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A generalist AI agent for 3D virtual environments

leetharris
80 replies
1d2h

I will never forget being at TI7 where OpenAI revealed an AI that could take on pro Dota players. Dota is an insanely complicated and difficult game. This was an eye opening moment for me that led to a career shift.

https://en.wikipedia.org/wiki/OpenAI_Five

jsheard
37 replies
1d1h

The caveat being that the scope of the game was significantly pared down for the sake of the AI. Specifically the team compositions were pre-determined, meaning the AI only had to understand 10 heroes in two specific arrangements of 5, when there's normally >100* heroes which can be chosen in any permutation, and certain game mechanics were also declared off-limits for the human players because the AI wasn't able to understand them. Beating pros in that subset of the game was an impressive achievement but there was a huge gulf between what they did and doing it in the full version of the game, which they quickly gave up on trying to do after collecting their marketing trophy of beating Dota pros in something resembling Dota.

* I'm not sure exactly how many heroes there were at the time, it was less than the 124 there are today, but it was certainly a lot more than 10.

avree
20 replies
1d1h

There were 112 heroes available at that time. It's also worth noting that two of the heros chosen for OpenAI to use, Viper and Sniper, are considered some of the mechanically 'easier' heroes, as they rely primarily on autoattacks to do damage, as oppose to decision-making around when to use spells. Crystal Maiden, Lich, and Necrophos, the other 3 of the 5 OpenAI heros, are similarly considered 'easier' as they have spammable, very forgiving abilities that can be used almost indiscriminately.

FrustratedMonky
19 replies
21h12m

baby steps. Still impressive.

AlphaGo was strait up same.

AlhaStar did have some limits placed to narrow it down for the AI. But was still imperfect information, and wildly complicated.

And those were all 3+ years ago.

Games are a lower resolution representation of the 'real' world. And we haven't seen any slowing down of AI scaling up for more and more complex world views.

Eventually the 'map' will be the 'real', as real as the human brains internal map of reality.

Jensson
11 replies
20h11m

And we haven't seen any slowing down of AI scaling up for more and more complex world views.

We absolutely have. We have superhuman performance on Go, we have human expect level performance at Starcraft, and now we get human baby level performance at 3d games. The more complex the task/game the worse the AI gets relative humans it seems, I don't see how this shows the AI scaling up, to me this is all moving horizontally.

fnordpiglet
5 replies
19h0m

I feel like the dimensional complexity of the problem space is disproportionately larger at each level than the gap in capability over that evolution. Each level of capability you described was science fiction stuff before they were achieved. They’re not in any way horizontal achievements.

Jensson
3 replies
11h33m

I feel like the dimensional complexity of the problem space is disproportionately larger at each level than the gap in capability over that evolution

But you acknowledge that things slowed down as we moved into more complex domains? Then you agree with my comment, the person I responded to said that things didn't slow down as we moved towards more complex domains, but there is no way you can say they haven't. AlphaStar and AlphaGo quickly competed and could beat top humans, the domains they worked with after that went way slower and still can't compete with top humans.

Each level of capability you described was science fiction stuff before they were achieved. They’re not in any way horizontal achievements.

The second statement doesn't follow from the first, moving horizontally by applying the same things to a new domain can still unlock massive capabilities that we didn't have before.

persolb
0 replies
8h4m

I think your definition of ‘slow’ differs from theirs. An analogy to make it clear:

A self driving car 20 years ago could be in a drag race and do 100mph.

Now self driving goes most everywhere, but at the posted speed limit.

fnordpiglet
0 replies
3h43m

No, I don’t agree. It appears to slow down simply because the complexity is growing so fast that even though we are accelerating our ability the relative sophistication of play is worse than the prior. But we aren’t slowing down in the least, we are tackling extremely difficult challenges with advances that are accelerating rapidly in their capability.

FrustratedMonky
0 replies
7h52m

I believe the point in 'slowing'/'not-slowing', is that while we are still talking about 'games' and beating humans, the games that are being tackled are getting more complex in each iteration, solving new problems.

And DeepMind did go off and tackle increasingly complex areas in other fields.

Not sure how anyone can argue AI slowed down. Maybe advancements in one particular game slowed down, but was that because they hit a wall? or because they shifted company resources after a game demo.

I'm not sure how you are measuring time, do you think that because AlphaStar was a few years ago, that means AI advancement slowed down? Because there wasn't another breakthrough in AlphaStar? Because they didn't keep going and fully build out every race and unit?

Do you think DeepMind has been throwing resources at Star Craft and just hitting a brick wall?

It was a proof of concept, they beat some humans, and moved on to other things like Protein Folding. Was the Protein Folding not impressive enough to think AI was still advancing?

AI is continuing to advance, because for each iteration it is tackling bigger, more complex, problems.

----------

The time between each breakthrough does seem to be a down line, less time between each plateau.

Chess : Board with a lot of possible moves, but 'manageable', the AI could just calculate every move.

GO: More possible moves than atoms in the universe or something. So the AI had to use some form of 'intuition', it could no longer brute force calculate every move. (it was only few months after AlphaGO won that they turned the same engine on Chess and it 'learned' from scratch to be a Master in only a few hours.)

SC2: There are no 'moves' it is all real time movement, and most important, there as imperfect information. The AI had to scout and keep track of un-known positions, to remember and anticipate.

Dota: Honestly, I'm not sure what the big breakthrough is for Dota. But quibbling over how many 'hero's the AI had access to seems pedantic. Wasn't this years ago. This isn't a knock on AI, the Dota work was years ago. We're arguing about an AI that is 3+ years old now. I really don't think that you can say AI research slowed because a company stopped throwing money at a game demo.

Protein Folding: Hey, lets stop just focusing on games and do something to help the world.

Poker: Wasn't Poker also conquered in this time frame, in last 2 years? Showing ability to bluff?

3D Virtual Environment: Was in discussion in another thread where everyone's main argument was AI isn't 'embodied' in the 'world', doesn't 'live' in the 'world'. And boom, same day, another breakthrough covering that. Giving machine what we would call 'vision', to understand objects in the world.

------------

Now slap this into a robot, give it a gun, and tell it the world is a 3d game.

LOL.

"We haven't had a miracle in the last 6 months, oh no, AI advancement is slowing down."

albrewer
0 replies
4h9m

Each level of capability you described was science fiction stuff before they were achieved

Machine learning has been a thing almost since discrete electrical circuits have existed, just wildly impractical to make generalizable versions of until recently

https://en.wikipedia.org/wiki/Perceptron

hackerlight
1 replies
7h54m

It's not about complexity in the sense we're familiar with. Minecraft isn't more complex than Starcraft from a human intelligence POV. Kids can play Minecraft. It's about the difficulty of fitting it into current methods. We can solve Go because we have a symbolic-neuro planning approach (monte carlo tree search over an evaluation net) that almost perfectly models the correct way to reason about the game at an expert level. This is an incredibly strong inductive bias that gives AlphaGo an unfair head start over AlphaStar. Starcraft is harder to solve because we don't have such a symbolic approach figured out, and we need the net to learn visual representations and connect those visual representations to actions, and we have a continuous action space. So good luck with that! Minecraft is even harder to model because the rewards are so sparse.

yldedly
0 replies
2h57m

To your point, I believe AlphaStar had access to both the visual input and an API for most actions in the game.

XenophileJKO
1 replies
16h39m

I feel like this isn't a fair characterization. This is a "general" agent where the others are single environment.

Jensson
0 replies
11h29m

Yes, this is more complex, that is cool. But we did see the slowing down as otherwise we would have maintained superhuman performance at every step, AlphaGo and Alphastar saw much quicker progress past human skill levels.

raincole
0 replies
6h23m

I believe it says more about humans than about AI.

Humans are evolved in 3D world. Our ancestors didn't decide who can have food or sex through chess competitions. The human brains have been "trained" and optimized in 3D world intensively.

benreesman
4 replies
15h20m

I apologize in advance if this comes off as critical of you personally, you’re not saying anything that isn’t said constantly and I certainly don’t mean to single you out.

With that said, we’ve got to strangle this meme. ML/AI moves forward in unpredictable fits and starts, it doesn’t follow e.g. Moore’s law in exponential formulation.

When they’re doing research and not PR, researchers talk about “performance” on “tasks”, and define those terms rigorously.

People have been trying to improve performance, as measured by some metric or metrics, on any number of tasks, since at least the 1950s.

Certain periods of time generated breakthrough after breakthrough and a bunch of “well we’ll just scale it up and it’ll be a thinking machine” sentiment amongst the lay or semi-technical public, and similar grandiosity from experts when PR and/or funding are the objective. The world we live in I guess, but not a fire we on HN should be pouring fuel on.

During other periods of time, we’ve hit the effective asymptote on the techniques thus far invented, the scaling dimensions flattened out. Then it’s all “AI was a fad, it’s hype, this is AI Winter”.

There’s no robust consensus on when these summers and winters happen, how long they last, how much performance on one task is amenable to “transfer learning” regarding another task. It seems pretty random, the constant being the PR/funding talk.

The years since AlexNet in 2011, word2vec in 2013, ResNet in 2016, Attention is All you Need in 2017, the GA on GPT-3 series just over a year ago, and countless other interesting things have been wildly fruitful, we’ve been on a hot streak.

This is generally good news! The human race has new capabilities, win! But it’s a nearly impossible claim to defend that modern attention transformers are the final word on this area of endeavor, progress since then has been substantially brute-forced via unprecedented budgets achieved through subsidy of one kind or another, and there will continue to be periods of rapid progress unlocked by key insights, and there will continue to be less explosive periods of progress, and it serves no one with a plan more noble than “cash out while the spice flows” to tee up another collapse in interest, funding, and attention by pulling a Yud: a log scale and a ruler are never the complete toolkit on forecasting novel research.

This stuff is incredibly cool stated as flat, consensus, rigorous science, it’s incredibly exciting to practitioners and laypeople alike without any breathless hyperventilation at all. The story thus far needs no grandiose embellishment to be thrilling.

But the absolute best case in terms of research we currently know about as hyped by those seeking funding would be a nightmare end-state if it landed there (it won’t, but this disaster comes in degrees): right now the off-the wall exhilarating tech demos are so expensive that the public is effectively a spectator. There’s talk of multi-trillion dollar buildouts under complete, utterly unaccountable, ethically dubious control of people who crossed the “yikes is that even legal” line some time ago.

A trillion dollars in 2024 is give or take thirty Manhattan Projects, the idea of handing that kind of scope to people who answer to no one, hold strong minority worldviews, and give the public the finger in print by calling the bribery department “OpenPhilanthropy”?

Who the fuck thinks this isn’t a dystopian horror movie outcome in an already hyper fragile world?

It’s time to squeeze the water out of these bloated, money is no object models, make them run on reasonable power budgets in the hands of John Q. Taxpayer (who along with a bunch of helpless civilians and service men and women, ultimately foots the tab when Nadella or Riyadh write blank checks one way or another), reform copyright law so that the commons isn’t vacuumed up, compressed, and copyrighted, and take a few whacks at shit like Jenson and Lisa Su being literally cousins while partitioning the market and gouging via API lock-in.

The hyper, hyper-elite stand to gain even more immunity from all scrutiny, consequence, accountability, and even bad press if “AGI” turns out to be a mere 1-3 trillion in de facto blood money away from being locked in a vault somewhere.

