[HN Gopher] DeepMind program finds diamonds in Minecraft without...
       ___________________________________________________________________
        
       DeepMind program finds diamonds in Minecraft without being taught
        
       Author : LinuxBender
       Score  : 217 points
       Date   : 2025-04-04 15:40 UTC (3 days ago)
        
 (HTM) web link (www.nature.com)
 (TXT) w3m dump (www.nature.com)
        
       | theOGognf wrote:
       | This looks like an article about the recent Nature publication.
       | Was confused at first because DreamerV3 is a couple of years old
       | now
        
       | CodeCompost wrote:
       | I didn't know that Nature did movie promotions.
        
       | protocolture wrote:
       | Finally a use case for AI
        
       | jonathanyc wrote:
       | They write: "Below, we show uncut videos of runs during which
       | Dreamer collected diamonds."
       | 
       | ... but the first video only shows the player character digging
       | downwards without using any tools and eventually dying in lava.
       | What?
        
         | kbelder wrote:
         | Proving that the AI can play Minecraft as well as my wife?
        
       | Animats wrote:
       | _Key to Dreamer's success, says Hafner, is that it builds a model
       | of its surroundings and uses this 'world model' to 'imagine'
       | future scenarios and guide decision-making._
       | 
       | Can you look at the world model, like you can look at Waymo's
       | world model? Or is it hidden inside weights?
       | 
       | Machine learning with world models is very interesting, and the
       | people doing it don't seem to say much about what the models look
       | like. The Google manipulation work talks endlessly about the
       | natural language user interface, but when they get to motion
       | planning, they don't say much.
        
         | lnsru wrote:
         | I implemented an acoustic segmentation system in FPGA recently.
         | The whole world model was a long list of known events and
         | states with feasible transitions. Plus novel things not
         | observed before. Basically rather dumb state machine with
         | machine learning part attached to acoustic sensors. Of course,
         | both parts could be hidden behind weights. But state machine
         | was easily readable and that was the biggest advantage of it.
        
           | mnky9800n wrote:
           | Why would an accounting system need acoustic sensors?
        
             | lnsru wrote:
             | Sorry. Terrible typo. Acoustic system was cheap though.
        
               | mnky9800n wrote:
               | Oh haha. I work on an acoustic detection project so I was
               | quite excited about new applications.
               | 
               | How exactly does your machine learning model work?
        
         | TeMPOraL wrote:
         | > _Can you look at the world model, like you can look at Waymo
         | 's world model? Or is it hidden inside weights?_
         | 
         | I imagine it's the latter, and in general, we're already
         | dealing with plenty of models with world models hidden inside
         | their weights. That's why I'm happy to see the direction
         | Anthropic has been taking with their interpretability research
         | over the years.
         | 
         | Their papers, as well as most discussions around them, focus on
         | issues of alignment/control, safety, and generally killing the
         | "stochastic parrot" meme and keeping it dead - but I think
         | it'll be even more interesting to see attempts at mapping how
         | those large models structure their world models. I believe
         | there's scientific and philosophical discoveries to be made in
         | answering _why_ these structures look the way they do.
        
           | namaria wrote:
           | > killing the "stochastic parrot" meme
           | 
           | This was clearly the goal of the "Biology of LLMs" (and
           | ancillary) paper but I am not convinced.
           | 
           | They used a 'replacement model' that by their own admission
           | could match the output of the LLM ~50% of the time, and the
           | attribution of cognition related labels to the model hinges
           | entirely on the interpretation of the 'activations' seen in
           | the replacement model.
           | 
           | So they created a much simpler model, that sorta kinda can do
           | what the LLM can do in some instances, contrived some
           | examples, observed the replacement model and labeled what it
           | was doing very liberally.
           | 
           | Machine learning and the mathematics involved is quite
           | interesting but I don't see the need to attribute
           | neuroscience/psychology related terms to them. They are
           | fascinating in their own terms and modelling language can
           | clearly be quite powerful.
           | 
           | But thinking that they can follow instructions and reason is
           | the source of much misdirection. The limits of this approach
           | should make clear that feeding text to a text continuation
           | program should not lead to parsing the generated text for
           | commands and running these commands, because the tokens the
           | model outputs are just statistically linked to the tokens
           | inputted to them. And as the model takes more tokens from the
           | wild, it can easily lead to situations that are very clearly
           | an enormous risk. Pushing the idea that they are reasoning
           | about the input is driving all sorts of applications that
           | seeing them as statistical text continuation programs would
           | make clear are a glaring risk.
           | 
           | Machine learning and LLMs are interesting technology that
           | should be investigated and developed. Reasoning by induction
           | that they are capable of more than modelling language is bad
           | science and drives bad engineering.
        
