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Show HN: AI-town, run your own custom AI world SIM with JavaScript

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Re: Show HN: AI-town, run your own custom AI world SIM with JavaScript

#61
post #3

If you haven't yet checked out the Generative Agents project referenced by OP, definitely give it a look, it's open source: https://github.com/joonspk-research/generative_agents Over the weekend Lance Martin got it working with local models using llama.cpp and ollama.ai which saves $ on longer sims since all inference happens locally https://twitter.com/RLanceMartin/status/1690829179615657985 . It's neat how the AI a…

Little Computer People 2 anyone? https://en.m.wikipedia.org/wiki/Little_Computer_People

Can be played online : https://c64online.com/c64-games/little-computer-people/

Re: Show HN: AI-town, run your own custom AI world SIM with JavaScript

#62
post #51

Earlier quoted context omitted.

The mission statement you quoted is incredibly clear. Very often both commercial and open source projects announced here on hacker news have completely impenetrable descriptions or mission statements. That is not the case here. I literally could not improve on it without quoting it directly. What is unclear about the portion you quoted?

why did they make this? what is the purpose? why do they want "to see the community build more complex interactions on top of this" - what's in it for them?

[deleted]

Re: Show HN: AI-town, run your own custom AI world SIM with JavaScript

#63

This is great! How do i self host it (no open ai)?

I think this is the rabbit hole you're looking for, https://twitter.com/RLanceMartin/status/1690829179615657985

note you still need pinecone (vector db) and something called clerk.com that does auth, not sure why, seen other projects swap out pinecone for chroma, and not sure why we are authorising things with clerk.com, but that cannot be essential...

Re: Show HN: AI-town, run your own custom AI world SIM with JavaScript

#64

To be crass and direct, > The goal is to democratize building your own simulation environment with AI agents. Would love to see the community build more complex interactions on top of this. Let us know what you think! why? what's the point?

Cooperative agents have a lot of utility in more applied settings and the interesting part here is the agents are autonomous agents operating over an abstract semantic space using LLMs unique ability to “reason” abductively. The key to my mind in these exercises is the construction of constraints, management of context, and delegation to task based optimizers (i.e., the agent has a goal, the LLM abstractly constructs a solution given the context, and optimizers like path finders carry it out)

I’ve thought a lot that these sorts of techniques can be used to make things much more generalized. A multimodal model backing say manufacturing equipment can make the equipment much easier to reconfigure to new tasks in an environment that’s more adhoc and includes other machine and human agents.

The key to my mind is the fact it’s not just LLMs it’s a mixture of techniques - constraints, optimizers, information retrieval, etc.

More specifically the demo involves a lot of Andreessen Horowitz investments to demonstrate them in an accessible way that people find interesting because it’s a game. And people like games.

Re: Show HN: AI-town, run your own custom AI world SIM with JavaScript

#66
post #60

This is a very interesting use case of the Generative Agents project. I feel like this is just one of the earlier attempts at creating an interactive experience with this, but there's still so much potential for future games, if the technology is refined further. Think of something like Animal Crossing (or any other game where interacting with NPCs is at the forefront of gameplay), but with the characters that have c…

I feel like this might be the beginning of a much richer single player game genre that mixes generative language, image, texture, and other features with procedural rogue like world generation with the semantic features defined by the LLM. Obviously NPCs, dialogues, etc, can all be context aware agents bootstrapped by the environment and player history. Content creators IMO will be creating assets that are used to fine tune and create LoRas as future game assets. Instead of monotonously creating every asset in a game, they would create styles and control nets, language corpuses, and human written lore RAG’ing into game context, etc. I think artists will have a wonderful contribution much richer than simply painting a picture.

Re: Show HN: AI-town, run your own custom AI world SIM with JavaScript

#67

To be crass and direct, > The goal is to democratize building your own simulation environment with AI agents. Would love to see the community build more complex interactions on top of this. Let us know what you think! why? what's the point?

Cooperative agents have a lot of utility in more applied settings and the interesting part here is the agents are autonomous agents operating over an abstract semantic space using LLMs unique ability to “reason” abductively. The key to my mind in these exercises is the construction of constraints, management of context, and delegation to task based optimizers (i.e., the agent has a goal, the LLM abstractly constructs…

Thanks! Can you please elaborate on "Cooperative agents have a lot of utility in more applied settings?"

Re: Show HN: AI-town, run your own custom AI world SIM with JavaScript

#70

Earlier quoted context omitted.

Cooperative agents have a lot of utility in more applied settings and the interesting part here is the agents are autonomous agents operating over an abstract semantic space using LLMs unique ability to “reason” abductively. The key to my mind in these exercises is the construction of constraints, management of context, and delegation to task based optimizers (i.e., the agent has a goal, the LLM abstractly constructs…

Thanks! Can you please elaborate on "Cooperative agents have a lot of utility in more applied settings?"

Imagine being in your shop and telling a robot to get you a hammer. It can understand the instructions, look at the environment using an inverse image model, synthesize the environment with the instruction, delegate to path finders etc a route to the tool box and retrieve you a hammer without ever being programmed anything. Now abstract you to being other machine agents in the environment of a workshop being instructed goals along some plan. Today factory robots are highly specialized machines that require a very finite and controlled problem space and reconfiguration is expensive and time consuming, if possible at all.
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