Literally everyone else stands to find out that slavery isn’t a strong enough word for what this would mean for them.

benreesman
0 replies
31m

I know what the word "literally" means, there's a great Sorkin bit on it [1] that's eerily prescient given that show is like, 15 years old. Via your own citation it's apparently Lisa Su who doesn't know what "literally" means, as she asserts that they are "second cousins", which is literally false according if your second citation says "first cousins, once-removed", which Quora [2] says means they're closely blood-related.

I don't know how their family works, but in mine and most people from my neighborhood, a first-cousin once-removed is fucking family, they're blood. Not being a securities lawyer myself I'm not sure which definition, statue, or regulation would apply here, [3] seems close (and has a creepy rush-job feel about it that smells vaguely like Kushner shit of one kind or another, Feb 2020 on an accelerated basis?).

But whether this squeaks above the line of regulations and laws and whatnot getting midnight "lgtm" stamps in an election year is, I'd argue, substantially missing the point.

When I recently said:

"Now did Lisa Su decide to "concentrate on the supercomputing market with the MI300XYZ" and Jensen decided to "concentrate on AI with Hopper" independently to a degree where the market is perfectly partitioned? Who knows, I certainly don't have proof one way or the other. But if someone made a call being like "I'm thinking of focusing on X but don't really see our differentiation in Y. How's Cathy?", it wouldn't be the fucking first time." [4]

I thought at the time I was kinda pushing it with how flip that sounded, but lo and behold, I was insufficiently cynical.

So when I say that I literally don't understand why anyone is defending this trivially dubious cartel behavior complete with a 55.58% Net Profit Margin in an ostensibly competitive market both directly and indirectly subsidized by the taxpayer (TSMC isn't going to fight off the PLA with their next process node) [5], I think Leona Lansing knows that the public will burn the building down with this shit in it before they let this shit get much ickier.

[1] https://www.youtube.com/watch?v=_1kETLlGn-8

[2] https://www.quora.com/What-is-the-difference-between-a-secon...

[3] https://www.winston.com/en/blogs-and-podcasts/capital-market...

[4] https://news.ycombinator.com/item?id=39362196

[5] https://www.businessinsider.com/nvidia-ai-chip-semiconductor...

FrustratedMonky
1 replies
8h37m

So I'm downvoted for over-hyping?

You went from:

Start:

"we’ve got to strangle this meme. ML/AI moves forward in unpredictable fits and starts, it doesn’t follow e.g. Moore’s law in exponential formulation."

At End:

"Who the fuck thinks this isn’t a dystopian horror movie outcome in an already hyper fragile world?"

Isn't that hype? By the end of the post you are doubling down on the over-hyped meme's.

benreesman
0 replies
59m

Hey I'd like to apologize for that (and I didn't downvote you FWIW, I've now upvoted both the GP and parent to offset whoever did, your comment didn't merit a downvote).

You're exactly right that my comment veers from high-quality to low-quality linearly with character count: I had an ambient distraction burst into my office in the middle of writing it and I was over-multitasking and failed to clean up the second half within the edit window.

The second half of my comment has important signal but it's too high-noise to be a good comment, as my grandmother used to say: "A barrel of wine and a spoonful of sewage makes a barrel of sewage".

If anyone deserved a downvote it's me, please know that it was unintentional.

throwaway2562
1 replies
5h53m

Games are a lower resolution representation of the 'real' world.

Are they though? In the real world you’re playing at many unbounded activities at the same time, with no reward counter

FrustratedMonky
0 replies
5h23m

Dude, there are definitely reward feedbacks in the real world.

Etherlord87
7 replies
22h16m

Very interesting! Shows how much AI is over-hyped (even though, as you say, it was very impressive anyway). It was even worse in case of Starcraft 2, where the AI had a much wider view than humans, and while the AI was supposed to show its strategic superiority, by limiting the APM (actions per minute), the limit was still very high, inspired by the max APM achieved by humans - whereas this max is achieved only for a very short period of time (a single minute), and consists mostly of insignificant click spam (had APM been limited to half that for humans, the effect would probably be negligible, and very minor for a quarter...). So as a result the AI would win by being able to micro-manage more units, rather than having a better strategy. But again, it was very impressive anyway.

FrustratedMonky
6 replies
21h0m

How do you have 'over-hyped' and 'very impressive' in same sentence. Which is it?

I think you are not giving AlphaStar the correct spin.

They came back and changed it to only have the same viewport as the human, it could not see all of its units simultaneously, it had to move the cameras like a human.

BUT importantly, it NEVER had perfect information. It could only see exactly the same as the human, just at one point they were letting it see the whole map without changing the camera, but it still could not see enemy units without sending a probe.

And. Little unsure on what the argument about APM is saying. It was slowed down to match the human speed, but somehow that makes it less impressive? That is just making it more 'human-like'. Kind of like people today want to put guardrails on AI, but if it was unleashed, it beats them easily. That isn't a knock on the AI. The AI would still have to think about every move, and form a strategy. They slowed it down to human level inputs, handicapped it, to make it playable to a human. But to your point, if AI could make 400 APM and human had 400 APM (both limited to same), then that is better measure about the 'thought' behind each individual move.

I still remember watching one match where the human was winning, the AI was down, and the AI really did fight back very aggressively from a loosing position, like a human. by expanding and adapting, and it looked very scary.

Etherlord87
5 replies
20h4m

How do you have 'over-hyped' and 'very impressive' in same sentence. Which is it?

I'm stunned; how would you think they are contradictory? Imagine a transportation that moves with the speed of 1000 km/h. Very impressive, right? Now imagine media everywhere say it moves with the speed of light. Wouldn't this be over-hyping?

BUT importantly, it NEVER had perfect information. It could only see exactly the same as the human

Maybe we're speaking about different events... In the one I'm commenting on, the AI had some zoom-out, I think 2x (meaning it would see 4 times more at once). Yes it had fog of war, but a zoom out like this is a very significant advantage.

And. Little unsure on what the argument about APM is saying. It was slowed down to match the human speed,

No it wasn't, not exactly. Imagine that you measure a human racer speed in km/minute, every minute. Then you take the highest measured "average per minute", and program AI to move with that speed at all times. Then you praise AI for its pathfinding algorithm, because using that speed, it beats the human racers.

Yes, if a human racer has to slow down, because e.g. the human is unable to avoid obstacles at maximum speed, it does make the AI being able to move faster, impressive. But few people here would be impressed by a high reflex of a computer, because we all are used to the fact computers can react much faster than humans. It is misleading, however, to allow AI to move faster, and then give it the "spin", as you say, that the AI has won because it was smart, as opposed to being fast.

BTW, I think the AI was either only using one race, or was playing only against one race. This one thing was actually mentioned in the event (once). The APM was mentioned too, I think, but the nuance I describe unfortunately wasn't mentioned.

It makes me sad, because as I said, it is a very impressive technology. But it's hard to fully appreciate something when it is so blatantly over-hyped and when you see so many people around you being mislead and praising AI for achievements that it didn't exactly accomplish.

FrustratedMonky
4 replies
17h25m

You are correct, there were limits on the AI in the event.

It could only play 1 race, but I think the opposition could be different races. I think it was protoss, but it was playing terrans and zerg. There might have been 1 or 2 units that were also removed.

In the first events where it was really dominant. It could see the whole map at once, and move its units all over the map by seeing it all. So moving units on both sides of the map practically simultaneously. BUT, this was called out as just too much of an advantage, so they made another version that actually had to move the camera around the map like a human. And the second version was still able to perform.

Map wise though, for AI, I think the dealing with the fog of war and un-known/imperfect information was the big break through. Not the map size or speed. It still had to scout, and keep up with enemy movements that were hidden, and anticipate. The zoom out didn't provide that.

I'm not totally buying the APM argument (but by end of the paragraph I do). Even if a computer can move 'faster', each move must mean something, do something worthwhile. So the computer must think out its moves. I know micro in SC2 is very big deal, and speed is essential, but you do have to know what to micro. The computer having 1000+ APM was called out also, and they added a limit. By throttling the AI to what a human can do, is handicapping the AI which isn't proving that AI isn't as good, it is showing that it can be better. Or another way, in Chess or GO, there is a time limit, but nobody is throttling the AI CPU to the same speed as a human brain, like limiting its computation cycles.

So, guess in end, I do agree, throttling APM is like a real time imposing a time limit to each move, like in Chess.

For Over-Hype/Impressive point. It is difficult. Both can be true. And everyone on the internet has different thresholds for what they think is over-hype and what is impressive. AI seems overwhelmed with both sides right now. Seemingly new miracles every day, and also over-hyped companies pumping their stock by adding an AI sticker to every product.

I just say, those AlphaStar matches were like 5 years ago, and they still blow me away.

Hard to imagine what could be possible, with this latest release in this post from deepmind.

Plug into a camera, on a robot, with a gun, and tell it the world is just a 3d game.

Etherlord87
3 replies
8h14m

We mostly agree then. I think even after limiting the AI FoV, it still was seeing 4× more as I said previously. As for APM:

By throttling the AI to what a human can do[...]

I think this is far from true, a human cannot keep the APM throughout the game on the level the AI was throttled to. If the AI was throttled to the average APM in e-sports, that would be more fair, but it was throttled to the HIGHEST APM reached by a human. Again, it's not "highest average APM in a single match", it's just highest number of actions in a given minute [I don't know if it was an all-time record or just some arbitrary value inspired by some arbitrarily chosen local record; what I know it was way too high to be fair]. Furthermore, SC2 players spam unnecessary clicks to keep themselves warmed up - if playing against AI, that is limited to average APM of its opponent, was a thing, then I'd safely bet the APM of that player would decrease 3 to 5 times WITHOUT the player reducing the number of actions that are of little (but still some) significance in order to abuse this AI limitation.

Again, the event was cool, but it makes me sad the technicalities weren't communicated clearly, which made it an advertisement rather than sport IMHO.

FrustratedMonky
2 replies
7h30m

ah. ok.

I do get that. I agree.

Maybe top pro's keep APM at 400 over entire match, but not really, there are ebbs/flows/spamming. While AI can max out at 400 and do that the entire match, and it isn't spamming, so every move is probably meaningful.

Maybe, throttle both AI and Human both to 200? Something like that? So both are capped lower.

For real time games. This 'throttling' is tricky. For turn based games, time limits are equal. But real time, because if we are measuring AI performance, it could be unleashed and be faster than a human and win. So is slowing down the AI really allowing for measuring the AI performance?

Like in real life.

Lets say you have a robot with a gun, and a human with a gun.

They both need to draw, aim, and fire.

Would we 'slow down' the robot to match the human? That doesn't seem like the way to measure how 'good' the AI is at doing those tasks. It could be faster.

Netflix has documentary on AI. Military had AI flying F16's, and it could beat all the best human pilots. Of course, No slowing down the AI.

In real world there are physical limits. Just need someway to translate that to real time games.

Etherlord87
1 replies
6h56m

You're right of course. The thing is, if you allow unlimited APM, I think you don't need an advanced AI to win - you can have an algorithm implemented, that rushes zerglings and micromanages them to save any from dying and regenerating. So the human vs AI match becomes lame.

Very subjectively, I'd say: limit the APM to something very low, below 50. You now change the game: it's no longer about making many decisions, it's only partially about reacting quickly, rewarding thinking through your decisions before ordering them. This would measure the intellect more than speed.

BTW there is a mode in coop mode that AFAIR makes you pay minerals for each action, so such throttling is within canon ;)

FrustratedMonky
0 replies
5h36m

That would be great idea. Limit everyone to 50 APM, that would make it more about strategy, not twitchy reflexes. And as you say, be more measure of the AI's ability for strategy and planning.