         | jtsaw wrote:
         | I'd say it's more like Waymo's world model. The main actor uses
         | a latent vector representation of the state of the game to make
         | decisions. This latent vector at train time is meant to
         | compress a bunch of useful information about the game. So while
         | you can't really understand the actual latent vector that
         | represents state, you do know it encodes at least the state of
         | the game.
         | 
         | This world model stuff is only possible in environments that
         | are sandboxed. Ie you can represent the state of the world in
         | an and have a way of producing the next state given a current
         | state and action. Things like Atari games, robot simulations,
         | etc
        
         | danijar wrote:
         | Yes, you can decode the imagined scenarios into videos and look
         | at them. It's quite helpful during development to see what the
         | model gets right or wrong. See Fig. 3 in the paper:
         | https://www.nature.com/articles/s41586-025-08744-2
        
           | Animats wrote:
           | So, prediction of future images from a series of images. That
           | makes a lot of sense.
           | 
           | Here's the "full sized" image set.[1] The world model is low-
           | rez images. That makes sense. Ask for too much detail and
           | detail will be invented, which is not helpful.
           | 
           | [1] https://media.springernature.com/full/springer-
           | static/image/...
        
       | suddenlybananas wrote:
       | An important caveat from the paper
       | 
       | >Moreover, we follow previous work in accelerating block breaking
       | because learning to hold a button for hundreds of consecutive
       | steps would be infeasible for stochastic policies, allowing us to
       | focus on the essential challenges inherent in Minecraft.
        
         | JohnKemeny wrote:
         | I'm not sure it's a serious caveat if the "hint" or "control"
         | is in the manual.
        
           | suddenlybananas wrote:
           | Sorry, I don't quite follow what you mean?
        
             | franktankbank wrote:
             | I didn't read the manual and when I was trying to help my
             | kid play the game I couldn't figure out how to break
             | blocks.
        
         | thesz wrote:
         | "It allows AI to understand its physical environment and also
         | to self-improve over time, without _a human having to tell it
         | exactly what to do_. "
        
           | ks1723 wrote:
           | I my view, the 'exactly' is crucial here. They do implicitly
           | tell the model what to do by encoding it in the reward
           | function:
           | 
           |  _In Minecraft, the team used a protocol that gave Dreamer a
           | 'plus one' reward every time it completed one of 12
           | progressive steps involved in diamond collection -- including
           | creating planks and a furnace, mining iron and forging an
           | iron pickaxe._
           | 
           | This is also why I think the title of the article is slightly
           | misleading.
        
             | wongarsu wrote:
             | It's kind of fair, humans also get rewarded for those steps
             | when they learn Minecraft
        
         | kharak wrote:
         | In my mind, this generalizes to the same problem with other
         | non-stochastic (deterministic) operations like logical
         | conclusions (A => B) .
         | 
         | I have a running bet with friend that humans encode
         | deterministic operations in neural networks, too, while he
         | thinks there has to be another process at play. But there might
         | be something extra helping our neural networks learn the strong
         | weights required for it. Or the answer is again: "more data".
        
         | toxik wrote:
         | Like all things RL, it is 99.9% about engineering the
         | environment and rewards. As one of the authors stated elsewhere
         | here, there is a reward for completing each of 12 steps
         | necessary to find diamonds.
         | 
         | Mostly I'm tired of RL work being oversold by its authors and
         | proponents by anthropomorphizing its behaviors. All while this
         | "agent" cannot reliably learn to hold down a button, literally
         | the most basic interaction of the game.
        
           | red75prime wrote:
           | The "no free lunch" theorem. You can't start from scratch and
           | expect your program to repeat 4 billion years of evolution
           | collecting inductive biases useful in our corner of our
           | Universe in a matter of hours[1].
           | 
           | While it's possible to bake in this particular inductive bias
           | (repetitive actions might be useful), they decided not to
           | (it's just not that interesting).
           | 
           | [1] And you certainly can't reproduce the observation
           | selection effect in a laboratory. That is the thing that
           | makes it possible to overcome the "no free lunch" theorem:
           | our existence and intelligence are conditional on evolution
           | being possible and finding the right biases.
           | 
           | We _have to_ bake in inductive biases to get results. We
           | _have to_ incentivize behaviors useful (or interesting) to us
           | to get useful results instead of generic exploration.
        
             | kypro wrote:
             | > You can't start from scratch and expect your program to
             | repeat 4 billion years of evolution collecting inductive
             | biases useful in our corner of our Universe in a matter of
             | hours
             | 
             | Really? Minecraft's gameplay dynamic are not particularly
             | complex... The AI here isn't learning highly complex rules
             | about the nuances of human interaction or learning to
             | detect the relatively subtle differences between various
             | four legged creatures based on small differences in body
             | morphology. In these cases I could see how millions of
             | years of evolution is important to at least give us and
             | other animals a head start when entering the world. If the
             | AI had to do something like this to progress in Minecraft
             | then I'd get why learning those complexities would be
             | skipped over.
             | 
             | But in this case a human would quickly understand that
             | holding a button creates a state which tapping a button
             | does not, and therefore would assume this state could be
             | useful to explore further states. Identifying this doesn't
             | seem particularly complex to me. If the argument is that it
             | will take slightly longer for an AI to learn patterns in
             | dependant states then okay, sure, but I think arguing that
             | learning that holding a button creates a new state is such
             | a complex problem that we couldn't possibly expect an AI to
             | learn it from scratch within a short timeframe is a very
             | weak argument. It's just not that complex. To me this
             | suggests that current algorithms are lacking.
        
               | blueflow wrote:
               | It seems easy to you because you can't remember the years
               | when you were a toddler and had to learn basic
               | interactions with the world around you. It seems natural
               | to an adult but it is quite complex.
        
