Project Sid: Many-agent simulations toward AI civilization
91–100 of 173 posts
Re: Project Sid: Many-agent simulations toward AI civilization
#92Re: Project Sid: Many-agent simulations toward AI civilization
#93I feel like there is some kind of information theory constraint which confounds our ability to extract higher order behavior from multiple instances of the same LLM. I spent quite a bit of time building a multi agent simulation last year and wound up at the same conclusion every day - this is all just a roundabout form of prompt engineering. Perhaps it is useful as a mental model, but you can flatten the whole thing…
I mean frogs don't use their brains much either inspite of the rich world around them they don't really explore.
But chimps do. They can't sit quiet in a tree forever and that boils down to their Reward/Motivation Circuitry. They get pleasure out of explore. And if they didn't we wouldn't be here.
Re: Project Sid: Many-agent simulations toward AI civilization
#94Honestly I'm really excited about this. I've always dreamed of full blown sandbox games with extremely advanced NPCs (which the current LLMs can already kinda emulate), but on the bigger scale. In just a few decades this will finally be made into proper games. I can't wait.
The future of gaming is going to get weird fast with all this new tech, and there are a lot of new mechanics emerging that just weren't possible before LLMs, generative AI, etc.
At our game studio we're already building medium-scale sandbox games where NPCs form memories, opinions, problems (that translate to quests), and have a continuous "internal monologue" that uses all of this context plus sensory input from their place in a 3D world to constantly decide what actions they should be performing in the game world. A player can decide to chat with an NPC about their time at a lake nearby and then see that NPC deciding to go visit the lake the next day.
A paper last year ("Generative Agents: Interactive Simulacra of Human Behavior", [0]) is a really good sneak-peek into the kind of evolving sandboxes LLMs (with memory and decisionmaking) enable. There's a lot of cool stuff that happens in that "game", but one anecdote I always think back to is this: in a conversation between two NPCs, one happens to mention they have a birthday coming up to the other; and that other NPC then goes around town talking to other NPCs about a birthday party, and _those_ NPCs mention the party to other NPCs, and so on until the party happened and most of the NPCs in town arrived on time. None of it was scripted, but you very quickly start to see emergent behavior from these sorts of "flocks" of agents as soon as you add persistence and decision-making. And there are other interesting layers games can add for even more kinds of emergent behavior; that's what we're exploring at our studio [1], and I've seen lots of other studios pop up this last year to try their hand at it too.
I'm optimistic and excited about the future of gaming (or, at least some new genres). It should be fun. :)
Re: Project Sid: Many-agent simulations toward AI civilization
#95I feel like there is some kind of information theory constraint which confounds our ability to extract higher order behavior from multiple instances of the same LLM. I spent quite a bit of time building a multi agent simulation last year and wound up at the same conclusion every day - this is all just a roundabout form of prompt engineering. Perhaps it is useful as a mental model, but you can flatten the whole thing…
Re: Project Sid: Many-agent simulations toward AI civilization
#96I feel like there is some kind of information theory constraint which confounds our ability to extract higher order behavior from multiple instances of the same LLM. I spent quite a bit of time building a multi agent simulation last year and wound up at the same conclusion every day - this is all just a roundabout form of prompt engineering. Perhaps it is useful as a mental model, but you can flatten the whole thing…
I don't know how you expect agents to self organize social structures if they don't have a shared reality. I mean, you could write all the prompts yourself, but then that shared reality is just your imagination and you're just DMing for them.
The point of the minecraft environment isn't to "enrich" the "inner world" of the agents and the goal isn't to "entertain" them. The point is to create a set of human understandable challenges in a shared environment so that we can measure behavior and performance of groups of agents in different configurations.
I know we aren't supposed to bring this up, but did you read the article? Nothing of your comment addresses any of the findings or techniques used in this study.
Re: Project Sid: Many-agent simulations toward AI civilization
#97Earlier quoted context omitted.
Just so you know, the English noun for things that have been learned is, "lessons."
I believe that “learnings” is also a word that could be applied in this context. It seems to me “learnings” would actually be less ambiguous than “lessons”. A lesson brings to mind a thing being taught, not just learned.
Re: Project Sid: Many-agent simulations toward AI civilization
#98Re: Project Sid: Many-agent simulations toward AI civilization
#99I've reviewed the paper and I'm confident this paper was fabricated over a collection of false claims. The claims made are not genuine and should not be taken at face value without peer review. The provided charts and graphics are sophisticated forgeries in many cases when reviewing and vetting their applicability to the claims made. It is currently not possible for any kind of LLM to do what is being proposed, while…
The "election" experiment was a prefined scenario. There isn't any "coordination" of election activities. There were preassigned "influencers" using the conversation system built into PIANO. The sentiment was collected automatically by the simulation and the "Election Manager" was another predefined agent. Specically this part of the experiment was designed to look at how the presence or absence of specific modules in the PIANO framework would affect the behavior.
Re: Project Sid: Many-agent simulations toward AI civilization
#100Earlier quoted context omitted.
Yeah, I haven't looked into this much so far but I am extremely skeptical of the claims being made here. For one agent to become a tax collector and another to challenge the tax regime without such behavior being hard coded would be extremely impressive.
They were assigned roles to examine the spread of information and behaviour. The agents pay tax into a chest, as decreed by the (dynamic) rules. There are agents assigned to the roles of pro- and anti-tax influencers; agents in proximity to these influencers would change their own behaviour appropriately, including voting for changes in the tax. So yes, they didn't take on these roles organically, but no, they weren'…