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Show HN: Factorio Learning Environment – Agents Build Factories

jackhopkins.github.io

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

#111

Earlier quoted context omitted.

Why would screenshots be necessary if a textual description of the factory state is both easier to interpret and less prone to confusion? The game is played on a grid, so converting the game state to ascii ought to be trivial.

Trivial as in only engineering work, sure. But it’s a lottt of tokens. Long context models do a number of things to get all that working context in; some of those things elide details / compress / have token segments that are harder to reason about. When a burner inserter at a location takes up like 50-100 tokens, and you want it to reason about 100 of them, this is still a pretty challenging task for any LLM.

Ah, I don't know much about multi modal models but I wonder what they'd think of pixel art representing the factory where each pixel is a point on the grid and each color is a specific entity, perhaps ignoring things such as bots flying about. Probably easier to comprehend than an actual screenshot?

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

#112

Earlier quoted context omitted.

Currently it's a text-only modality environment but we are planning to support vision in the future. We did run a couple of tests and saw that including screenshots of the game state did not improve performance on the off-the-shelf models. As the complexity of the game state grew and the screenshots were filled with more entities, the models got even more confused and started hallucinating directions, entities etc or…

That makes sense and it’s really interesting - it is a challenging visual test for sure; thousands of entities, either multi tier visual representations (screen, map, overview map) or a GIANT high res image. I hereby propose FLE-V a subset benchmark for visual models where they just turn a factorio image into a proper FLE description. And maybe the overview and map images as well.

Such research could have hundreds of billions of dollars in downstream GDP implications when applied to real industrial settings.

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

#113

Earlier quoted context omitted.

Trivial as in only engineering work, sure. But it’s a lottt of tokens. Long context models do a number of things to get all that working context in; some of those things elide details / compress / have token segments that are harder to reason about. When a burner inserter at a location takes up like 50-100 tokens, and you want it to reason about 100 of them, this is still a pretty challenging task for any LLM.

Ah, I don't know much about multi modal models but I wonder what they'd think of pixel art representing the factory where each pixel is a point on the grid and each color is a specific entity, perhaps ignoring things such as bots flying about. Probably easier to comprehend than an actual screenshot?

I mean at some point you compress the board state down to Dwarf Fortress with an extended ASCII representation for each grid-state (maybe 2 bytes each?)

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

#114
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've played other factory-building games, but not Factorio, so I'm not familiar with the bus-building paradigm. I feel like you're saying that buses would incentivize bad practices, but at the same time I don't see what would make them inherently bad. Whenever I saw screenshots of Factorio, I thought that buses were more of a logistics tool, a way to cable-manage the delivery of stuff from one place to another. Is this wrong? I feel like, if you have more consumers than producers (and end up having to rely on buffering), then you've got a big problem regardless of whether you have a bus or not - a sufficiently long belt from an ore deposit etc could replicate the big-buffer problem in the same way. I don't think I'd use buses, I like a bit of chaos, but still, I'm not sure if they're that bad.

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

#115
post #45

Tangentially: been wondering when we’d ever see the breakthroughs in LLMs trickle down to making better adversarial game AIs. Haven’t tried Civ 7 b/c of its terrible reviews, but I’d happily buy in if there were AIs that were more human-like and varied in their scheming

too expensive... you'd have to pay a recurring monthly sub for the game content.

Inworld's been doing this but haven't seen what they've done recently. https://inworld.ai/blog/inworld-stardew-valley-ai

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

#116

OK, You’ve permanently nerd-baited me, and I wish to apply for a job at the Anthropic Factorio lab immediately. I can’t tell from the paper or these comments if you’re sending multimodal data back — I’m guessing no, because many of these models aren’t multimodal. But some are — and of course we now have recently released Qwen 2.5 VLM which seems to be quite strong for its size. You harp on this lack of spatial abilit…

Why would screenshots be necessary if a textual description of the factory state is both easier to interpret and less prone to confusion? The game is played on a grid, so converting the game state to ascii ought to be trivial.

It actually is engineering wise quite trivial but the underlying question is which modality is the best to elicit spatial reasoning capabilities from the current general models. We tried (very anecdotally) a couple of months ago to get an agent to reason over a couple of ascii representations of factories and the results weren't very promising. It seems the models struggle with creating an accurate internal spatial representation of the game state only using textual tokens

The question is what is the most efficient and high-quality representation we could use to improve that

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

#117

Earlier quoted context omitted.

Currently it's a text-only modality environment but we are planning to support vision in the future. We did run a couple of tests and saw that including screenshots of the game state did not improve performance on the off-the-shelf models. As the complexity of the game state grew and the screenshots were filled with more entities, the models got even more confused and started hallucinating directions, entities etc or…

That makes sense and it’s really interesting - it is a challenging visual test for sure; thousands of entities, either multi tier visual representations (screen, map, overview map) or a GIANT high res image. I hereby propose FLE-V a subset benchmark for visual models where they just turn a factorio image into a proper FLE description. And maybe the overview and map images as well.

[deleted]

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

#118

OK, You’ve permanently nerd-baited me, and I wish to apply for a job at the Anthropic Factorio lab immediately. I can’t tell from the paper or these comments if you’re sending multimodal data back — I’m guessing no, because many of these models aren’t multimodal. But some are — and of course we now have recently released Qwen 2.5 VLM which seems to be quite strong for its size. You harp on this lack of spatial abilit…

Currently it's a text-only modality environment but we are planning to support vision in the future. We did run a couple of tests and saw that including screenshots of the game state did not improve performance on the off-the-shelf models. As the complexity of the game state grew and the screenshots were filled with more entities, the models got even more confused and started hallucinating directions, entities etc or…

> As the complexity of the game state grew and the screenshots were filled with more entities, the models got even more confused and started hallucinating directions, entities etc or weren't capable of troubleshooting factories with apparent mistakes (i.e missing transport belt, wrongly rotated inserter). We think it's because [...]

I think you just described a research paper that would advance sota. Less describing why, but how. (Assuming it's not just, wy finetuned the model and it worked perfectly)

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

#119

Earlier quoted context omitted.

One thing we've been talking about is creating tasks that are a bit more 'tower defence', where biters are released every X steps / seconds. The idea would be to test agents in building a military-industrial complex. 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 tu…

If (1) is a special case of (2), maybe you’d only need (2)?

True - although it might be interesting to benchmark them both, as (1) is more about debugging (something that these agents spend a lot of time doing).
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