             | have finished this senten
        
             | wongarsu wrote:
             | We also can't rule out that Gaia or Odin made the world
             | five minutes ago, and went to great lengths to make the
             | world appear ancient.
             | 
             | It certainly makes sense if you assume that the world is a
             | simulation. But does it actually explain anything that
             | isn't equally well explained by assuming the simulation
             | simulated the last 13 billion years, and evolution really
             | happened?
        
               | j1elo wrote:
               | As long as we don't get to the point of being able to
               | simulate a Universe ourselves, the odds are against us
               | being in a simulation, it seems! :)
               | 
               | https://www.youtube.com/shorts/EeqyGquTHK4
        
         | shkkmo wrote:
         | > I don't think you need an actual 3D world, wall clock, etc.
         | The LLM does not seem to be meaningfully enriched by having a
         | fancy representation underly the prompt generation process.
         | 
         | I don't know how you expect agents to self organize social
         | structures if they don't have a shared reality. I mean, you
         | could write all the prompts yourself, but then that shared
         | reality is just your imagination and you're just DMing for
         | them.
         | 
         | The point of the minecraft environment isn't to "enrich" the
         | "inner world" of the agents and the goal isn't to "entertain"
         | them. The point is to create a set of human understandable
         | challenges in a shared environment so that we can measure
         | behavior and performance of groups of agents in different
         | configurations.
         | 
         | I know we aren't supposed to bring this up, but did you read
         | the article? Nothing of your comment addresses any of the
         | findings or techniques used in this study.
        
         | logicchains wrote:
         | >I feel like there is some kind of information theory
         | constraint which confounds our ability to extract higher order
         | behavior from multiple instances of the same LLM.
         | 
         | It's a matter of entropy; producing new behaviours requires
         | exploration on the part of the models, which requires some
         | randomness. LLMs have only a minimal amount of entropy
         | introduced, via temperature in the sampler.
        
         | chefandy wrote:
         | TBH I haven't seen a single use of LLMs in games that wasn't
         | better served by traditional algorithms beyond less repetitive
         | NPC interactions. Maybe once they get good enough to create
         | usable rigged and textured meshes with enough control to work
         | in-game? They can't create a story on the fly that's reliable
         | enough to be a compelling accompaniment to a coherent game
         | plot. Maps and such don't seem to need anything beyond what
         | current procedural algorithms provide, and they're still
         | working with premade assets-- the implementations I've seen
         | can't even reliably place static meshes on the ground in
         | believable positions. And as far as NPCs go-- how far does that
         | actually go? It's pure novelty worth far less than an hour of
         | time. Let's even say you get a guided plot progression worded
         | on the fly using an LLM, is that even as good, let alone
         | better, than a dialog tree put together by a professional
         | writer?
         | 
         | This Civ idea at least seems like a new approach to some
         | extent, but it still seems to conceptually not add much. Even
         | if not, learning that it doesn't it's still worthwhile. But
         | almost universally these ideas seem to be either buzzwordy
         | solutions in search of problems, or a cheaper-than-people
         | source of creativity with some serious quality tradeoffs and
         | still require far too much developer wrangling to actually save
         | money.
         | 
         | I'm a tech artist so I'm a bit biased towards the value of
         | human creativity, but also likely the primary demographic for
         | LLM tools in game dev. I am, so far, not compelled.
        
           | MichaelZuo wrote:
           | Nobody will know for sure until a big budget game is actually
           | released with a serious effort behind its NPCs.
        
             | chefandy wrote:
             | I can't see anything that Gen AI NPCs would add unless
             | maybe you're talking about a Sims kind of game where the
             | interactions are the point, and they don't have to adhere
             | to a defined progression. Other than that, it's a chat bot.
             | We already have chatbots and having them in the context of
             | a video game doesn't seem like it would add anything
             | revolutionary to that product. And would that fundamentally
             | stand a chance of being as compelling to socially-focused
             | role-playing gamers as online games?
             | 
             | This is my field so I'm always looking for the angle that
             | new tech will take. I still rank this lower than VR-- with
             | all of its problems-- for potential to significantly change
             | player interactions. Tooling to make games is a different
             | story, but for actual use in games? I don't see it yet.
        
               | mywittyname wrote:
               | Sandbox games are probably where they will shine. Imagine
               | being able to play Minecraft, and tell a prompt to
               | generate a world that resembles Tatooine, or a vampire-
               | themed mansion. Expectations are lower with sandbox
               | games, so there's no risk of breaking immersion like
               | would happen with an LLM Elder Scrolls game when someone
               | tricks in NPC into solving problems in python.
               | 
               | Granted, I'm certain there will be copyrights issues
               | associated with this capability, which is why I don't
               | think it will be established game companies who first
               | take a crack at this approach.
        