Of course, being Bronze, with a 50 APM, this sounds great to me.

msp26
6 replies
1d

One of the constraints ended up being implemented into the main game: separate couriers for each player. But generally, agree with your point.

But it's very cool how the OpenAI matches ended up making mid players reevaluate how they used consumable regen.

nindalf
5 replies
1d

Explanation - health potions cost a small amount of in game money and have to be ferried by a courier to the player. Most pros (and good players copying the pros) didn’t do this because it wasn’t considered cost effective. They would rather save up for a larger purchase. Until they repeatedly lost to OpenAI bots spending absurd amounts of money on health potions.

The AI didn't follow "best practice" because it wasn't trained on human games, found a better way and that was quickly adopted by all, becoming the new best practice.

murderfs
4 replies
22h41m

League of Legends players discovered this like 15 years ago (the "13 health pot start"), I wonder why this didn't cross over. I suppose the player bases don't actually intersect very much?

cptn_badass
1 replies
21h1m

It's mostly because it's was a different scarce resource at that time that was seen as non-optimal use by the players, the courier. It can ferry item to you, in a normal game there was only one of them for your whole team, which mean using it would take that ability away for your teammate during the ferry time.

One constraint to those showmatches at the time was that every heroes had their own courier, and player at that point were not accustomed to using it for "low value" travel, unlike the AI that was using it liberally.

In a later patch, the 1 courier per hero feature was added, and now pro players are much better at managing it, but at that time it was truly a heavy opportunity cost.

mellinoe
0 replies
10h30m

IIRC the couriers were invulnerable, making the strategy even stronger as you couldn't kill them to stop the flow of consumables.

Also, according to this Q&A post on reddit (https://www.reddit.com/r/DotA2/comments/bf49yk) the consumable purchasing logic was scripted, not learned.

evandale
0 replies
22h20m

I think maybe the games are a bit different and it wasn't viable? I was pretty into the original WC3 Dota and starting with tangos for healing was a pretty popular strategy for supports and solo lane players.

caveat: my Dota 2 knowledge is lacking because I haven't followed the game for about a decade now and I have essentially 0 experience with League.

coffeebeqn
0 replies
18h31m

Sounds like any other game that AI powered search finds new optimal strategies. Chess , go, poker all have new strategies that no human thought of for hundreds of years. Some of them seem obvious in hindsight but that’s how knowledge works generally

chse_cake
0 replies
22h1m

That's a fair assessment but it was also 6 years ago. Back then transformers had recently come out. Tricks to do DL at scale were still brewing. Even achieving what they did for 10 heroes showed DL could work in "non-deterministic-ish" problem settings.

The more interesting question is: can we train a Dota model that plays with all 124 heroes today?

jprete
12 replies
1d2h

I know this might be perceived as an obvious question, but what exactly did you switch from, and to?

qvrjuec
6 replies
1d1h

He was a professional gamer, and switched to biodynamic agriculture after seeing how little hope humanity had playing games against machines

WJW
5 replies
1d1h

Meh. People still do athletics competitions even though cars exist and can outpace any human. Weightlifting is also still a thing even though even an entry-level forklift beats any human weightlifter. Chess is more popular than ever before, even though nobody has any hope of beating a computer anymore.

Out of all the fields that human do professionally, sports will be one of the last ones to disappear. The fact that it is (unaugmented) humans competing is the entire point.

tsumnia
0 replies
1d

Out of all the fields that human do professionally, sports will be one of the last ones to disappear. The fact that it is (unaugmented) humans competing is the entire point.

This is my thought/hope for what we'll expect in the coming years as AI's automation becomes more commonplace. Society's interests will start going towards activities that showcase human ability - sports, livestreaming (very much its own industry now, but mostly for socializing, art, and gaming), performance, dance, etc. Sure AI can 'do' these things, but not at the level elite performers can or with the subtle nuisances in human personalities.

thfuran
0 replies
17h35m

Is it? I'd watch the cyborg Olympics.

diego_sandoval
0 replies
15h12m

On the other hand, watching androids compete in physical sports is going to be pretty cool.

OkayPhysicist
0 replies
23h22m

I don't think the unaugmented qualifier is accurate. What matters is that there are well-established rules defining scope. People racing cars is still a very widely enjoyed form of entertainment.

FrustratedMonky
0 replies
20h53m

LOL. Yes, exactly.

Even in the future when the AI is provide everything and we are no longer able to understand it, humans will be doing human competitions, playing chess, etc... The human on human action will be only thing left, and only thing humans care about. Chess is already unwinnable, but humans still want to measure themselves against other humans.

Chess, Go, what next? Pizza delivery? Accountant Simulator? Humans are already being outclassed one feature at a time.

leetharris
4 replies
1d1h

A slow transition (over 5+ years) from web/desktop development into HPC and AI/ML.

I still consider myself a 4/10 at best compared to my amazing peers who studied this from the start, but you have to start somewhere!

calderarrow
1 replies
1d1h

If you don't mind sharing even more, what did you do to learn HPC/AI/ML? Any suggestions for getting started?

alumic
0 replies
1d

I'd echo the same sentiment as the other commenters, if you don't mind me throwing my hat into the ring. Considering a MS in Data Science with a focus on ML

Jwsonic
0 replies
1d

I'd love to hear more about your approach to the shift. How did you pitch yourself during interviews without prior experience?

adtac
5 replies
1d2h

If Dota was twice as complex, do you think an AI would be more than 2x better or less compared to your scenario?

I suspect the more complex the game, the bigger the advantage over humans.

mminer237
1 replies
1d1h

A big advantage of AIs is instant reaction time. OpenAI programmed in an artificial reaction delay to most skills, but they were still generally much faster than any human would be. Overall strategy is where the AI was lacking, but its technical flawlessness makes up for it.

adtac
0 replies
1d

If we model the game as someone flicking switches, strategy is ability to know which switches to flick when whereas technical skill is the ability to quickly and precisely flick the chosen switches.

In more complex games, there are more switches and the current set of best switches changes faster. With more switches, it's harder to know which are the best switches because the future is less predictable. And even if we figure out the best ones, they might change before we flick them. And even if we get around to it in time, we might fat finger it and accidentally flick an adjacent switch. And our opponent never gets tired or injured.

This is why I suspect AIs have a much higher ceiling even if we limit them to half the APM pros have. Better strategy matters less, but I admit it's our only chance lol.

FWIW, I've never played Dota but I've played a lot of AoE2 and from what I know they're similar enough (but maybe someone can correct me).

jsheard
0 replies
1d1h

As I explained in my sibling comment the version of Dota they played was heavily simplified, because the full combinatorial explosion of mechanics was far too much for the AI training to overcome. They didn't even get close to playing normal Dota at a high level, nevermind a hypothetical version of Dota which is twice as complex.

everforward
0 replies
23h25m

You would need to define what kind of complexity.

I would broadly break it into things that are complex to perform (crazy APMs or accuracy), things that are complex to understand (the stack or layers in MTG), and things that are complex to predict (e.g. time-delayed abilities and the correct time to use them, like Baptiste's lamp in Overwatch).

AI have basically constant performance across a performance complexity curve, because the complexity typically derives from physical interfaces the AI doesn't use anyways. E.g. their APM is not limited by how fast their fingers can physically move.

AIs do very poorly on tasks that are complex to understand. The best Magic: The Gathering AI's I've seen are awful (though also likely far less well-funded). Best-case scenario is basically an AI who makes plays that don't make any sense, but are at least valid plays. It's a crazy difficult problem. E.g. there are various ways to make infinite mana with combinations of cards, and the AI needs to a) realize that it can use those cards in order to create infinite mana, and b) that it can do this multiple times (I.e. it can pay for a spell that costs more mana the loop generates by going through the loop multiple times). That's very hard thing to do; human players somewhat frequently don't realize when they have loops.

Add on top of that that a game of Magic can enter a state where a loop of effects becomes recursive but doesn't result in either player winning. The game is a draw, because it cannot progress anymore. Detecting these can be non-trivial, because they might involve side effects that look like someone should win (I.e. you lose a life and I gain one, then I gain 2 life, then you deal 1 damage to me, then I gain 1 life, then you deal 2 damage to me. Life totals shift around, but net to 0 by the end of the loop).

I think the AI do well at complex prediction tasks as well, by nature of their response times and access to prior information. I would expect an AI to beat humans by a wider margin the more complex the prediction gets. Humans have finite time and thus experience; the AI is going to have more "experience", and be able to recall it at a faster rate.

CuriouslyC
0 replies
1d1h

If you're talking immediate mechanical complexity, then yes. If you're talking delayed strategic complexity, then definitely not.

injuly
4 replies
1d

Oh, that was wild.

Though to be fair, the human players had to rely on muscle memory to win lanes (CSing, blocking waves, pulling, trading hits, cutting waves, stacking, etc.); whereas the AI could perfect the timings down to the fraction of a millisecond.

ballenf
3 replies
1d

Was there any control input limit on the AIs? Like if the AI couldn't click buttons or move the mouse faster than a very fast human.

In a similar vein, it would be fascinating if the AI had to also evade bot detection, that is appear (nearly) indistinguishable from a human player.

kelvie
1 replies
1d

If I remember right there was a reaction time for the OpenAI team they could tweak, if I remember right it was around 200ms (and a short search I think confirms that).

Jensson
0 replies
23h7m

The bot did perfectly dodge a skill that humans almost never dodged because it didn't have a good visual cue. Against the AI that skill became useless, really screwed the humans over and made it clear to everyone that the AI didn't really play with the same limitations as humans.

In the next game it played they had made it react even slower and then it no longer beat tournament teams.

blharr
0 replies
20h51m

Somewhat related, AlphaStar has such a control input limit for Starcraft limiting the actions per minute by some amount.

bitcharmer
3 replies
1d

What is TI7?

tsumnia
2 replies
1d

Dota's yearly competition, TI7 means "The International 2017"

pests
1 replies
23h21m

That's confusing.

jjcm
0 replies
19h3m

A better framing might be "the 7th iteration of 'The International', which happened in 2017"

nsypteras
2 replies
1d2h

So glad you said this! For some reason that's always stuck out to me as having been my biggest personal "wow" moment while watching AI development progress. ChatGPT is awesome but for some reason I've never felt as awed by it.

aubanel
0 replies
12h9m

Did learning about the brain being made of meat also destroy your awe of human intelligence?

I feel like being able to look inside the clockwork should not distract us from being amazed at how wonderful a system can be.

iamdelirium
1 replies
1d1h

Not really. By only playing a certain subset of the game, the AI could use heroes that they were good at (micro intensive) while disallowing heroes that could counter the strategy the Open AI chose. Hardly a fair game.

raincole
0 replies
3h7m

No? It's absolutely not what happened. Almost the opposite. The micro intensive heroes were NOT in the pool. AI literally chose Sniper and Sven.

AI's APM was limited to a level lower than pro human players. If they had allowed micro heroes AI would have a big disadvantage.

That was the most interesting part about the AI Dota game. AI isn't just better than humans at mechanical level. Even more surprisingly, AI (at least Open Five) isn't significantly better at last hitting than pro players.

12345hn6789
1 replies
22h44m

I don't quite think it's that impressive. AIs in video games are specifically "nerfed" simply due to the fact they can make decisions much, much faster than humans. Open AI didn't do anything special in this case.

See @deep blue for more. Or, any strategy game made in the last 20 years with AI difficulty mods.

