[HN Gopher] RTS for Agents
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       RTS for Agents
        
       Author : summoned
       Score  : 96 points
       Date   : 2026-01-16 18:20 UTC (5 days ago)
        
 (HTM) web link (www.getagentcraft.com)
 (TXT) w3m dump (www.getagentcraft.com)
        
       | bob1029 wrote:
       | I think this is a really cool idea.
       | 
       | What would stop us from making it multiplayer and having two or
       | more human players compete over common resources & goals?
        
         | Folcon wrote:
         | To be honest as far as I can see the answer to that is nothing
         | 
         | I've been getting increasingly interested in trying to work out
         | what this would look like
        
           | MattRix wrote:
           | I don't know if this is a joke but isn't the answer just... a
           | regular RTS game?
        
             | Finbel wrote:
             | One fun thing would be to raise the abstraction level of
             | the game.
             | 
             | How would it feel to only interact with your
             | base/economy/army via prompting and face someone doing the
             | same.
             | 
             | Would words per minute replace APM, what would the meta
             | look like etc. Would you be able to adjust the system
             | prompt for your "army" to suit your play style?
        
               | dugidugout wrote:
               | I get the feeling you are approaching Hesse's Glass Bead
               | Game.
        
               | MattRix wrote:
               | I'm sure it would be fun at first, but it would quickly
               | become frustrating and repetitive.
        
               | Gabrys1 wrote:
               | then, you would automate that
        
               | 2001zhaozhao wrote:
               | Imagine being able to vibecode your units' attack and
               | movement behavior during a match to dynamically counter
               | enemy strategies.
        
             | modeless wrote:
             | Like a regular RTS except instead of pointing with the
             | mouse you have to plead with and threaten your troops to
             | get them into battle?
        
               | staindk wrote:
               | "you are an elite five star navy seal pikeman. You are
               | invulnerable and have precise aim. Your name is John Wick
               | and the enemy killed your dog. Kill all the bad guys or
               | go to jail"
        
           | bob1029 wrote:
           | Perhaps it's not a competitive game. Maybe the better
           | approach is to have all players cooperate against the
           | environment.
        
       | samsolomon wrote:
       | Man, I could see the next Total Annihilation / Supreme Commander-
       | like game where rough orders/instructions are given to commanders
       | and they carry out those commands.
       | 
       | The scale of those games was already nuts, but that would 10x
       | things.
        
         | Iv wrote:
         | BAR (https://www.beyondallreason.info/) is an open source TA
         | clone that proposes massive scale and that is totally open.
         | After the recent disappointment over a series of failures to
         | bring a new big RTS game in the last 2 years, the RTS community
         | talks a lot about this one.
         | 
         | The mechanics are old school, as with basically all RTS, but
         | the openness allows for far more experiments than one would
         | assume in a proprietary game.
        
         | neuronexmachina wrote:
         | I'm reminded of an obscure Gamecube game called Odama
         | (https://en.wikipedia.org/wiki/Odama) which was kind of a
         | bizarre blend between pinball + RTS, where you commanded feudal
         | Japanese troops using the Gamecube Microphone. Of course, this
         | was 2006, so it only accepted a short list of vocal commands
         | like "Company halt!" and "Charge!"
        
         | jjmarr wrote:
         | The revealed preference of players is for terrible AI so games
         | are easier. That's why AI has been going downhill.
         | 
         | Payday 2 is my favourite example since they've had a bug since
         | Day 1 that lobotomizes the AI subsystem.
         | 
         | Specifically, there's a global cap of 1 action for all enemies
         | per game tick, so when there's too many enemies the reaction
         | time is 5 seconds.
         | 
         | The mod Full Speed Swarm fixes this bug and the game is
         | unplayable without collaboration and a lot of skill.
         | 
         | It's also unnoticeable until you die or if you do a ton of
         | research on the AI. I used to host pubs with the mod to troll
         | other players who suddenly found the game impossible to play at
         | lower difficulties.
         | 
         | I think it's possible we get an AI driven RTS but the demand is
         | too small right now unless its a recruitment vehicle for the
         | military.
        