               | chefandy wrote:
               | The problem is what it takes to implement that. I've seen
               | companies currently trying to do exactly that, and their
               | demos go like this "ok, give me a prompt for the
               | environment" and if they're lucky, they can cherry pick
               | some stuff the crowd says and if they're not, they
               | sheepishly ask for a prompt that would visit indicate one
               | of 5 environment types they've worked on and include
               | several of the dozen premade textured meshes they've
               | made, and in reality you've got a really really expensive
               | procedural map with asset placement that's worse than if
               | it was done using traditional semi-pre-baked approaches.
               | A deceptive amount of work goes into the nitty gritty of
               | making environments, and even with all of the incredible
               | tooling that's around now, we are not even close to
               | automating that. It's worth noting that my alma mater has
               | game environment art degree programs. Unless you're
               | making these things, you can't easily see how much
               | finesse and artistic sensibility it takes to make
               | beautiful compositions with complementary lighting and
               | nice atmospheric progression. It's not just that nobody
               | has really given it a go-- it's really difficult. When
               | you have tooling that uses AI controlled by an artist
               | that knows these things, that's one thing. When they need
               | to make great results every time so players keep coming
               | back? That's a very different task. I've never met anyone
               | that thought it was remotely currently feasible without
               | lacking knowledge of generative AI, game development, or
               | both.
               | 
               | Automating the tools so a smaller workforce can make more
               | worlds and more possibilities? We're already there-- but
               | it's a very large leap to remove the human creative and
               | technical intermediaries.
        
               | MichaelZuo wrote:
               | What are the actual claims and/or arguments?
        
           | JohnMakin wrote:
           | It's been posted in-depth a few times across this forum to
           | varying degrees by game developers - I was initially very
           | excited about the implementation of LLM's in NPC
           | interactions, until I read some of these posts. The gist of
           | it was - the thing that makes a game fundamentally a game is
           | its constraints. LLM-based NPC's fundamentally break these
           | constraints in a way that is not testable or predictable by
           | the developer and will inevitably destroy the gameplay
           | experience (at least with current technology).
        
             | chefandy wrote:
             | Yeah, same. Epic's Matrix demo implemented it and even
             | without a plot, the interactions were so heavily guided
             | that the distinction was pointless. So you can find out
             | what that NPCs spous's name is and their favorite color.
             | It's that neat? Sure it's neat. It's it going to make it a
             | better game? Probably less than hiring another good writer
             | to make NPC dialog. To be truly useful, I think they would
             | have to be able to affect the world in meaningful ways that
             | worked with the game plot, and again, when you clamp that
             | down as much as you'd need to to still have a plot, you're
             | looking at a fancy decision tree.
        
         | grahamj wrote:
         | I wrote and played with a fairly simple agentic system and had
         | some of the same thoughts RE higher order behaviour. But I
         | think the counter-points would be that they don't have to all
         | be the same model, and what you might call context management -
         | keeping each agent's "chain of thought" focused and narrow.
         | 
         | The former is basically what MoE is all about, and I've found
         | that at least with smaller models they perform much better with
         | a restricted scope and limited context. If the end result of
         | that is something that do things a single large model can't,
         | isn't that higher order?
         | 
         | You're right that there's no "inner world" but then maybe
         | that's the benefit of giving them one. In the same way that
         | providing a code-running tool to an LLM can allow it to write
         | better code (by trying it out) I can imagine a 3D world being a
         | playground for LLMs to figure out real-world problems in a way
         | they couldn't otherwise. If they did that wouldn't it be higher
         | order?
        
       | toisanji wrote:
       | Here is our version we did about a year ago:
       | https://arxiv.org/abs/2401.10910
        
       | arisAlexis wrote:
       | Doesn't this bring us closer to Nick Bostrom's 3 point argument
       | in his paper about the simulation theory?
        
       | dangoodmanUT wrote:
       | i think this is a github so hn is more likely to click on it
        
       | abecedarius wrote:
       | "Non Serviam", Lem 1971:
       | 
       | > Professor Dobb's book is devoted to personetics, which the
       | Finnish philosopher Eino Kaikki has called 'the cruelest science
       | man ever created'. . . We are speaking of a discipline, after
       | all, which, with only a small amount of exaggeration, for
       | emphasis, has been called 'experimental theogony'. . . Nine years
       | ago identity schemata were being developed--primitive cores of
       | the 'linear' type--but even that generation of computers, today
       | of historical value only, could not yet provide a field for the
       | true creation of personoids.
       | 
       | > The theoretical possibility of creating sentience was divined
       | some time ago, by Norbert Wiener, as certain passages of his last
       | book, _God and Golem_ , bear witness. Granted, he alluded to it
       | in that half-facetious manner typical of him, but underlying the
       | facetiousness were fairly grim premonitions. Wiener, however,
       | could not have foreseen the turn that things would take twenty
       | years later. The worst came about--in the words of Sir Donald
       | Acker--when at MIT "the inputs were shorted to the outputs".
        
       | BlueTemplar wrote:
       | Sigh, why calling it this way when it's more about a Minecraft-
       | like game than a Civilization-like game ??
       | 
       | Also, mandatory quote from another ~~Sid Meier's~~ Brian
       | Reynolds' game :
       | 
       | https://youtu.be/iGh9G3tPNbY?list=PLyR1OIuULeP4qz0a9tQxgsKNF...
        
       | gregjw wrote:
       | Fascinating
        
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