7734128
0 replies
22h18m

AI in most strategic games are provided massive advantage over human players. In CIV V, for example, the AIs start with several units and techs on higher difficulties.

voxl
0 replies
16h20m

Did you forget the part where the bots simply lost twice against pro teams?

swolpatrol
0 replies
23h5m

funny, I was there and got my only openAI shirt. I even competed againts the bot in the 1v1 and won. best memories from Seattle

quietthrow
0 replies
18h34m

Can you share more about your career shift. What you did before and what you do now. And why the shift was triggered by closedAI 5?

pdimitar
0 replies
1d

How did this change your career?

nurettin
0 replies
22h7m

In short, the game was dumbed down and computer programs can micro perfectly, so the players had no edge.

jerrygenser
0 replies
1d2h

Upvoted. Not sure why this got downvotes. It's very cool that you were at TI7 as I only watched this on youtube. I also thought this was an important moment.

garyiskidding
0 replies
23h40m

Greg Brockman from OpenAI inserted the program drive for a game of Dota vs Dendi (popular Dota 2 player). Really memorable.

ordinaryradical
54 replies
1d2h

This is a death knell for MMORPGs where botting is already a massive problem which distorts the player economies and degrades everyone's playing experience.

The cat-and-mouse game of stopping these goldfarmers just became exponentially harder.

xypheran
37 replies
1d2h

Maybe it's better that these time wasters die, speaking as someone who played them way too much.

wongarsu
10 replies
1d1h

They can be problematic, but for many they are just a convenient excuse to spend time with friends in a voice chat. It's not really more or less of a time waster than most other group activities.

Now playing alone for the dopamine rush of successfully grinding repetitive tasks: yeah, that's a bit of a time waster. Maybe therapeutic for some, and definitely not the most harmful way to spend time and get validation, but also a bit pointless. But I would argue that if you play an MMORPG alone you're doing it wrong. If you don't have friends at least get engaged in a guild and spend countless hours improving real-life social and leadership skills.

vasco
8 replies
1d

You seem to attribute more value to an activity just because it's done in a group but I'm not sure that holds.

geometriccan
6 replies
1d

Sometimes I can't tell if people on this site are joking or genuinely this out of touch. Go touch grass.

vasco
3 replies
23h52m

Instead of feeling superior in a drive-by snark, explain to me why gaming for 3 hours after work while voice chatting with 3 friends is not a waste of time but if you do it on your own it is?

dreamworld
1 replies
22h27m

I'll bite. First, each human is kind of a separate universe, another 80 billion neurons to converse with, each with our own histories and vastly different knowledge and experience. In a conversation, we learn a lot from each other, and better understand how we can be different in skills, and even in basic things like emotion, motivation, etc.., better understanding what it means to be a human, and better understanding what it means to be in general. Also, it's very important for us to maintain some kind of social contact (I think written counts as well), because our brains language ability will degrade and we will lose critical skills including reading social cues.

Speaking of social cues, interacting with others specially in a complex environment where there can be severe competition as well as cooperation and difficult coordination, is something that also is worth practicing.

I have nothing against solo games, but this kind of thing is not practiced in a solo game.

Finally, I think other kinds of games (e.g. in competitive games) tend to have very simple interactions and objectives, compared to an MMO: there's a clear objective to win that's shared by everyone. Some MMOs have much more interesting interactions, where each person is interested in a different thing, and I think this contributes to a very rich atmosphere that isn't just 'Go win, try to win match, go out', i.e. more life-analogue (without other limitations of life, like you can't actually die, and being poor isn't as terrible as it often is IRL :( ).

dreamworld
0 replies
21h19m

So just be more in the real world? (I mean, IRL) Well, yes, but there are advantages to virtual worlds, as long as they're not designed to be simply addictive time sinks. And there are advantages to the real world.

The inputs to a computer game are more limited, you can't see people, their faces (and sometimes voices), the graphics are still a far cry from the more beautiful places.

Also, real life is full of responsibilities and large parts of it still, well, suck (bad jobs, exploitative practices, etc.). I think we're improving somewhat (greatly hampered by greed and power games).

If you have interesting activities IRL, like a great fulfilling job and hobbies (that are also potentially useful in other ways, like charity work), then by all means, but I think virtual worlds have their place in our lives.

Kerb_
0 replies
20h11m

3 hours of gaming alone can be valuable relaxation and entertainment but doing it while voice chatting can be both as well as social engagement. Just because one is more valuable from most perspectives doesn't mean one is a waste and one isn't. You don't need to be in a lobby with friends to enjoy or be good at CS:GO or R6, but I think it makes you more likely to become a better player and cooperate with your teammates if you do, and I think engaging in cooperation in one realm of your life can lead to easier cooperation in other areas. They are both wastes of time from the perspective that you could be building something or doing a creative hobby with an actual output, and they're both effective uses of time from the perspective that recreation and skill are important even if they aren't essential skills. In the end, I think playing MMOs without engaging in the social aspect is a waste and you might as well be playing Cookie Clicker, but that doesn't mean I think MMOs or Cookie Clicker are waste of time in and of themselves.

alfiedotwtf
0 replies
23h55m

I’m with Vasco on this one. What’s wrong with enjoying your own company

Jensson
0 replies
23h54m

That isn't very easy to realize though, not too long ago game designers thought that multiplayer was mostly about having other players as fun challenges to overcome. But people like having other people even if they never really interact, just having others there that you can show what you did to and talk about stuff is fun.

But point is, that realization isn't that simple, it took a long time for cooperative games to become common. In early days game consoles had cooperative split screen to let two players play at the same time, not because that was more fun, so it took a really long time for cooperative modes to become standard in online gaming because it wasn't at all obvious that people liked cooperative play.

MMORPGs were the main cooperative online games for a long time. Today we have dedicated short session cooperative games, those are still very popular.

RohMin
0 replies
22h21m

I guess you're not necessarily improving your social skills playing alone?

jonReadingNews
0 replies
20h18m

Another idea is this facilitates (re)creating these kinds of worlds and moments. Imagine your favorite MMORPG at your favorite time and imagine being able to recreate what feels like that time and place with other “players” being agents behaving in manners consistent in that context. Invite some friends. Have a good time. Throw it away.

malux85
9 replies
1d2h

It’s not just about time.

During the teenage years while the neocortex is growing, teenagers are practicing and honing fine motor control. Video games help develop that, as well as learning about social interactions, emergent system behaviour and strategic vs tactical thinking.

I’m not saying they don’t have downsides, but there are some upsides too.

Sure, if you’re an addictive personality using video game escapism to ignore your life problems, that’s a whole different thing (and even without video games this type of person would just find another form of escapism)

So I don’t agree with your generalisation of games as “time wasters” - maybe for you they are, but not for everyone, I don’t play them anymore very much (just a bit of chess every now and then) but they provided me with a lot of understanding in my formative years

digging
5 replies
1d1h

I believe they are specifically calling MMORPGs time-wasters, which I second (as a video game enthusiast). They're not unique in being so but they are heavily designed to, basically, waste your time grinding.

I also agree that even MMORPGs have their upsides. But as a genre they're pretty unhealthy.

rincebrain
4 replies
1d1h

I'm not sure I agree they're any more unhealthy than the non-MMORPG games full of microtransactions trying to get more money than the upfront cost in this day and age.

We've reinvented how arcade games used to try and extract maximum quarters, but the iteration cycle is so much faster now that we can't really play whack-a-mole on all the pathological human manipulation strategies people deploy now, and with people not being able to physically walk away from their phones or other devices in many cases, it's Bad(tm).

ryandrake
1 replies
1d1h

I'm not sure I agree they're any more unhealthy than the non-MMORPG games full of microtransactions

I used to think: “Anything that got rid of the ‘pointless grinding’ aspect of RPGs would be an improvement.” And then micro transactions and pay-to-win got invented. I didn’t think it was possible but game designers somehow actually managed to make RPGs even worse!

rincebrain
0 replies
1h3m

The thing to keep in mind, is that some people find that kind of grind satisfying, and different people enjoy different levels of it.

Some people find incremental progression for weeks or months or years at an achievement point or something similarly ephemeral to be satisfying. Some people think that it's not worth doing anything that you can't get in one play session.

Neither of them are wrong, for them, necessarily, but I do believe there's a nonzero amount of friction you want to introduce, and various sweet spots for friction versus people saying it's too much but still loving the game and playing it versus it actually driving away too many people.

I have played a number of fairly grindy games to various definitions of completion, and found it satisfying to play them more than once and get a lot of the optional objectives again. I have other friends who spend a week just grinding out the cap of various items in early game and then coast through the rest and think anyone who thinks a week of nothing but grinding to do that is mind-numbing and unpleasant is just wrong. I have other friends who have refused to play games older than PS4 era because the graphics not being hyper-realistic drives them out of the game and they think anyone who enjoys anything remotely grindy is just rationalizing broken systems.

But ultimately, for many games, you play them for the incremental satisfaction, and ensuring you get a steady drip of that and incremental fixes of larger satisfaction until completion, without turning each hit into a microtransaction exploitation, is the essence of making a game that people want to play again. Nintendo does this very well, in a number of their games even in modern times.

I feel like not understanding that there is a certain amount of padding required for you to enjoy a game as much as you might otherwise, because humans don't process things instantly or handle a truly constant flow of engaging things well, is one of the things a lot of people I see who play games and complain about being bored when they bounced off spending more than 15 minutes on it don't appreciate.

(Not saying you're one of those people or making that argument, just that I see a lot of people arguing that various kinds of friction could be removed, without thinking about how much that changes the perceived experience.)

digging
1 replies
1d1h

I'm not sure I agree they're any more unhealthy than the non-MMORPG games full of microtransactions

I didn't say they were

rincebrain
0 replies
1h14m

That's fair, I assumed calling out MMORPGs implied a stronger statement than you were making about them specifically.

JohnMakin
2 replies
1d1h

as well as learning about social interactions

A large percentage of social interaction in a game like world of warcraft is profoundly negative and maladaptive. I'm not sure I would want my child learning about that in a MMO.

malux85
0 replies
1d1h

Mine were overwhelmingly positive, and got me friends I still have 20 years later today, it depends on the MMO

Tyr42
0 replies
1d1h

I mean I'm happier to get scammed over selling cow hides in game than used cars in real life.

We don't give kids as many opportunities to make mistakes in real life, I dunno.

LunaSea
6 replies
1d2h

They are about as much a time waster than any other hobby really

ytx
5 replies
1d1h

But in terms of other benefits of that time spent, (imo) they're probably somewhat better than micro-transaction-gambling-mobile games (or just plain gambling), but likely worse than a sports league or chess club.

Not sure how it'd compare against similar amounts of youtube/netflix though.

LunaSea
2 replies
1d1h

chess club

How? A lot of games could be seen as a sort of 3D chess.

ytx
1 replies
1d1h

Specifically meant in-person chess clubs as opposed to only playing lichess from home for hours every day. I'd probably have a less negative view of "time wasting" if video games were played more in-person too.

I have fond memories of LAN parties growing up, where socializing was as big a part as the actual gaming - it's not like we were sitting there harvesting wood for hours on end!

LunaSea
0 replies
1d

Socialising is still a very important part of games (eSports, dungeons and raids, Discord / TeamSpeak / Ventrilo, forums, guilds, etc), especially for MMOs.

Much more than chess which is mostly a individually played game whereas an MMO is a cooperative game.

wtf_is_up
0 replies
1d

The ability to play chess is the sign of a gentleman. The ability to play chess well is the sign of a wasted life.

- Paul Morphy

One of my favorite chess quotes. As an avid chess player, I can't agree more.

stronglikedan
0 replies
23h26m

Why should I weigh the benefits of time spent on something that I enjoy doing? That would make it unenjoyable.

squidsoup
3 replies
23h44m

We’re an irrelevant blip in the natural history of our planet. Everything is a waste of time.

suby
2 replies
20h45m

We are arguably in one of the most important blips in the history of mankind.