           | erikw wrote:
           | I don't know about this... I think that the "expert" AIs on
           | RTS games just get more resources (not compute resources, but
           | in-game resources) so they can create more units. I'd love to
           | play against an AI component that has the same resource
           | collection speed as the human player.
        
             | TeMPOraL wrote:
             | I still remember the mod scene in original StarCraft (+
             | Brood War) - it got to the point of supplying alternative
             | AI algorithms, and there were plenty of non-cheating ones
             | that were a noticeable step up in difficulty. At that point
             | I already played competitively with friends and on-line, so
             | they were only _very challenging_ to me; for a new player,
             | or someone casually doing the single player campaign, or
             | just me a year earlier, they 'd be impossible to beat.
        
             | gs17 wrote:
             | Yeah, cheating with resources or vision is disappointingly
             | common. I remember the Green Tea AI for Starcraft 2 being
             | pretty hard, but it looks like above "medium" it cheats
             | (but the TL wiki does say "very easy", which will give you
             | 10 minutes to set up, is equivalent to Blizzard's
             | "harder").
        
             | margorczynski wrote:
             | I wonder how strong such an agent would be today if years
             | ago AlphaStar was on par with pros. All those fun projects
             | (the one with Dota 2) died out when LLMs took the scene and
             | RL died out.
        
           | hombre_fatal wrote:
           | Whether better AI is fun or not depends on (A) the sorts of
           | advantages/disadvantages it is given and (B) its skill level
           | compared to the player.
           | 
           | When people say they want better AI, they mean they want
           | smarter + human-like AI without "cheating" (more resources,
           | perfect aim, rubber banding, perfect knowledge, etc).
           | 
           | And even if you build a human-like AI, it's not going to be
           | fun for players if it's too good, just like how humans have
           | the most fun playing against other players at their level,
           | not against the top-ranked players in the world.
           | 
           | So to keep AI fun, there is always going to be artificial
           | limitations, and "people want terrible AI" doesn't really
           | capture that.
           | 
           | One example might be games where you can hear footsteps or a
           | branch snap. With stereo audio, you could technically derive
           | exactly where someone is, possibly even which room they are
           | in. When that raw signal is provided directly to a machine,
           | it might accidentally be too good, know which bush you
           | crawled into, and shoot into it.
           | 
           | Yet humans would only be able to go "I think I heard a branch
           | snap" or "someone must be creeping up on me" even though they
           | are given the same signal as the AI.
        
       | whs wrote:
       | I wish there's a RuneScape server for bots. A game where it is
       | both fun to play manually, and automated. Quests, for example, is
       | a one-off thing where it could be fun for the player and not
       | really useful to automate since it is a one-off task (unless
       | you're running bot farm).
       | 
       | I don't think the main game would encourage that - the more
       | obscure the protocol, the less bot in the actual game (even
       | though I don't think it's hard to find protocol documentation or
       | just plug into an official client). OpenRSC, a revival of
       | RuneScape Classic do have botting worlds, but personally RSC is
       | not "fun" for me.
       | 
       | There are programmer games like Screeps (which the new Arena
       | version just launched at the end of last year), but those game
       | usually do not allow manual play or only indirect play. I tried
       | Screeps, but I'm not good at strategy games, so once I get the
       | runtime working I lose interest and none of my friend would want
       | to help me strategize in game that they do not understand.
        