               | geysersam wrote:
               | But this argument applies just as well to tons of other
               | tasks AIs can handle just fine. So it doesn't explain why
               | this particular action is so much harder compared to
               | anything else.
        
               | blueflow wrote:
               | Which tasks?
        
               | geysersam wrote:
               | > basic interactions with the world around you, tasks
               | that seem easy to us but are actually quite complex
               | 
               | Tasks such as:                 - recognizing objects in
               | our surroundings,       - speaking,       - reasoning
               | about other people's thoughts and feelings,       -
               | playing go?
               | 
               | All of those were at some point "easy for us but very
               | hard for computer programs".
        
               | SkyBelow wrote:
               | In particular, the task requires understanding that one
               | can impact the world through action. This is learned by
               | humans through a constant feedback loop running for
               | months to a year+. The very way we train AIs doesn't seem
               | to teach this agency, only teach the ability to mimic
               | having that agency in ways that we can capture data for
               | (such as online discussions). Will that training
               | eventually give rise to such agency? I'm doubtful with
               | most current models given that the learning process is so
               | disconnected from the execution and that execution is
               | prompted and not inherently on going. Maybe some agent
               | swarm that is always running and always training and
               | upgrading its members could achieve that level of agency,
               | which is why I'm not saying it is impossible, but I
               | expect we are going to have to wait for some newer model
               | that is always running and which is training as it is
               | running to see true agency develop.
               | 
               | Until then, it is a question of if we can capture the
               | appearance of agency in the training set well enough for
               | learn it with training and not depend upon interactions
               | to learn more.
        
               | kypro wrote:
               | I don't think I am, and for context here I have built my
               | own DQNs from scratch to learn to play games like Snake.
               | 
               | I'd argue if you consider the size of the input and
               | output space here it's not as complex you're implying.
               | 
               | To refer back to my example, to tell the difference
               | between four legged creatures is complicated because
               | there's a huge number of possible outputs and the visual
               | input space is both large and complex. Learning how to
               | detect patterns in raw image data is complicated and is
               | why we and other animals are preloaded with the
               | neurological structures to do this. It's also why we
               | often use pretrained models when training models to label
               | new outputs - simply learning how detect simple patterns
               | in visual data is difficult enough so if this step can be
               | skipped it often makes sense to skip it.
               | 
               | In constrast the inputs to Minecraft are relatively very
               | simple - you have a handful of buttons which can be
               | pressed and those buttons can be pressed for different
               | durations. Similarly the output space here while large is
               | relatively simple and presumably simply detecting that an
               | action like holding a button results in a state change
               | shouldn't be that complex to learn... I mean it's already
               | learning that pressing a button results in a state change
               | so I think you'd need to explain to me why adding a tiny
               | bit of additional complexity here is so unreasonable.
               | Maybe I'm missing something.
        
               | blueflow wrote:
               | Example: When humans play Minecraft, they already know
               | object permanence from the real world. I did not see
               | anywhere that AI got trained to learn object permanence.
               | Yet it is required for basics like searching for your
               | mineshaft after turning around.
        
               | red75prime wrote:
               | > I think you'd need to explain to me why adding a tiny
               | bit of additional complexity here is so unreasonable
               | 
               | As far as I understand DreamerV3 doesn't employ intrinsic
               | rewards (like in novelty-based exploration). It adopts
               | stochastic exploration which makes it practically
               | impossible to get to rewards that require to consistently
               | repeat an action with no intermediate rewards.
               | 
               | And finding intrinsic rewards that work good across
               | diverse domains is a complex problem in itself.
        
               | red75prime wrote:
               | > Minecraft's gameplay dynamic are not particularly
               | complex...
               | 
               | I think you underestimate complexity of going from
               | 12288+400 changing numbers to a concept of gameplay
               | dynamics in the first place. Or in other words your
               | complexity prior is biased by experience.
        
             | toxik wrote:
             | You don't have to repeat 4 billion years of evolution, an
             | RL agent lives inside a strange universe where the basic
             | axioms happen to be exactly aligned with what you can do in
             | that universe.
             | 
             | Its actions are not muscular, they are literal gameplay
             | actions. It is orders of magnitude easier to learn that the
             | same action should be performed until completion, than that
             | the finger should be pressed against a surface while the
             | hand is stabilized with respect to the cursor on a screen.
             | 
             | One of the most interesting (and pathological) things about
             | humans is that we learn what is rewarding. Not how to get a
             | reward, but actually we train ourselves to be rewarded by
             | doing difficult/novel/funny/etc things. Notably this is
             | communicated largely by being social, i.e., we feel reward
             | for doing something difficult because other people are
             | impressed by that.
             | 
             | In Castaway, Hanks' only companion is a mute, deflated
             | ball, but nonetheless he must keep that relationship alive
             | ---to keep himself alive. The climax of the movie is when
             | Hanks returns home and people are so impressed, his efforts
             | are validated.
             | 
             | Contrast that to RL, there is no intrinsic motivation. The
             | agents do not play, or meaningfully explore, really. The
             | extent of its exploration is a nervous tic that makes it
             | press the wrong button with probability e. The reason it
             | cannot hold down buttons is because it explores by having
             | Parkinson's disease, by accident, not because it thought it
             | might find out something useful/novel/funny/etc. In fact,
             | it can't even have a definition of those words, because
             | they are defined in the space between beings.
        