Jensson
1 replies
20h32m

We are also in among the most important events of Earths history, just releasing all that trapped CO2 back into the atmosphere reversed many millions of years of robbing the biosphere of CO2, it will affect earth for many millions of years to come with more plantlife and warmth, maybe dinosaurs will be back in 100 million years if we release enough CO2 since they do better in warmer richer environments.

thejohnconway
0 replies
17h42m

Birds are the only surviving branch of dinosaurs. They well in all climates, but specifically well in very cold ones.

serf
1 replies
20h4m

The only tried and true metric that HN always falls down to question universally :

"Why did you do that if it doesn't make money?"

lee-rhapsody
0 replies
18h56m

this entire website is populated by wannabe SaaS founders

nozzlegear
0 replies
1d1h

As someone who met his wife in an MMORPG (World of Warcraft) and still actively plays it each week with the same group of friends from 15 years ago, I'm not so quick to hope they die.

justanotherjoe
0 replies
10h55m

It's just one way to get enjoyment out of life. It's worth remembering that the logical conclusion when all human works are automated, we'd be left with play. In that lense, wouldn't play be a good thing? Otherwise why are we fighting so hard for it.

LeifCarrotson
0 replies
1d1h

What do you propose as an alternative?

It feels fun to be rewarded for something you accomplish in-game.

In many singleplayer games, you can slide difficulty up or down to change the effort:reward ratio.

In an MMORPG, though, you have different groups of players with different amounts of time. You want to make it fun for both the kid on summer vacation who is happy to spend 80 hours a week on a game (not a choice I want for my kid, but I was a kid once too) and an adult who has a 60-hour work week and exchanges 2 hours of sleep after the kids go to bed to play.

That means the person with more money than time will want to buy things from someone with more time than money. But this causes all kinds of distortion in the game balance and economy.

I don't know that this is solvable, whether you're trying to balance against cheap labor or AI bots.

mike_hearn
5 replies
21h32m

It just means MMORPGs would fully migrate to consoles, same as other multiplayer gaming. There's nothing fundamentally hard about stopping botting if you have good control over the hardware platform.

jedberg
4 replies
21h23m

If the botting is profitable then it is trivial to build an interface for a fake controller and screen grabber to do the work.

FrustratedMonky
2 replies
20h10m

That is correct.

I think what people are missing, is that by the time you build a controller interface, and a screen grabber, and have an AI that can interpret the screen grab, understand and play the game, that this is super incredible, and really the humans are probably already being herded into Soylent Green processing centers to feed the remaining humans that are kept around for maintenance tasks.

jedberg
1 replies
20h5m

I think you're underestimating how easy it is to cut the cord on an Xbox controller and hijack the signals and just plug the HDMI cable into a capture card.

And this post is showing you an AI that can look at the screen grab and play the game.

FrustratedMonky
0 replies
19h55m

LOL. Yeah man. Almost there.

Here to offer praise to the AI overloads. Hope they read my comments later and know I was a true believer and should be included in the maintenance crews they allow to live.

mike_hearn
0 replies
9h21m

The controllers are authenticated on modern consoles and have been for a long time. So by interface you'd have to mean like, a robotic hand.

And if that ever becomes a real problem they add a 3D camera to the controller or require it to be positioned below the screen, and use ML to decide if there's a human in front of the machine or not. AI cuts both ways. Integrated hardware devices aren't necessarily easy to just cut into. That's why it's hard to mod consoles to begin with.

maldev
2 replies
1d1h

The compute and delay isn't worth it at all. Especially when you can disable rendering and keep compute pretty minimal. We're talking about reading a list of entities, moving towards them and casting a few spells vs a whole AI. Exponentially less compute, for better performance. Let alone the extra data the bot sees from the entity list vs the ai operating on visuals. Bots also make money by operating on a scale. And costs from ai would outweigh the already slim profit margins for each bot.

sand500
1 replies
1d1h

disable rendering and keep compute pretty minimal.

So that's what was going on in the Matrix when the humans were staring at all that green text.

CptFribble
0 replies
14h30m

this is actually explained briefly in the first movie

NEO: Do you always look at it encoded?

CYPHER: Have to. The image translators sort of work for the construct programs but there's way too much information to decode the Matrix.

Everyone learns to read the raw code because humans don't have access to enough compute to decode the live matrix data stream

TillE
2 replies
1d

While there have been plenty of programming games, the idea of a bot-only MMO would be really interesting. Far more interesting than actually playing the typical post-WoW MMORPG.

Like, Runescape was already distilled into a surprisingly good idle game in Melvor Idle. You could take a slightly different path where the "idling" is instead a matter of programming and resource allocation.

nabakin
1 replies
23h45m

the idea of a bot-only MMO would be really interesting

Then you may be interested in Screeps: World

pests
0 replies
23h10m

Screeps was fun but I really wish they made one simple change to the programming model: I want my screeps independent and acting on their own knowledge, without a global coordinator. The way I remember it scripts processed all entitles as a batch so you could "play god" and coordinate at a higher level. I really wanted it to be so each screep was independent and had to coordinate through agent interactions.

  act(screep) for screep in all_screeps // Independent evaluation

  act(all_screeps) // Global coordinator

btown
1 replies
1d1h

I doubt that the compute required to ingest game video in real time makes it remotely viable for botting. Even if it did, the above-human latencies between vision and agentic choice would be detectable by much simpler models operating on the more data-dense internal MMO server logs.

coffeebeqn
0 replies
17h40m

Most of these games are pretty slow paced. I built mining bots for RuneScape 20 years ago. We would program a route to the resource and then look for the right colored pixel on the screen and click on it. Repeat x times and walk the route backward to the bank

firtoz
0 replies
19h16m

The economics need to, and will, change.

blibble
0 replies
18h58m

it'll ruin what remains of the competitive integrity of first person shooters too

Google ruining every part of the online experience, piece by piece

ado__dev
44 replies
1d2h

I hope devs are able to use this to give more life to NPCs. So many times we've been promised NPCs in RPGs that have their own lives, do their own things independent of the player, etc. and it's never really materialized into anything notable. With AI though, I feel like we may be getting close.

digging
15 replies
1d2h

I'm suspicious of whether that will actually make games more fun or interesting.

For example, the more realistic human character animations get, the deeper we seem to fall into the uncanny valley. The fact is that humans themselves naturally move in ways that look weird when put on a stage, so mocap tends to look sillier the better it is. Which is why we have theater, where movements are exaggerated.

Anyway, with AI characters, I expect it will actually be more frustrating and boring than not if they have realistic lives and schedules. All the littler irritations that we deal with and accept form real people just become friction in a game. Games, as movies and books and shows and plays and illustrations, don't need to be more realistic to be better. Media is caricatures of real life, with important information intentionally presented to give us a good experience. Taking inspiration from real life can give us better mechanics but blindly mimicking real life will give us shitty games.

Legend2440
6 replies
1d1h

Everyone's a skeptic these days.

I'm pretty confident that people will find ways to make fun and interesting games using them, just like they have with every other computer technology over the last 40 years.

digging
4 replies
1d

Everyone's a skeptic these days.

You'd be surprised at how untrue that is, unfortunately.

I'm pretty confident that people will find ways to make fun and interesting games using them

I agree - but also, that's a different phenomenon than simply inserting AI naturalistic characters and expecting them to be fun to interact with.

csallen
3 replies
15h14m

I mean, you're imagining unfun things, and then declaring them unfun, rather than imagining fun things. Of course unfun implementations would be unfun. But what the gp was clearly intending to suggest was fun implementations of more advanced NPC AI. And your responses are either ignoring that intention, or implying that it's unlikely to occur, both of which seem like being a downer and a skeptic just for the sake of being a skeptic.

BoorishBears
2 replies
10h36m

I can't tell if this is satire, but one of the "rules that are always true, until they aren't" in game design is that realism isn't fun (https://www.gamesradar.com/gabe-newell-says-games-dont-need-...)

Games bend over backwards in a million ways not to be realistic even when they seem realistic: from silently helping your odds, to intentionally breaking physics (see: coyote running in platformers), to helping your movement align with enemies.

Even the most realistic games with human locomotion almost all rely unrealistic ankle-breaking acceleration changes for your character because you'd feel like you were piloting a bowl of soup otherwise.

The reason we don't have full agentic NPCs right now isn't a technical limitation: it just wouldn't be fun.

Usually you're the hero going against impossible odds with NPCs, in the real world you'd just die.

Games like GTA constantly have NPCs saying outlandish but comical quips at a rate that far surpasses real life.

Hard coded NPC behaviors in games often become the defining features of those games

-

There's nothing wrong with realizing that outside of very narrow context like simulator physics, people generally don't seek out realism in our entertainment. People want a certain degree of escapism that relies on breaking the rules a little, or in the case of NPCs a lot.

csallen
0 replies
2h52m

This take makes no sense to me. I would bet you any amount of money that, 5 years from now, there will be fun+successful games that use modern AI to make NPCs more realistic than they are today. And I guarantee you wouldn't take that bet, because you know you would lose money.

The questions is not, "Is there a level of realism that is unfun," because duh, of course there is. The question is, "Will new advances in AI allow game developers to bring life to NPCs in a way previously not possible, that's also fun." And duh, of course it will.

Pointing out ways that increased realism can be unfun does nothing to prove that there are no ways in which it can be fun. Y'all are betting against the creativity of the entire game development industry. Absolutely wild.

raincole
0 replies
2h44m

It will be just like any new tech.

At first, devs start using generative AI for NPC interactions. It forces you to keep Internet connection and it feels extremely laughable. Everyone hates it.

Then 3 years later it becomes so natural that every AAA game has generative AI, and no one even mentions that as if that was always how games were made.

ryandrake
2 replies
1d1h

Anyway, with AI characters, I expect it will actually be more frustrating and boring than not if they have realistic lives and schedules. All the littler irritations that we deal with and accept form real people just become friction in a game.

I remember Ultima V in the 80s had this. NPCs had their own daily routine and went here and there throughout the day. A couple of side quests relied on this mechanic—you had to learn their schedule and catch them somewhere at some time.

staticman2
0 replies
4h51m

Shenmue and Deadly Premonition also do the NPC's with schedules thing... and are considered cult classics at best. Waiting around for an NPC just isn't fun.

hbn
0 replies
23h28m

Majora's Mask did something like that too. The game was centered around a 3 day cycle you had to do things in because at the end the moon would crash into the world and everyone dies. So you'd get stuff done, then time travel back to the beginning of the cycle repeatedly. NPCs all did the same things in those 3 days, so you could help people out with their sidequests in each cycle, like in Groundhog Day.

timlod
1 replies
1d1h

Well, weird movements in games should be a thing of the past in the near future, as we can begin to extract motion capture data from videos of normal people acting normally.

I think it depends on the type of game you have, but I wouldn't underestimate this type of technology for say, open world games where it might make the game more immersive due to convincing realism.

digging
0 replies
1d1h

Well, weird movements in games should be a thing of the past in the near future, as we can begin to extract motion capture data from videos of normal people acting normally.

I think you misread my posts. We don't have awkward animations because our mocap isn't good enough, we have awkward animations because typical human motion looks awkward - our brains just mostly ignore that.