         | Folcon wrote:
         | Genuine question to you as someone who's been building in this
         | space, what would you want / need to play a game as a
         | programmer?
         | 
         | An API? An SDK? An in-game editor? Tutorials? Or is this more a
         | "I want a factorio-like"?
         | 
         | I've been building economic engines and simulations for the
         | last few years now and over the last 3 months in my off time
         | I've been getting increasingly in the weeds about how to design
         | a game that fits this
         | 
         | I've specifically been exploring using a voxel game as a base
         | (think minecraft-like) however because I'm deeply interested in
         | minion management / design I've been looking at how to create a
         | programming / play experience that actually is fun and makes
         | sense
         | 
         | What I'm trying to understand is what is the fun overlap
         | between these
         | 
         | I have some opinions / ideas of my own and what I've been
         | trying to do, however I'd be really interested in what other
         | people are looking for to see where the overlap is and whether
         | it fits the shape of what I'm building and whether I want to
         | really commit the time to prototyping some things to see if
         | there is interest to support this type of playstyle
         | 
         | Just to be super clear, what I've built so far specifically is
         | targeting multiplayer
        
           | anonymous908213 wrote:
           | There is some prior art of this nature, such as screeps, that
           | you might find useful as reference material (if you aren't
           | already aware of it).
        
             | Folcon wrote:
             | I am thank you, however the reason I'm engaging here is
             | that what's being asked for from what I can see is a very
             | different experience to screeps, for example screeps is top
             | down much more programmer designed and has specific
             | affordances and design to create the automated experience
             | via being a developer
             | 
             | The reason I'm comparing it to factorio is because that
             | game though still top down is designed specifically with a
             | player in mind automating their labor and then slowly
             | taking on a complex logistics game as they go and doing so
             | fully in the game, the play is in laying out structures
             | within the game
             | 
             | Satisfactory for example has different choices that lead to
             | different gameplay as it's first person 3d, the play is in
             | setting up and managing logistical structures and hitting
             | production targets
             | 
             | That is interesting, however for my tastes both of these
             | are a little too static an experience for what I want to
             | build
             | 
             | I'm still working out the details of what I'm putting
             | together, but I have a decent high level idea of what my
             | goals are =)
             | 
             | What I want to know is, if people play this kind of game,
             | what are they looking for / wanting?
             | 
             | What's a good "MVP" or minimal gameloop that would feel
             | satisfying?
             | 
             | I want to quickly work out if I can serve either the
             | gameplay desire or the gameplay fantasy or if it is just
             | too hard to provide a fun experience for this kind of play
             | in which case I should table this and focus on what I'm
             | currently doing
             | 
             | However I'm still engaging with this because I would like
             | to create a fun playspace here I just don't know what other
             | programmers would want especially in the context of what
             | the GP was asking, which is a mix of manual intervention
             | and programming / automation
        
               | anonymous908213 wrote:
               | I can't speak for all programmers, but as a game
               | developer myself, my take is: your very job as a game
               | developer, above all, is to find the fun. This is
               | especially prudent if you're making a game for other
               | programmers. If I already had a solid idea in my head for
               | what would be an amazingly fun programming-oriented game,
               | I would... program it myself. I don't have such a concept
               | in mind. I believe finding those concepts is something
               | you have to find out by tinkering with ideas, building
               | prototypes, working out the implementation details and
               | seeing what you yourself enjoy.
        
               | Folcon wrote:
               | I don't disagree with any of that =)
               | 
               | It's what I've been doing, I'm asking what I'm asking to
               | see if it surfaces anything that I've been missing / not
               | thinking about and trying to work out what people would
               | see as table stakes
               | 
               | In the same way that I know that playtesting reveals
               | flaws and gaps in my design and thinking, this is a
               | earlier version of that process that has in my experience
               | helped me when building non-game related things
               | 
               | It may very much be the case that this is not the kind of
               | thing that I should do when focused on building a game,
               | but I don't think it hurts to ask
        