               | orbifold wrote:
               | Personally I am almost certain that the current framing
               | of RL and its relationship to animal behavior is deeply
               | misguided. It proves close to impossible to train animals
               | using this paradigm (not for a lack of trying), i.e.
               | animals such as mice only make any progress when water
               | deprived and under conditions that exploit their natural
               | instincts. Nevertheless they are capable of far more
               | complex natural behaviors. There is a non-zero chance
               | that RL as an explanation of animal behavior is just
               | plain wrong or not applicable.
        
             | rebeccaskinner wrote:
             | > While it's possible to bake in this particular inductive
             | bias (repetitive actions might be useful), they decided not
             | to (it's just not that interesting).
             | 
             | What's interesting to me about this is that the problem
             | seems really aligned with the research they are doing. From
             | what I can tell, they build a system where the agent has a
             | simplified "mental" model of the game world and it uses to
             | predict actions that will lead to better rewards.
             | 
             | I don't think what's missing here is teaching the model
             | that it should just try to do things a lot until they
             | succeed. Instead, what I think is missing is the context
             | that it's playing a game, and what that means.
             | 
             | For example, any human player who sits down to play
             | minecraft is likely to hold down the button to mine
             | something. Younger children might also hold the jump button
             | down and jump around aimlessly, but older children and
             | adults probably wouldn't. Why? I suspect it's because
             | people with experience in video games have set expectations
             | for how game designers communicate the gameplay experience.
             | We understand that clicking on things to interact with them
             | is a common mode of interaction, and we expect that games
             | have upgrade mechanics that will let us work faster or
             | interact with high level items. It's not that we repeat any
             | action arbitrarily to see that it pays off, but rather that
             | we're speaking a language of games and modeling the mind of
             | the game designers and anticipating what they expect from
             | us.
             | 
             | I would think that trying to expand the model of the world
             | to include this notion of the language of games might be a
             | better approach to overcoming the limitation instead of
             | just hard-coding the model to try things over and over
             | again to see if there's a payoff.
        
             | d0mine wrote:
             | Isn't it exactly what alphazero did?
             | 
             | "AlphaZero was trained solely via _self-play_ using 5,000
             | first-generation TPUs to generate the games and 64 second-
             | generation TPUs to train the neural networks, all in
             | parallel, with _no access to opening books or endgame
             | tables_. After _four hours of training_ , DeepMind
             | estimated AlphaZero was playing chess at a higher Elo
             | rating than Stockfish 8; after nine hours of training, the
             | algorithm defeated Stockfish 8 in a time-controlled
             | 100-game tournament (28 wins, 0 losses, and 72 draws)."
             | [emphasis added] https://en.wikipedia.org/wiki/AlphaZero
        
               | red75prime wrote:
               | I thought that it might be a rare chance to invoke the
               | NFL theorem appropriately, but I guess I was wrong. The
               | NFL talks about a uniform distribution of problems. A
               | case that is probably never the case. At least for
               | habitable universes.
               | 
               | Nevertheless, the theorem basically states that there are
               | games where AlphaZero will be beaten by another
               | algorithm. Even if those games are nonsensical from our
               | point of view.
        
               | Xcelerate wrote:
               | > I thought that it might be a rare chance to invoke the
               | NFL theorem appropriately, but I guess I was wrong
               | 
               | Haha, I wouldn't feel bad. It's one of the most
               | misunderstood theorems, and I don't think I've ever seen
               | it invoked correctly on a message board.
        
               | tmtvl wrote:
               | I forget, was it Alpha or one of the others (Leela, Kata,
               | FineArt,...) which had a weakness against... I wanna say
               | the Micro Chinese (?), where it would consistently play
               | the same suboptimal sequence that let players beat it
               | easily if they took that path.
        
             | 827a wrote:
             | Given that a computer _should_ be able to simulate at least
             | some applicable aspects and processes of reality billions
             | of times faster than the speed at which our own universe
             | runs at: Yes, I think it is entirely reasonable to have
             | these agents follow at least some kind of from-scratch
             | evolutionary history. It might also be valuable: As it
             | could further research in understanding what the word
             | "applicable" there even means; what parts of our
             | evolutionary history are important toward inductively
             | reasoning your way toward a diamond in Minecraft? What
             | parts aren't? How can that generalize?
             | 
             | If you code a reward function for each step necessary to
             | get a diamond, you are teaching the AI how to do it. There
             | is no other way to look at it. Its extremely unethical to
             | claim, as Nature does, that it did this without "being
             | taught", and it is in my eyes academic malpractice to
             | claim, as their paper does, that it did this "without human
             | data or curricula"; though mitigated by the reality that
             | they admit this in the paper. If this is the case; I am
             | still digesting the paper, as it is quite technical.
             | 
             | This isn't an LLM, I'm aware of this, but I am at the point
             | where if I could bet on the following statement being true,
             | I'd go in at five figures: Every major AI benchmark,
             | advancement, or similar accomplishment in the past two
             | years can almost entirely be explained by polluted training
             | data. These systems are not nearly as autonomously
             | intelligent as anyone making money on them says they are.
        
           | LPisGood wrote:
           | When I was a child and first played Minecraft I clicked
           | instead of held and after 10 minutes I gave up, deciding that
           | Minecraft was too hard.
        