People are awkward; we don't actually want characters in games/movies/etc to be like real people. Very few movies, for example, would be well served by conversations frequently and for non-plot-related reasons being interrupted by loud noises, having people talk over each other and nonverbally try to figure out who gets to speak, having characters ask "What?" and then begin to reply without waiting for the answer because their brain caught up half a second later, etc.

andai
1 replies
11h59m

Gabe Newell touches on this exact subject: https://youtu.be/MGpFEv1-mAo

That being said, I've noticed that realism in games has a function beyond gameplay: it makes the game cooler.

For example in Rainworld, the enemies keep doing their own thing even when you aren't around. This has some gameplay value (makes the game less predictable), but I think the main value is that people talk about it and think it's interesting. So it changes people's perception of the game world in a positive way.

YeGoblynQueenne
0 replies
5h19m

If I remember correctly, in Rainworld this extremely interesting and cool property ("The world keeps turning when you're gone") was wildly misunderstood and lambasted by games critics. E.g. I think it was a Rock Paper Shotgun reviewer who threw the controller because, he thought, enemies would respawn randomly after he died. Which they didn't: they just kept living their virtual lives and wandering about while _he_ was respawning. In game forums players were also very frustrated with this because they had learn to expect set patrol patterns that they could memorise for the win. A bit of a failure of human generalisation abilities that, if you ask me.

Another game that has this property (and that has somehow escaped the befuddled reviewers' ire) is Don't Starve. e.g. I once got chased by the Deerclops and ran through a Beefalo herd. After a while I realised the Deerclops wasn't hunting me anymore. Next day I went back to the Beefalo herd and there was a huge amount of meat and Beefalo wool, and a Deerclops eye, lying around.

After playing games like that, I play e.g. Hollow Knight, or Zero Dawn, where every enemy you kill comes back the next time you revisit the area and it feels so fake.

helloplanets
0 replies
10h44m

That sounds like a game that'd be an instant buy for streamers, though. All the weird, annoying, unexpected interactions? Possible comedy gold in the hands of the right person.

summerlight
10 replies
1d1h

The problem here with highly capable agents is that it's not predictable and controllable in the point of designer's view. That might work for certain types of games, but many cases designers want to have a certain degree of control on their games.

Legend2440
7 replies
1d1h

Then we'll make new kinds of games where the unpredictability of the NPCs is a core mechanic.

Seriously, have you no imagination? Why sit around coming up with reasons it won't work instead of ways to make it fun?

Jensson
3 replies
1d

Figuring out what wont work is how you figure out what do work. All his points are good, they are things you would have to work around in some way.

Then we'll make new kinds of games where the unpredictability of the NPCs is a core mechanic.

This is impossible, you need the NPC to be predictable on some level to make a fun game. Even unpredictable NPC needs to have a predictable personality on some level, total randomness isn't fun. Like, imagine a terrain generator that just randomizes terrain on each tile, that wont be fun at all, that is what a basic random personality would be like.

Think of a human opponent, they are very predictable, just looking at a human player and what he does and I can predict what he will do in the future. Not perfectly, but players aren't that random. To make an AI that feels good it has to be very predictable.

The main problem with "smart" bots is that they have so far always been way less predictable than humans, they get a strange edge cases and bugs where they start to act very dumb and strangely, that feels like a bug to the player and isn't fun. Or their smartness makes them do the same thing every time making them even more predictable than basic scripting, either way they are worse than basic scripting.

Getting over these issues is a really hard problem, LLMs hasn't helped solve that so far.

evandale
1 replies
21h55m

Even unpredictable NPC needs to have a predictable personality on some level, total randomness isn't fun

tongue in cheek counterpoint: Rimworld players love Random Randy :P

I think it really depends on the game though, but you're right 100% random in an RPG could be really annoying.

Right now I'm into games like Factorio and Captain of Industry and they've both recently had blog posts about how they do terrain generation and CoI stuck out because you can manually plop features like mountains and then it procedurally generates the mountain range[1].

There's been a lot of games recently that seem to be doing procedural land generation, is there not a way this can be applied to AI personalities as well or is there no overlap between them? It kind of feels like procedurally generated personalities should be do-able but it sounds like there's something more going on that complicates that?

[1] https://www.captain-of-industry.com/post/cd-42

Jensson
0 replies
20h55m

tongue in cheek counterpoint: Rimworld players love Random Randy :P

Even randy random isn't entirely random, people love it since it sends you big threats, so it is coded to ensure it throws you big threats. If it randomly didn't send big waves people wouldn't like it as much.

"If Randy has not fired a major threat after 13 days, the next Randy fired event becomes a major threat."

https://rimworldwiki.com/wiki/Randy_Random

There's been a lot of games recently that seem to be doing procedural land generation, is there not a way this can be applied to AI personalities as well or is there no overlap between them?

I'm certain that is possible, but we don't have nearly as much intuitive understanding how to generate full fledged personalities hooked into an LLM that changes how the character acts and his motivations etc that will actually work well when put in a world and interacting with other NPC's in that world.

Terrain is just really easy to generate well enough, almost everything else is way harder.

AuryGlenz
0 replies
19h9m

Just imagine the other leaders in Civilization/The Total War games being given a prompt like “You are Abraham Lincoln. The following has happened: … What would you do within these constraints: …. “

Diplomacy in games have always been terrible because it just comes down to preprogrammed numbers. Humans might be the same at the very base level but there’s no way we could code that all out.

Now you could truly make those leaders act like they “should.”

summerlight
0 replies
22h0m

Easier said than done. I assume you have no prior experience on professional game development? Many game designers tried to tame chaos as a game mechanic in the name of "emergent gameplay" and only a few of them survived through numerous iterations in an extremely limited format. I would recommend you to do your own research before making such a bold statement. It is not that people cannot come up with the same idea; many cases they tried it and there's a good reason not to do that.

TillE
0 replies
1d

Nobody actually wants to read LLM-generated soup. That's just a waste of everyone's time.

If you're making a highly interactive, dynamic game, you don't even need detailed language for NPC interaction. You may as well use simple templates or even symbols.

FloorEgg
0 replies
1d

A pretty material portion of the population actually doesn't have much of any imagination, and these people, especially when they have had some success and developed "expertise" will always assume if they can't imagine it then it's impossible, or if they don't know how to do it then it can't be done.

Surely you've met some of these pessimists before.

mike_hearn
1 replies
21h29m

You can control LLMs to any arbitrary degree of specificity by a mix of retraining and changing the decoding strategies. They can be as predictable as needed, I think the bigger issue is more like how do you write stories when the possibilities get so much larger.

summerlight
0 replies
20h27m

Yes, less predictability is a part of the problems from the unconstrained search space. I think technically there is a room for improvement, but this usually needs ML expertise, which most of game designers and engineers do not have at this moment.

ca_tech
9 replies
1d1h

There is a delicate balance though. The draw of the RPG is that you play a character who usually has an outsized impact on the world in comparison to most everyone else. If we expect the NPCs to operate as independent entities, how do we manage their ambition so that they don't individually, or in aggregate, impact the world more than you? Without that, your character becomes another cog in the machine; it's their world and you are simply living in it... Which I could see having a certain appeal and may be just another genre.

sfjailbird
3 replies
1d

That sounds really cool, as a genre, actually. You would have to figure out what given NPCs actually want, and how you may be able to use that, to make them do what you want. And not based on some lame script, but complex world and character models. I'm sold!

Tossrock
2 replies
1d

At a certain point, you're just reinventing real life with worse graphics.

silveraxe93
0 replies
1d

Real life with worse graphics +

- Ability to reload when you fail

- You can choose your gender

- Actually, be anything. A dwarf, elf, dog, tall, short, muscled, etc...

- Novel physics (magic)

- Sooooo much more

Jensson
0 replies
1d

Real life where you are the chosen one with super powers.

ta8645
0 replies
18h30m

Some of the most hilarious and enjoyable parts of gaming is manipulating the environment in ways developers didn't anticipate. With more intelligent NPCs there will be opportunities to give them instructions, and let them go to get it done.

Crafting instructions that lead to NPC's working to achieve a goal that wasn't anticipated, and provides you with a resource that couldn't otherwise be had in the game, will be a whole new aspect to gaming, and inspire a desire to experiment and explore.

russfink
0 replies
1d1h

Maybe give them a “Robocop Directive 4 [HIDDEN]” that prevents significant actions…?

rebuilder
0 replies
1d1h

Sandbox games are pretty big. Not my thing at all, but I’m sure there’d be a big market for believable open-world RPGs for example. They’d probably be more simulators than narrative-driven games.

ajcp
0 replies
18h43m

I mean, that's solved with a little prompt engineering:

"context": {"Go about your daily life, but you have an IQ of 50 and have zero ambition."}

PartiallyTyped
0 replies
1d

What makes cyberpunk 2077 such a great game is that the world doesn't revolve around you, it exists despite you, and you see this in all of the side-quest events that are happening in the background. The world being alive despite you, and not for you adds a whole new dimension to the universe.

treprinum
2 replies
22h32m

Game AI already had the problem of too tough opponents two decades ago. Nobody (OK, outside Rainbow Six players) is going to play a game where AI demolishes any player within (milli)seconds.

ajcp
1 replies
16h48m

Skill or mastery is not what LLMs offer in-game AI though, it's creativity, originality, and agency. Players don't primarily prefer to play against other human players because they're an "easier" opponent, but rather because they're dynamic, creatively proactive and reactive, and endlessly original.

nox101
0 replies
15h29m

While I agree that some players like playing against other players, I can say at least for me, I've never preferred that ever in a video game. Real players can be mean, or over powered, or over skilled, or use cheats, etc... and they can be annoyingly competitive.

On the other hand, I've loved co-op games. Maybe (it's a big maybe) I'd enjoy an AI driven NPC co-op character. It assumes they can get them good enough to be fun to play with, do what you want, etc. Player: "Let's go to the castle", NPC: "See you layer I'm going to the bar". You either follow the NPC or play without it.

weregiraffe
0 replies
11h29m

Dwarf Fortress has it without any AI.

snejj5
0 replies
18h30m

Checkout Rain World

dartharva
0 replies
14h15m

This would be a rather expensive way to do that, I reckon you'd be better off actually expanding NPC behaviour the old-fashioned way.

2OEH8eoCRo0
0 replies
22h4m

Have you played Dwarf Fortress?

modeless
13 replies
1d2h

I submitted that one earlier: https://news.ycombinator.com/item?id=39691783

This one got points slightly more quickly for whatever reason. Usually in these cases of duplicate submissions dang will merge the stories together.