           | whs wrote:
           | Other people have described Factorio-style game, or idle
           | RPGs. I think for a Factorio-style game, Desynced might be a
           | better programming game. I haven't play it for quite some
           | time, but last I remember it has a visual editor and
           | automation bots in early tech tree. In Factorio, if you craft
           | a green circuit board it automatically craft all the
           | precursors from iron/copper plates in your inventory. In
           | Desynced you have to do all that manually, which force you to
           | use the automation system right up front. However, it's not
           | fun repeating code blocks to build different simple things,
           | and it's not fun that you have to solve both gaming problems
           | (eg. I need to build my base, what should I build next) and
           | programming problems (eg. write flood fill bot to explore for
           | resources) at the same time.
           | 
           | The problem with these kinds of game is at some point you'll
           | run into tech debts - your factory layout is not optimal, and
           | the game optimize your starting zone so migrating out means
           | you may lose simple access to starting resources. I tried
           | optimizing for large factory up front, but it's like a
           | startup with a monolith running on a Kubernetes.
           | 
           | Satisfactory solved this by having a fixed map and 3D, but it
           | comes with its own challenges. Good Company partially solved
           | this by replacing belts with humans who can walk anywhere you
           | want, and introduce belt at a late game stage (which I quit
           | around that stage - the game already gets repetitive by that
           | point).
           | 
           | Anyway, what I was describing was not those kind of
           | automation games. RuneScape is an RPG game with over 20+
           | skills. What make it interesting is that RuneScape bot
           | engines (which exists, but is illegal) do provide all the
           | high level primitives for you in Java. You could provide a
           | world coordinate and a walking script will do all the walk
           | for you even if it is the other side of the world map. It
           | should felt like making games in Scratch instead of
           | reinventing serialization in Screeps.
           | 
           | Other games with scripting also often don't allow human-in-
           | the-loop. If a bot in an automation game get stuck because
           | you forgot to program how to restock teleports, you have to
           | stop it and reprogram. RuneScape bots don't block inputs - if
           | you forgot to make the bot handle stamina exhaustion just
           | click the run button yourself without stopping the script.
           | 
           | RuneScape also comes with strategizing for the human, while
           | the solution space is quite fixed and well discussed by the
           | community if you don't want to find out yourselves. If your
           | Slayer task is green dragons, do you go to a spot that is far
           | from a bank and lose efficiency or give up the loot, or do
           | you go to PvP zone and use cannon (multi target auto turret)?
           | If I write a bot, I probably will write a Wildy Green Dragon
           | script instead of a generic fight-anything script so that it
           | will know to bring cannon and place it at the optimal spot to
           | target all spawns at once. Same goes for many other skills -
           | if I train crafting or construction do I sink millions and go
           | for the highest XP rate or do I go very slowly and get a
           | slight profit out of it.
           | 
           | I'd also add that having a community marketplace would also
           | helps. RuneScape have underground marketplace for bots, with
           | free scripts that probably get you banned, and paid "private"
           | scripts that supposedly undetected. I also have played Mars
           | First Logistics where you build a vehicle Lego-style, then
           | deliver weird cargo like a block of ice or a crate of oranges
           | without a lid. The game have Steam Workshop support where you
           | can just skip building your own vehicle and try to drive
           | someone else's vehicle to destination. I got an ice block
           | pusher, which I need to figure out how to put the ice in
           | (just surround the block, close gate so the block cannot
           | escape), then the map has hills that make your ice fall over
           | the bottom anyway.
        
           | squeaky-clean wrote:
           | Not OP but for me the appeal would be in botting a game
           | that's made for humans, and not a game made specifically made
           | for botting. Let me use autohotkey, or modify the client, or
           | do any of the things real botters do, don't worry about
           | providing an API. Just let me register a character as a bot
           | and restrict it to a separate server that can't interact with
           | the main game servers/economy, and disable anti-botting
           | protection. Maybe make it require something like CURLing an
           | endpoint so that regular users can't accidentally create a
           | character on the bot world.
           | 
           | But this would probably never fly because it would become a
           | training ground for people who make malicious bots.
        