             | zvitiate wrote:
             | What if you were in an environment where you had to play
             | Minecraft for say, an hour. Do you think your child brain
             | would've eventually tried enough things (or had your finger
             | slip and stay on the mouse a little extra while), noticed
             | that hitting a block caused an animation, (maybe even
             | connect it with the fact that your cursor highlights
             | individual blocks with a black box,) decide to explore that
             | further, and eventually mine a block? Your example doesn't
             | speak to this situation at all.
        
               | danijar wrote:
               | I think learning to hold a button down in itself isn't
               | too hard for a human or robot that's been interacting
               | with the physical world for a while and has learned all
               | kinds of skills in that environment.
               | 
               | But for an algorithm learning from scratch in Minecraft,
               | it's more like having to guess the cheat code for a
               | helicopter in GTA, it's not something you'd stumble upon
               | unless you have prior knowledge/experience.
               | 
               | Obviously, pretraining world models for common-sense
               | knowledge is another important research frontier, but
               | that's for another paper.
        
             | daedrdev wrote:
             | I had the same problem, learned from a roblox mining game
             | where mining a block required clicking it a bunch of times.
        
           | freeone3000 wrote:
           | RL is useful for action selection and planning. Actually
           | determining the mechanics of the game can be achieved with
           | explicit instruction and definition of an action set.
           | 
           | I suppose whether you find this result intriguing or not
           | depends on if you're looking to build result-building
           | planning agents over an indeterminate (and sizable!) time
           | horizon, in which case this is a SOTA improvement and
           | moderately cool, or if you're looking for a god in the
           | machine, which this is not.
        
           | SpaceManNabs wrote:
           | If you have an alternative for RL in these use cases, please
           | feel free to share.
           | 
           | When RL works, it really works.
           | 
           | The only alternative I have seen is deep networks with MCTS,
           | and they are quickly to ramp up to decent quality. But they
           | hit caps relatively quickly.
        
         | Hamuko wrote:
         | Turns out that AI are much better at playing video games if
         | they're allowed to cheat.
        
         | lgeorget wrote:
         | Well, to be fair... I (a human) had to look it up online the
         | first time I played as well. I was repeatedly clicking on the
         | same tree for an entire minute before that. I even tried
         | several different trees just in case.
        
           | fusionadvocate wrote:
           | But it is possible to discover by holding down the button and
           | realizing the block is getting progressively more
           | "scratched".
        
         | FrustratedMonky wrote:
         | "accelerating block breaking because learning to hold a button
         | for hundreds of consecutive steps "
         | 
         | This is fine, and does not impact the importance of figuring
         | out the steps.
         | 
         | Anybody that has done any tuning on systems that run at
         | different speeds, the adjusting for the speed difference is
         | just engineering, and allows you to get on with more
         | important/inventive work.
        
         | o11c wrote:
         | And a relevant piece of ancient wisdom (exact date not known,
         | but presumably before 1970):
         | 
         | > In the days when Sussman was a novice, Minsky once came to
         | him as he sat hacking at the PDP-6.
         | 
         | > "What are you doing?", asked Minsky.
         | 
         | > "I am training a randomly wired neural net to play Tic-Tac-
         | Toe" Sussman replied.
         | 
         | > "Why is the net wired randomly?", asked Minsky.
         | 
         | > "I do not want it to have any preconceptions of how to play",
         | Sussman said.
         | 
         | > Minsky then shut his eyes.
         | 
         | > "Why do you close your eyes?", Sussman asked his teacher.
         | 
         | > "So that the room will be empty."
         | 
         | > At that moment, Sussman was enlightened.
        
       | N-Krause wrote:
       | https://archive.is/XutGu
        
       | colechristensen wrote:
       | Who would have thought you could get your TAS run published in
       | Nature if you used enough hot buzzwords. (they have been using
       | various old-school-definition "artifical intelligence" algorithms
       | for a long time)
       | 
       | https://tasvideos.org/
        
       | successful23 wrote:
       | Pretty impressive. Minecraft's a complex environment, so for an
       | AI to figure out how to find diamonds on its own shows real
       | progress in learning through exploration -- not just pattern
       | recognition.
        
         | charcircuit wrote:
         | You can literally find diamonds by moving the mouse down and
         | holding left click.
        
           | mjamesaustin wrote:
           | No you can't. Blocks broken without the correct tools do not
           | yield items. In order to find diamonds the agent must first
           | craft an iron pickaxe, which itself requires several other
           | steps.
        
       | fxtentacle wrote:
       | I guess we can look forward
       | 
       | to a bright future
       | 
       | where we focus 100% on work
       | 
       | and AI will play our games
       | 
       | /s
        
         | TeMPOraL wrote:
         | Once again, we see that it's _much_ easier to teach machines to
         | perceive and decide well, in many cases well above human
         | performance - while at the same time, making machines that can
         | navigate the same physical environment humans do, and do a
         | variety of manual tasks that mix power and precision, remains
         | extremely challenging.
         | 
         | The message this sends is pretty clear: machines are better at
         | thinking, humans are better at manual work. That is the
         | _natural_ division of labor that plays into strengths and
         | weaknesses of both computers and human beings.
         | 
         | And so, I'm sorry to say this, but the near future is that in
         | which computers play our games and do the thinking and creative
         | work _and_ management (and ultimately governance), _because
         | they 're going to be better at this than us_, leaving us to do
         | all the physical labor, because that's one thing _we_ will
         | remain better at for a while.
         | 
         | That, or we move past the existing economic structures, so that
         | we no longer need to worry about being competitive with AI
         | labor.
         | 
         | /s, but only a little.
        