To the DeepMind team I would say that a snappy summary accompanied by a video at the very top of the page instead of a bunch of whitespace and a static image you have to scroll past would likely help the blog post be more viral, as this tweet demonstrates.

modeless
9 replies
1d2h

Generally I editorialize the title when I make submissions in the "new" queue if the actual title is very dry. If I had posted the actual title of the blog post it would be even farther behind the tweet version. I may update the title now that it's on the front page, unless dang does it first.

pvg
8 replies
1d2h

Right, except the guidelines ask you to not-do exactly that and you shouldn't.

modeless
7 replies
1d1h

The guidelines are not all hard and fast rules. Dang has explained in comment threads (that I don't have a link to right now) that editorializing titles is actually OK in some situations. Obviously the title should not be false or clickbait, which my title was not.

pvg
6 replies
1d1h

No, it's the other way round. It's only ok to change it if it's misleading or clickbait, otherwise use original. You can't editorialize titles if they are not clickbait or misleading and the original wasn't.

please use the original title, unless it is misleading or linkbait; don't editorialize. There are regular moderation comments about it, they just say the opposite of what you think they say

https://hn.algolia.com/?dateRange=all&page=0&prefix=true&que...

modeless
5 replies
1d1h

Again, this guideline is not a hard and fast rule. Those moderation comments you link to are for the very common case of posters adding their own strong opinions to article titles. The title I chose had no opinion and was merely a factual description of the article content. I'm afraid I won't be able to find dang's explanation of why it's sometimes OK to use different titles because it's drowned in the sea of moderation comments for egregious clickbait and highly opinionated submission titles.

pvg
4 replies
1d1h

No, editorializing is adding your opinion about what's important. You don't get to do that in a title, you can do that in a comment. That's exactly what those comments say. This particular thing is a pretty settled practice. Notice how the title was fixed. Because it was a bad title.

modeless
3 replies
1d1h

I changed it myself. Once the story is out of the "new" queue, having a snappy title is less important. I still did not use the exact article title as I think the content is better represented this way.

pvg
2 replies
1d1h

Adding 'snappy titles' to boost your submissions is exactly what the guideline asks you not to do. I'm not sure how it can be more straightforward or less prone to your misinterpretation.

pvg
0 replies
23h17m

This is neither about the appropriateness of the submission nor are any of the comments egregious.

dang
1 replies
21h14m

I don't want to pile on in this subthread, just want to say that the reason I changed the URL on the current thread rather than re-upping your post (as we normally would when the better URL was posted by someone else earlier) is that it was the OP's first submission to HN and I like to encourage newer participants.

modeless
0 replies
20h12m

Oh, that's interesting! Thanks, I'm happy to let someone else have the karma. I think in this case the tweet linked by OP was genuinely a good submission because it got to the point much faster than the blog post and directly linked to the blog post for people interested in the details.

GaggiX
5 replies
1d2h

@dang will help

pvg
4 replies
1d2h

@dang doesn't do anything, you should email hn@ycombinator.com

GaggiX
2 replies
1d2h

I have always seen people using @dang and honestly it has always worked, he even thanks me sometimes.

dang
0 replies
21h17m

That's random. If you want better-than-random message delivery you need hn@ycombinator.com.

LeifCarrotson
0 replies
1d2h

To be clear, @dang does a lot! His moderation is a big part of why HN is such a useful forum. But you're right that the text '@dang' being posted in an HN comment does not result in the software sending a notification to him.

gitfan86
1 replies
1d2h

The deep mind team chose to post it to X because it allows vitality and X is also the town square now

SomeCooeyGuy
0 replies
1d2h

that wasn't the question, but thanks

dtx1
11 replies
1d2h

Okay, so now i know how artists feel: AI is destroying that thing i love, now i will always have to fight ais when playing online

giovannibonetti
5 replies
1d2h

Don't you already fight AIs when playing in single-player mode?

jprete
4 replies
1d2h

Single-player AIs are fine-tuned by the developers for fun instead of frustration. I think the GP is talking about undetectable online cheating.

educaysean
3 replies
23h18m

Maybe the future is that we no longer have to worry about players cheating online because we simply won't play random strangers online. You can still team up or play against friends, but all other "players" can be bots with varying levels of skills and play styles. Cheating solved.

AuryGlenz
2 replies
19h6m

That’s just not the same, even if they act perfectly like humans.

educaysean
1 replies
18h27m

My unsubstantiated opinion: Once AI gets to a point where AI agents can act "perfectly like humans", our preconceptions about "friendship" and "companionship" will fundamentally change. We will realize that we can develop deep bonds with AI as we do with other humans, with no "weirdness" attached.

There may still be holdouts, but the society will largely see them as old curmudgeons resembling the people of today who claim that "humans are incapable of maintaining long distance relationships, and you're only fooling yourself if you think you're in love". Or as a more extreme example, people who maintain that interracial or intercultural marriages are inferior to marrying in-group, because "shared experience" is fundamental to love.

All speculation, of course. But I'm a firm believer that humans are foolish and flexible - we're very easily fooled by anthropomorphic things, and AIs are the ultimate anthromorph. Our monkey brains don't stand a chance.

kossTKR
0 replies
17h11m

I think you're right. But in my view it's an incredibly sad future. Imagine a class of kids where no one's best friends with eachother but their AI's, no ones gaming together, no one as connected or have to time for their human peers, instead spending all of their time with hyper ultra addictive and friendly AI's.

Extreme solipsism and loneliness in reality, maybe not experienced but in reality.

No one will have time for the chaotic and very human traits that is the essence of actual human existence instead craving the super engineered dopamine machines AI will become.

sailfast
0 replies
17h36m

I would totally welcome good and adjustable on-console AIs to play massive online battles alone or with a couple of friends rather than playing against actual humans, tbh.

mrnotcrazy
0 replies
1d2h

I think the better deployment of this would be 1 human and 4 AI buddies so you could have a more tactical experience and games could have larger more realistic battles.

I think strategy might be more important in the future than switchy aiming

globular-toast
0 replies
1d1h

Back to LAN parties then!

cboswel1
0 replies
1d

Hey, maybe the bot creator will be kind enough to add a racist chat integration with the agent so you'll feel right at home in the COD lobby.

Janicc
0 replies
1d1h

Most likely you'll be playing alongside or against AIs without ever knowing. Either AIs from the game developers to make their online game seem more popular or people who want their stats leveled up without any effort on their part.

seydor
6 replies
1d2h

I wonder if Deepmind's quest for AGI using games as testbed will translate in the real world. It is quite possible that many of those feats rely on the ANNs learning the physics engine of the game. Which as impressive as it is, it 's probably nowhere near as complicated as the real world out there. The last mile may prove to be a very hard problem to solve, and i wonder if they have an alternative strategy to it.

bigyikes
3 replies
1d2h

Are real world physics really that much more complicated than video game physics? Sure, if you’re talking about E&M, relativity, or QFT, the real world is more complicated, but for every day mechanics, they seem pretty comparable?

Video games might be even harder to predict sometimes, since the physics simulations have very strange edge cases. There are no physics glitches in the real world.

Jensson
1 replies
1d

Are real world physics really that much more complicated than video game physics?

Massively, in a game running into a wall is perfectly normal and valid strategy to get close to it, in reality that will wreck you.

Or running on a fist sized rock has no consequences, in reality that destroys your foot. Reality is full of such extreme threats everywhere even in normal homes.

sailfast
0 replies
17h37m

Wouldn't a general purpose 3d AI learn just as quickly about those issues in the real world as they do in-game issues?

Video game physics can also be made more difficult - it's not a stretch to think about a reality simulator that dials these real-world effects up to 11 for AI to train in, at which point you need the meatspace bot and many things start to happen.

seydor
0 replies
1d1h

i believe it is as hard as it is for robots to act exactly as they do during simulation

tjah1087
0 replies
1d1h

SIMA author here - SIMA is betting on simulations and games. We use real-world open-ended language, but games/sim obviously have simplified physics/graphics.

In terms of alternative strategies, Google DeepMind also has an amazing robotics team with lots of fantastic work for real-world robotics - including multi-robot generalists, showing positive effects when co-training one agent or model on multiple environments/bodies. Their prior work was very inspirational to us in SIMA! https://deepmind.google/discover/blog/scaling-up-learning-ac...

robrenaud
0 replies
1d1h

Simulation to reality is a huge bottleneck in a lot of reinforcement learning work. Reality is just super messy and complicated.

Tesla has an alternative. If you can get your devices widespread and can be recording observations and actions, you can collect huge datasets in the real world.

The first embodied, vaguely general, multi-task, useful and economical robots might just really open up the virtuous cycle of experience, learning, feedback and improvement. If I had to guess where it would come from right now, I'd pick Amazon warehouses.

jamesdwilson
6 replies
1d2h

It's about developing embodied AI agents that can translate abstract language into useful actions. And using video games as sandboxes offer a safe, accessible way of testing them.

not creepy at all.

cj
5 replies
1d1h

safe, accessible way of testing them.

And once validated, sell to the military?

Ultimately, our research is building towards more general AI systems and agents that can understand and safely carry out a wide range of tasks in a way that is helpful to people online and in the real world.

This makes me nervous.

I hope AI agents that take actions in the real world are regulated at least as much as self-driving cars have been over the last decade. Or at least AI agents that interact in public spaces.

jamesdwilson
2 replies
1d1h

    DeepMind> kill dissidents

dist-epoch
1 replies
1d

You don't need AI for that, look at Russia, Saudi Arabia, ...

jamesdwilson
0 replies
1d

touché. the real power is the ability to blame the computer, isn't it?

klabb3
0 replies
1d1h

I mean they already are, just look at that announcement

Ultimately, [..]

I swear this short paragraph style rounding it off with an “ultimately”, “in conclusion” didn’t use to be so common. :

Ai is already strongly influencing how people write. After being successfully deployed for a year.

bogwog
0 replies
23h50m

And once validated, sell to the military?

Can't wait to see the leaked footage of war crimes showing robots murdering civilians and teabagging their corpses

coddle-hark
4 replies
1d

This got me thinking of Ender’s Game, where they basically tricked a kid into committing xenocide by telling him he was playing a computer game.

johnny_canuck
0 replies
16h56m

Or in Arrested Development when Buster joined the army as a drive pilot and thought he was playing a video game

igleria
0 replies
5h30m

Here they are tricking the public into thinking this technology is "just to make the machine learn to play videogames".

educaysean
0 replies
23h21m

I immediately made this association too. Although thinking back on it, the connection is rather strenuous.

Maybe we simply keyword matched on "video games" and "simulations". Or, perhaps more cynically, we're foreseeing a future in which AI agents don't care to differentiate between shooting at the enemy combatant in Call of Duty verses shooting at us in real life.

ceroxylon
0 replies
17h25m

Seems to be an undercurrent of the release - that they're training it in a 'sandbox' by using 3D games for safety, as if the military-industrial complex doesn't have a huge incentive to implement them into our 3D space once they're done playing games.

101008
4 replies
1d1h

I understand that this is a great leap in AI and it sounds amazing, looks amazing, almost unbeliable. I wonder if it is needed, though.

I can't find a good reason for computers playing videogames. I read another comment saying that they could be your buddies in an adventure game... what's the point? The fun is to play with other people. We already are able to play with bots (different algorithms rule them), so I can't see why someone would prefer this over them.

About traslating this from a virtual world to the real world... I can't imagine who would think it's a good idea to give this type of freedom to machines in a physical world, were consequences are way riskier than something digital (and yes, digitally they could empty your bank account, physically they could kill someone. One is much worser than the other).

kapperchino
1 replies
1d1h

It’s to replace qa testers for video games

bamboozled
0 replies
15h2m

They’re expensive and ruin our bottom lines.

chankstein38
0 replies
1d1h

About traslating this from a virtual world to the real world... I can't imagine who would think it's a good idea to give this type of freedom to machines in a physical world, were consequences are way riskier than something digital (and yes, digitally they could empty your bank account, physically they could kill someone. One is much worser than the other).

Right now there are robots in many factories around the world, some are discrete machines that aren't tethered down and have movement capabilities. You don't think that there are factory managers/etc out there drooling about the idea of getting those or something similar to be able to do general factory tasks?

Imagine your employee who tapes up boxes before shipment quits one day out of the blue. "Hey, package carrying bot 9000, can you go tape those boxes? I'll have someone show you what to do"

Not necessarily a good idea still but just because we don't want it doesn't mean there aren't a million beneficial uses of this kind of generalizing.

WFHRenaissance
0 replies
22h3m

My thinking is that it enables a "more full" virtual world.

smallest-number
1 replies
20h42m

Weapons or other technologies whose principal purpose or implementation is to cause or directly facilitate injury to people.

