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Show HN: Factorio Learning Environment – Agents Build Factories

jackhopkins.github.io

221–225 of 225 posts

Re: Show HN: Factorio Learning Environment – Agents Build Factories

#221
post #200

Earlier quoted context omitted.

Not to mention the increased productivity of everyone not wasting their time in factorio (myself included) because the optimal solution is known.

Not wasted time, you were doing research it seems.

Good point. My wife will surely understand if I explain it as “research”

Re: Show HN: Factorio Learning Environment – Agents Build Factories

#222

>We evaluate six frontier language models across both settings: Claude 3.5-Sonnet, GPT-4o, GPT-4o-Mini, Deepseek-v3, Gemini-2-Flash, and Llama-3.3-70B-Instruct. While I appreciate the effort and creativity that went into this there are a lot of much simpler dynamic benchmarks that can let you saturate the planning capabilities of non-reasoning models. Something as simple as giving a list of flight connections between…

[dead]

Re: Show HN: Factorio Learning Environment – Agents Build Factories

#223
post #191

Earlier quoted context omitted.

Given vector space on text is more of a spatial space of semantic distance then spatial distance of geometric objects intuitively feel of a different nature due to the fact that words are not at all likely to be represented in similar ratios of distances. I think a tokenization of ratios between perceived boundaries might help. But, I’m just shooting in the dark.

You're conflating the use of vectors to only mean how they relate to semantic meaning. As vectors are just spatial relationships, in the case of objects in Factorio we could provide the vectors for every single object as to how they relate to every single other object in literal 2D space. This would essentially provide the LLM a complete relationship mapping, since it is not able to do it by "seeing" a picture or by…

Yeah but that’s a biased approximation at the cost of an assumption in equivalence and not truth distills equivalent in ratio. You’d have to treat tokens at some universal distance if one unit to approximate some unit of measurement along hwd/magnitude.

Overall visual perception is about noticing comparative differences not measuring absolute quantity.

Re: Show HN: Factorio Learning Environment – Agents Build Factories

#224
post #185

Earlier quoted context omitted.

>One amusing issue we had in developing this idea is that frontier models have an aversion to creating entities called 'GunTurret' etc - as it goes against their constitution! (perhaps we should rename turrets to 'SuperSoaker' or something) This sounds like a great idea for a short story in the style of Malak by Peter Watts. Imagine a future warfighter AI that has been fitted with a set of filters to make it think it…

There was a black mirror episode about this too, I seem to remember! Soldiers imagining they were fighting monsters - while actually committing war crimes.

This was the central plot twist of "Spec Ops: The Line", a video game from 2012 that started out like your typical Call of Duty clone shooter and escalated to an interesting if a bit twisted look at how PTSD affects soldiers.

Re: Show HN: Factorio Learning Environment – Agents Build Factories

#225
post #52
post #27

Very cool and also pretty expected results tbh. Some thoughts: Factorio is a game that requires SIGNIFICANT amounts of thinking ahead, often requiring investments into things that won't pay off until much later and which might even significantly hamper initial development. Building a main bus vs spaghetti belts is one of the obvious examples here. Humans with a little bit of experience playing factorio know that whil…

> Building a main bus vs spaghetti belts is one of the obvious examples here I'm an anti-bus extremist. ( I've even considered regsitering BanTheBus.com and doing an over-the-top static anti-bus website. ), so take what I'm about to say with a pinch of salt. Also note that my post applies to non-space-age. Space-age changes the gameplay fundamentally, so this really only applies to factorio 1.1 or 2.0 with space-age…

I have tried different approaches and ended up with a single small bus of raw materials (coal,cobber,iron,stone) with everything else hanging off it. It scales amazingly well and avoid spaghetti layouts.

Oil stuff is done separately and fed into the structure where needed.

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