         | weatherlite wrote:
         | > where we focus 100% on work
         | 
         | Lol that's crazy optimistic, what work ?
        
           | fxtentacle wrote:
           | Picking up dropped pencils, for example. Robots are still
           | hilariously bad at that. Or driving your new AI overload
           | around the country from LAN to LAN.
        
             | weatherlite wrote:
             | > Picking up dropped pencils, for example. Robots are still
             | hilariously bad at that
             | 
             | It's only hilarious because we're allowed to laugh. For
             | now. Wait a few years its possible these things will demand
             | respect.
        
               | recursive wrote:
               | I can't believe you'd laugh at a sentient agent who's
               | trying their best to pick up a pencil and obviously
               | struggling. Maybe you should practice some empathy and
               | help them pick it up?
        
       | Xelynega wrote:
       | Isn't this DeepMind achievement from 2023?
        
         | smokel wrote:
         | Yup, the technical details are described in this paper from
         | early 2023. Seems like Nature takes its time. That used to be a
         | good thing :)
         | 
         | https://arxiv.org/abs/2301.04104
        
       | reportgunner wrote:
       | Article makes it seem like finding diamonds is some kind of super
       | complicated logical puzzle. In reality the hardest part is
       | knowing where to look for them and what tool you need to mine
       | them without losing them once you find them. This was given to
       | the AI by having it watch a video that explains it.
       | 
       | If you watch a guide on how to find diamonds it's really just a
       | matter of getting an iron pickaxe, digging to the right depth and
       | strip mining until you find some.
        
         | kuu wrote:
         | While I agree with your comment, this sentence:
         | 
         |  _" This was given to the AI by having it watch a video that
         | explains it."_
         | 
         | This was not as trivial as it may seem just a few months ago...
        
           | NVHacker wrote:
           | Alpha Star was also trained initially from youtube videos of
           | pros playing Starcraft. I would argue that it was pretty
           | trivial a few years ago.
        
             | ismailmaj wrote:
             | Do you know if it was actual videos or some simpler inputs
             | like game state and user inputs? I'd be impressed if it was
             | the former at that time.
        
               | johnny22 wrote:
               | starcraft provides replay files that start with the
               | initial game state and then every action in the game. Not
               | user inputs, but the actions bound to them.
        
             | rcxdude wrote:
             | I don't think it was videos. Almost certainly it was replay
             | files with a bunch of work to transform them into something
             | that could be compared to the model's outputs. (Alphastar
             | never 'sees' the game's interface, only a transformed
             | version of information available via an API)
        
               | stingraycharles wrote:
               | This was my understanding as well, as the replay files
               | are all available anyway.
               | 
               | The YouTube documentary is actually very detailed about
               | how they implemented everything.
        
           | rcxdude wrote:
           | EDIT: Incorrect, see below
           | 
           | it didn't watch 'a video', it watched many, many hours of
           | video of playing minecraft (with another specialised model
           | feeding in predictions of keyboard and mouse inputs from the
           | video). It's still a neat trick, but it's far from the
           | implied one-shot learning.
        
             | danielbln wrote:
             | The author replied in this thread and says the opposite.
        
               | rcxdude wrote:
               | Ah, I was incorrect. I got that impression from one of
               | the papers linked at the end of the article, but I
               | suspect that's actually some previous work.
        
         | Bluglionio wrote:
         | I don't get it. How can you reduce this achievement down to
         | this?
         | 
         | Have you gotten used to some ai watching a video and 'getting
         | it' so fast that this is boring? Unimpressive?
        
           | reportgunner wrote:
           | I feel like you are jumping to conclusions here, I wasn't
           | talking about the achievement or the AI, I was talking about
           | the article and the way it explains finding diamonds in
           | minecraft to people who don't know how to find diamonds in
           | minecraft.
        
           | jerf wrote:
           | The other replies have observed that the AI didn't get any
           | "videos to watch" but I'd also observe that this is being
           | used as an English colloquialism. The AIs aren't "watching
           | videos", they're _receiving videos as their training data_.
           | That 's quite different from what is coming to your mind as
           | "watching a video" as if the AI watched a single YouTube
           | tutorial video once and got the concept.
        
         | rowanG077 wrote:
         | The AI is able to learn from video and you don't find that even
         | a little bit impressive? Well I disagree.
        
           | reportgunner wrote:
           | see [0]
           | 
           | [0] https://news.ycombinator.com/item?id=43609826
        
         | skwirl wrote:
         | >This was given to the AI by having it watch a video that
         | explains it.
         | 
         | That is not what the article says. It says that was separate,
         | previous research.
        