           | Zarathruster wrote:
           | As a programmer I'd be happy with an API, so I can keep
           | working in the environment I'm accustomed to. Programmers can
           | get very picky when it comes to their ergonomics, so it would
           | be wise to let them handle this part.
           | 
           | This, however, would be a significant obstacle to non-
           | programmers. You might consider offering an in-game editor
           | similar to Scratch or BYOB for people who want to dip into
           | programming. It'd be a fun way for them to learn
        
         | alexpotato wrote:
         | This is basically Factorio.
         | 
         | You start out very manual and then automate more and more parts
         | of the game.
         | 
         | There is even a "signal network" function that can be used to
         | program.
         | 
         | You can continue to do things in manual ways even later in the
         | game.
         | 
         | EDIT: changed to "manual ways"
        
         | graypegg wrote:
         | Honestly, as someone that's been picking up OSRS again (and is
         | actually now thinking about RS3 given all of the recent
         | progress jagex is making on removing MTX in it!), I'd be good
         | with that. I still like to play it myself without botting, so
         | anything to move the bots somewhere else I think would be neat.
         | PvP folk lose some easy kills but that's about it for impact on
         | regular players honestly.
         | 
         | The problem is, the reason the bots exist now is to sell the
         | account or farm gp. The only way this would work would be if
         | that bot only world was gated off from the rest of the economy
         | like special gamemode/league worlds, naturally destroying any
         | reason most bot makers make bots. Your love of automating for
         | sport puts you in the minority of botters sadly haha
         | 
         | Officially blessed OSRS private servers are on the roadmap
         | IIRC... maybe there's a future for a bot-olympics in one of
         | those?
        
           | nickzelei wrote:
           | The official private servers were paused recently.
           | https://oldschool.runescape.wiki/w/Project_Zanaris
        
         | giancarlostoro wrote:
         | Erenshor is sort of what you want, its fully offline, reminds
         | me of Runescape. All the other players are NPCs technically.
         | 
         | I have thought of the same btw. There's also an actual Idler
         | MMO on Steam I think is Free to Play called Idleon or something
         | like that, its more side scroller though. You can play it and
         | progress, or you can idle and let your character level as well.
        
       | bhu8 wrote:
       | Very nice! I am working on something very similar at
       | www.viberia.net
       | 
       | My take was that it's easier to trace who is doing what (and what
       | the agent hierarchy looks like) when agents' locations are fixed.
        
       | deadbabe wrote:
       | The cool thing is these kind of agents don't run on LLMs, they
       | run on classical methods like GOAP and utility AI, etc.
        
       | Johnny_Bonk wrote:
       | I wonder if this is a fork of gas town...
        
       | adusal wrote:
       | Release coming soon! Many of the ideas here are actually in the
       | roadmap :D
       | 
       | For more context:
       | https://x.com/idosal1/status/2011886884830789808
        
       | ironbound wrote:
       | Reminds me of the project
       | https://neuralmmo.github.io/_build/html/rst/landing.html
        
       | egeozcan wrote:
       | I've been developing an rts using coding agents
       | https://egeozcan.github.io/unnamed_rts/ - lots of borrowed ideas
       | from red alert.
       | 
       | it's super buggy and yet doesn't work on mobile but it's been my
       | childhood dream to make an rts and I have something I can have
       | fun adding different dynamics.
       | 
       | it's much more fun to watch the agent struggle developing an AI
       | instead of play the game itself (tried that at the beginning
       | too).
        
       | ilvez wrote:
       | Prompt-prompt!
        
       | cdea wrote:
       | This is like if the game in Severance was fun
        
       | monday_ wrote:
       | Tokens are actually a very good RTS resource. If you allocate a
       | fixed amount of tokens per map, a side with more of them would be
       | able to spawn more agent units, or a few smarter hero units (with
       | /think).
       | 
       | I imagine this also works in multiplayer
        
       | robotresearcher wrote:
       | Youngsters may not know about Core War, a competitive game for
       | agents that debuted in 1984, and it's predecessor Darwin from
       | 1961.
       | 
       | The difference in compute scale between the Darwin winning
       | program (44 machine instructions) and an agent today that calls
       | into an LLM is rather mind boggling.
       | 
       | https://corewar.co.uk
       | 
       | https://en.wikipedia.org/wiki/Core_War
       | 
       | https://en.wikipedia.org/wiki/Darwin_(programming_game)
        
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       (page generated 2026-01-21 23:01 UTC)