I dont think an agent fighting in a video game really counts? There is quite a significant gap between an FPS and a missile launcher, and it would be a waste not to explore how these agents learn in FPS environments.

tintor
0 replies
19h41m

What counts then?

They intentionally included combat training in the dataset. It is in their Technical Report.

How can combat training not be interpreted as "principal purpose or implementation is to cause or directly facilitate injury to people"?

Do you believe the agent was trained to distinguish game from reality, and refuse to operate when not in game environment? No safety mechanisms were mentioned in the technical report.

This agent could be deployed on a weaponized quad-copter, or on Figure 01 [0] / Tesla Optimus [1] / Boston Dynamic Atlas.

[0] https://twitter.com/Figure_robot/status/1767913661253984474?... [1] https://www.youtube.com/watch?v=cpraXaw7dyc

cboswel1
0 replies
23h52m

Dawg, we both know the moment there is any share holder value to be found in the tech, the TOS changes real quick. Look at Open AI.

simpletone
3 replies
1d1h

Introducing SIMA: the first generalist AI agent to follow natural-language instructions in a broad range of 3D virtual environments and video games.

If it can be done in 3D virtual environments and video games, it shouldn't be much of a leap to do it in the real world. After all we have cameras, voice recorders, sensors, etc that can map the real world into 3D virtual environments already. Have they tried linking this generalist AI to a robot to see how the robot does in the real world?

actionfromafar
1 replies
1d1h

Reality has a surprising amount of detail, though.

acover
0 replies
1d1h

And variation. Video games cheat at everything.

benpacker
3 replies
6h2m

Going to be sharing this snippet with non-technical friends and family:

“ SIMA agents trained on a set of nine 3D games from our portfolio significantly outperformed all specialized agents trained solely on each individual one. What’s more, an agent trained in all but one game performed nearly as well on that unseen game as an agent trained specifically on it, on average”

Many people I talk to assume that when a LLM gets something right, it’s because that specific thing was in the training set. Although the experience of human transfer learning is intuitive to people, I find people have a hard time appreciating that it can happen in algorithms too.

YeGoblynQueenne
2 replies
5h38m

That's not right. If DeepMind's agents could really transfer what they learned from one game to another, that they've never seen before, their "specialized" agents, that only trained on one game, would then be able to perform well on unseen games. Instead, in order to get an agent with good performance in one unseen game they had to train it in all but that particular game.

That's typical of the poor generalisation displayed by neural nets and clearly not how humans do transfer learning.

utdiscant
1 replies
5h11m

But humans have already trained on an incredible number of games (including reality) when they play No Man's Sky for the first time. What they say here is that training on N-1 games makes you better at the Nth game. So you just continue to scale this up.

YeGoblynQueenne
0 replies
1h57m

"An incredible number of games"? You're saying a kid can't pick up and play No Man's Sky if it's the first time they ever played a video game? Or that they can't get good at it if it's the first game they play?

qgin
2 replies
1d1h

Honestly did not expect the physical side of robotics to be the bottleneck for fully autonomous robots doing tasks out in the world.

qgin
0 replies
23h59m

Wow, I guess lots of people saw this coming a mile away

nsagent
2 replies
1d1h

Sometimes I wish I had the reach of Google Deepmind. I created a sandbox environment for the text-heavy RPG 'Disco Elysium' [1]. The current research I'm focused on is having an agent use a natural language interface (via text generation) to solve quests in the game.

The project required lots of reverse engineering on my part to make a web-based facsimile of the game such that it's possible to conduct controlled experiments on the language capabilities of current agents.

Hopefully what I've created will be useful for others, because unlike big tech, I've released all my code under the AGPL [2].

[1]: https://pl.aiwright.dev [2]: https://git.sr.ht/~dojoteef/pl.aiwright

doctorpangloss
1 replies
1d1h

Isn't an essential part of what they are doing, and why they have results, that they are tackling all games at the same time, rather than focusing on one? Is Disco Elysium a good choice?

nsagent
0 replies
1d

Good point, they are quite different objectives.

Their approach is one that works for simple directives: "Go to ship" or "Pick up iron ore" which lends itself well to sandbox-like games (which seems to be a major focus looking at Deepmind's tech report). Similar research has been done in Minecraft [1].

These instruction following agents are more an RL achievement than a language understanding achievement. On the other hand, Disco Elysium has over a million words of dialogue, and solving the quests requires an agent to understand and reason about language much more extensively. People have looked at text-based game agents, like Microsoft's TextWorld [2], but these are much smaller in scope and not easily adapted for humans-in-the-loop.

My work bridges that gap, focusing on the language aspect, rather than navigating a 3D world. Again, they are definitely different objectives, but as a sole researcher there's no way I can compete with Deepmind's budget and manpower anyway. Just look at the extensive author list in the tech report. So it doesn't make sense to necessarily focus on outcompeting them in producing a better generalized RL agent (in fact I merely use GPT-4). Instead, I made a publicly available experimentation platform that allows others to be able to build upon this work, which is valuable for the community at large.

At least, that's my take.

[1]: https://sites.google.com/view/steve-1

[2]: https://www.microsoft.com/en-us/research/project/textworld/

gsuuon
2 replies
22h58m

This would be cool to see as a game dev CI tool, an end-to-end playthrough test which would validate not only UI but the writing and game flow. Imagine getting a report that says something like "time to chop first tree: +20%"

Jensson
1 replies
22h49m

That isn't super hard to code, many of the large studios has such tools already. The main thing this could test that other things couldn't is the UX, that the UI actually is easy enough to understand for the AI to be able to navigate it etc.

So if I could get reports like "+10% failed to understand how to chop their first tree" that would be good.

gsuuon
0 replies
22h29m

And for release builds, running the tests across a cohort of gaming profiles so you could get detailed results for various personas instead of just a guess and check in production. It'd be great for indie and hobby projects as well - getting playtest feedback cheaply and quickly would be awesome. Hope this turn this into a service.

aussieguy1234
2 replies
20h21m

Is this AI simply pressing buttons as a human player would, or is it simulating physics to control a body in a 3D virtual space?

margorczynski
0 replies
20h1m

Pressing buttons, basically it operates the game just as a human would (image as input and mouse + keyboard as output/actions)

hiddencost
0 replies
9h17m

Constrained action spaces are pretty essential to agent focused work.

skenderbeu
1 replies
6h21m

Your model is only as good as the environment and data it's trained with.

Gaming physics change all the time. I find it hard this "generalist AI agent" can play with a constant shifting gravity in XYZ for example. It does however offer a good training space for real world where gravity and other physics mechanics are consistent.

lairv
0 replies
6h17m

Humans can very quickly pick up a new game and have strong priors on how to move, how to interact with the world etc. so its not unreasonable to expect an AI to be able to do the same

whalesalad
0 replies
1d2h

I want to see it play helldivers on level 9. That would be so fun to watch.

utdiscant
0 replies
6h41m

Definitely feels like we are advancing towards AGI quite rapidly. As another commenter mentioned (https://news.ycombinator.com/item?id=39693035), the OpenAI DotA game was a big milestone for me.

If you think about it abstractly, humans are basically models that take input from our senses, do some internal processing of that and then take actions with our bodies. SIMA is the same - it takes input from video, and takes action through keyboard actions. There is nothing against introducing additional types of input and taking different actions.

The ability to train on one game and transfer that knowledge to a different game should allow future models like this to train in games, by reading text, watching videos etc, and then transfer all of that knowledge to the real world.

tristor
0 replies
1d2h

Great, now there will be even more people botting every single online game.

solarpunk
0 replies
1d1h

stadia buildout paying off more and more.

sdrg822
0 replies
1d2h

Dang they use Transformer-XL from 2019 haha - didn't realize people still used that / XLNet-like architectures

satvikpendem
0 replies
1d2h

Perhaps finally we will have competent AI in video games.

precompute
0 replies
1d2h

"3D virtual environments and games" today, IRL tomorrow.

pdimitar
0 replies
1d

Great, maybe we'll finally have NPC tanks and healers in dungeon queues so we the DPS players don't have to wait for 25 minutes.

karmakaze
0 replies
1d1h

I was just thinking how well could it play StarCraft II vs say DeepMind's AlphaStar, if I'm giving the high-level directives and SIMA is executing them.

Then I got the creepy feeling that this is likely the kind of wargames that are already being tested. We'll probably also need reverse safeguards where the AI raises concerns and requires confirmation before carrying out some requests.

jldugger
0 replies
1d2h

Man, its not even science fiction anymore to speculate that the robot apocalypse happens because "exciting" violent games were far cheaper and more plentiful than boring real life simulators.

jaimex2
0 replies
15h12m

Is there anything useful currently for anyone wanting to mess around with training an AI agent for a game they are developing?

I feel like in terms of game dev nothing supersedes state machines.

I know there's Gymnasium: https://gymnasium.farama.org/ and CleanRL and plan to mess with those but I havent seen much evidence they can be used to make a compelling adversary AI.

iamsanteri
0 replies
7h0m

"We show an agent trained on many games was better than an agent that learned how to play just one. In our evaluations, SIMA agents trained on a set of nine 3D games from our portfolio significantly outperformed all specialized agents trained solely on each individual one. What’s more, an agent trained in all but one game performed nearly as well on that unseen game as an agent trained specifically on it, on average. Importantly, this ability to function in brand new environments highlights SIMA’s ability to generalize beyond its training. This is a promising initial result, however more research is required for SIMA to perform at human levels in both seen and unseen games."

Here we go ladies and gentlemen. There's only one direction from here and it is that these things will keep improving and becoming better...

hamoodhabibi
0 replies
14h50m

Combine this with SLAM+VIO + humanoid robot and you got Skynet literally

e12e
0 replies
2h28m

Did I spot a flight sim among the demo video graphics?

Can we hook this thing to a reaper drone and have it follow natural language instructions?

d--b
0 replies
1d2h

The No Man Sky's "shoot the asteroid" demo is highly disturbing.

They really should not ask any AI agent to shoot at anything. Especially when it's not very good at it.

compumetrika
0 replies
14h52m

"Westworld was a warning, not an instruction manual!"
bogwog
0 replies
23h52m

This thing + Vtuber thing + chat bot that interacts with audience + text to speech == gaming influencer automation

andyst
0 replies
15h56m

Having played counter-strike on dial-up '99 and not having unlimited internet time, the bots - Botman, PODbot, NNBot and many others using neural nets was ground breaking then.

The goals of those niche bots were certainly different but in some ways the recent hype doesn't surprise me as much having experienced that period too.

I reflect that the limited internet then drove innovation in offline play that had really stagnanted till recently, I'm looking forward to the first game that really pushes the limit with their NPCs using some of this new tech

YeGoblynQueenne
0 replies
5h45m

> SIMA’s results show the potential to develop a new wave of generalist, language-driven AI agents. This is early-stage research and we look forward to further building on SIMA across more training environments and incorporating more capable models.

From the very beginning DeepMind has promised that its advances in getting agents to operate in virtual environments (mainly, games, e.g. Atari, or chess-go-shoggi) will lead to agents capable of operating in real-world environment with comparable skill and capabilities. So far, it hasn't happened and it keeps not happening. Now they added some super-trendy natural language stuff in, and it will keep not happening. If the point is to get computers and robots to not be dumb in the real world, that's all just a big waste of time and money.

2OEH8eoCRo0
0 replies
22h25m

Valheim provides a server that you can run yourself. It would be cool to populate the massive world with AI's.

10xDev
0 replies
23h19m

So it can't generalise to other tasks? Then how is this much more than overfitting text/image input to controller output?