         | danijar wrote:
         | Hi, author here! Dreamer learns to find diamonds from scratch
         | by interacting with the environment, without access to external
         | data. So there are no explainer videos or internet text here.
         | 
         | It gets a sparse reward of +1 for each of the 12 items that
         | lead to the diamond, so there is a lot it needs to discover by
         | itself. Fig. 5 in the paper shows the progression:
         | https://www.nature.com/articles/s41586-025-08744-2
        
           | itchyjunk wrote:
           | Since diamonds are surrounded by danger and if it dies, it
           | loses its items and such, why would it not be satisfied after
           | discovering iron pick axe or somesuch? Is it in a mode where
           | it doesn't lose its item when it dies? Does it die a lot?
           | Does it ever try digging vertically down? Does it ever
           | discover other items/tools you didn't expect it to? Open
           | world with sparse reward seems like such a hard problem.
           | Also, once it gets the item, does it stop getting reward for
           | it? I assume so. Surprised that it can work with this level
           | of sparse rewards.
        
             | taneq wrote:
             | In all reinforcement learning there is (explicitly as part
             | of a fitness function, or implicitly as part of the
             | algorithm) some impetus for exploration. It might be adding
             | a tiny reward per square walked, a small reward for each
             | block broken and a larger one for each new block type
             | broken. Or it could be just forcing a random move every N
             | steps so the agent encounters new situations through
             | "clumsiness".
        
               | kevindamm wrote:
               | That is right, there is usually a parameter on the action
               | selection function -- the exploitation vs exploration
               | balance.
        
             | danijar wrote:
             | When it dies it loses all items and the world resets to a
             | new random seed. It learns to stay alive quite well but
             | sometimes falls into lava or gets killed by monsters.
             | 
             | It only gets a +1 for the first iron pickaxe it makes in
             | each world (same for all other items), so it can't hack
             | rewards by repeating a milestone.
             | 
             | Yeah it's surprising that it works from such sparse
             | rewards. I think imagining a lot of scenarios in parallel
             | using the world model does some of the heavy lifting here.
        
           | SpaceManNabs wrote:
           | I just want to express my condolences in how difficult it
           | must be to correct basic misunderstandings that can be
           | immediately corrected from reading the fourth paragraph under
           | the section "Diamonds are forever"
           | 
           | Thanks for your hard work.
        
             | danijar wrote:
             | Haha thanks!
        
           | ryan-duve wrote:
           | For the curious, from the link above:
           | 
           | > log, plank, stick, crafting table, wooden pickaxe,
           | cobblestone, stone pickaxe, iron ore, furnace, iron ingot,
           | iron pickaxe and diamond
        
       | _vere wrote:
       | So can i and no one needed to teach me either, but you dont see
       | nature writing articles on it...
        
         | johnisgood wrote:
         | This is too dismissive, and there are a zillion articles of
         | human learning.
        
         | Aachen wrote:
         | You don't want anyone to be working on replicating things
         | humans can already do? We'll just continue tilling fields to
         | eternity..
        
       | lupusreal wrote:
       | Characterizing finding diamonds as "mastering" Minecraft is
       | extremely silly. Tantamount to saying _" AI masters Chess:
       | Captures a pawn."_ Getting diamonds is not even close to the
       | hardest challenge in the game, but most readers of Nature
       | probably don't have much experience playing Minecraft so the
       | title is actually misleading, not harmless exaggeration.
        
         | zimpenfish wrote:
         | > Getting diamonds is not even close to the hardest challenge
         | in the game
         | 
         | Mining diamonds isn't even necessary if you build, e.g.,
         | ianxofour's iron farm on day one and trade that iron[0] with a
         | toolsmith, armourer, and weaponsmith. You can get full diamond
         | armour, tools, and weapons pretty quickly (probably a handful
         | of game weeks?)
         | 
         | [0] Main faff here is getting them off their base trade level.
        
           | lupusreal wrote:
           | True, and if the objective is to get some raw diamonds as
           | fast as possible demonstrating mastery of the game, I'd
           | expect a strategy like making a boat, finding a shipwreck and
           | then a buried treasure chest. Takes just a few minutes
           | usually.
           | 
           | Really though, if AI wants to impress me it needs to collect
           | an assortment of materials and build a decent looking base.
           | Play the way humans usually play.
        
         | danijar wrote:
         | I agree with you, this is just the start and Minecraft has a
         | lot more to offer for future research!
        
       | nottorp wrote:
       | Isn't "masters" when you build a working copy of Minas Tirith or
       | something like that?
        
         | Ntrails wrote:
         | I'd accept "build a tnt trap for your buddy" or "defeated the
         | end dragon"
        
         | tmtvl wrote:
         | Yeah, wake me when it builds a villager trading hall, zombified
         | piglin farm, piglin trading hall, enderman farm, golem farm,
         | and automated wool farm.
        
       | fine_tune wrote:
       | Attempting to train this on a real workload I converted over the
       | weekend after, "step" 8M~ so far and rarely scores above 5% and
       | most are 0% but has scored 60% once 7M~ steps ago.
       | 
       | Adding more than 1 GPU didn't improve speed but that's pretty
       | standard as we don't have fancy interconnect. Bit annoying they
       | didn't use tensorboard for logging, but overall seems like a
       | pretty cool lib - will leave it a few days and see if it can
       | learn (no other algo has so I dont have much hope).
        
       | sbuttgereit wrote:
       | There's a YouTube channel that does a lot of videos focused on
       | LLMs in Minecraft:
       | 
       | https://www.youtube.com/@EmergentGarden
       | 
       | I very much like the comparative approach this guy takes looking
       | at how different LLMs fare... including how they interact
       | together. Worth a look.
        
       | camel-cdr wrote:
       | How robust is this?
       | 
       | Isn't something like finding dimonds in minecraft something that
       | old-school AI could already do decently?
        
         | breakyerself wrote:
         | Those were trained on human play. This had to figure it out
         | from scratch.
        
           | camel-cdr wrote:
           | Ah, is this full RL?
           | 
           | I was reading something about LLMs earlier and was thinking
           | that LLMs could probably write a simple case based script for
           | controlling a player, that could accive a decent success
           | rate.
        
             | danijar wrote:
             | Yes, it's RL from scratch and sparse rewards
        
       | ljdtt wrote:
       | Slightly off-topic from the article itself, but... does anyone
       | else feel like Nature's cookie banner just never goes away? I
       | have vivid memories of trying to reject cookies multiple times,
       | eventually giving up and accepting them just to get to the
       | article only for the banner to show up again the next time I
       | visit. I swear it's giving me deja vu every single visit.. Am I
       | the only one experiencing this, or is this just how their site
       | works?
        
       | FrustratedMonky wrote:
       | Minecraft is ubiquitous now.
       | 
       | But I remember the alpha version, and NOBODY knew how to make a
       | pick ax. Humans were also very bad at figuring out these steps.
       | 
       | People were de-compiling the java and posting help guides on the
       | internet.
       | 
       | How to break a tree, get sticks, make a wood pick. In Alpha, that
       | was a big deal for humans also.
        
       | ninetyninenine wrote:
       | It's still being a stochastic parrot. Now it's just parroting the
       | human creativity and imagination so I'm still not impressed.
       | 
       | If all you're going to do is parrot things like human
       | consciousness or human ingenuity then I will never be impressed
       | so long that it's just parroting.
        
         | smokel wrote:
         | You must be confused. This research is about reinforcement
         | learning, not about large language models.
        
           | ninetyninenine wrote:
           | It's parroting human reinforcement.
        
             | danijar wrote:
             | It actually has no human data as input and learns by itself
             | in the environment, that's the point of the accomplishment!
             | :)
        
       | YeGoblynQueenne wrote:
       | Reinforcement learning is very good with games.
       | 
       | >> In Minecraft, the team used a protocol that gave Dreamer a
       | 'plus one' reward every time it completed one of 12 progressive
       | steps involved in diamond collection -- including creating planks
       | and a furnace, mining iron and forging an iron pickaxe.
       | 
       | And that is why it is never going to work in the real world:
       | games have clear objectives with obvious rewards. The real world,
       | not so much.
        
         | smokel wrote:
         | _> games have clear objectives with obvious rewards. The real
         | world, not so much._
         | 
         | Tell that to the people here who are trying to turn their
         | startup ideas into money.
        
           | zamadatix wrote:
           | I don't think folks go the startup path because the steps to
           | go from idea to making money are obvious and clear.
        
         | SpaceManNabs wrote:
         | > And that is why it is never going to work in the real world:
         | games have clear objectives with obvious rewards. The real
         | world, not so much.
         | 
         | I encourage you to read deepmind's work with robots.
        
         | IshKebab wrote:
         | Plenty of real world situations have clear objectives with
         | obvious rewards.
        
       | DeborahEmeni_ wrote:
       | The "holding a button" thing actually resonated. It feels like
       | the real work here is engineering the reward structure to make
       | exploration even remotely viable. Dreamer's world model might be
       | cool, but most of the heavy lifting still seems to come from how
       | forgiving the Minecraft environment is for training.
       | 
       | I do wonder though: if you swapped Minecraft for a cloud-based
       | synthetic world with similar physics but messier signals, like
       | object permanence or social reasoning, would Dreamer still hold
       | up? Or is it just really good at the kind of clean reward
       | hierarchies that games offer?
        
       | textlapse wrote:
       | Could this perform better by having the internal representation
       | of Minecraft instead of raw pixels?
       | 
       | It seems rather tenuous to keep pounding on 'training via pixels'
       | when really a game's 2D/3D output is an optical trick at best.
       | 
       | I understand Sergey Brin/et al had a grandiose goal for DeepMind
       | via their Atari games challenge - but why not try alternate
       | methods - say build/tweak games to be RL-friendly? (like MuJoCo
       | but for games)
       | 
       | I don't see the pixel-based approach being as applicable to the
       | practical real world as say when software divulges its direct,
       | internal state to the agent instead of having to fake-render to a
       | significantly larger buffer.
       | 
       | I understand Dreamer-like work is a great research area and one
       | that will garner lots of citations for sure.
        
         | EMIRELADERO wrote:
         | > I understand Sergey Brin/et al had a grandiose goal for
         | DeepMind via their Atari games challenge - but why not try
         | alternate methods - say build/tweak games to be RL-friendly?
         | 
         | Because the ultimate goal (real-world visual intelligence)
         | would make that impossible. There's no way to compute the
         | "essential representation" of reality, the photons are all
         | there is.
        
       ___________________________________________________________________
       (page generated 2025-04-07 23:01 UTC)