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.
Show HN: Factorio Learning Environment – Agents Build Factories
111–120 of 225 posts
Re: Show HN: Factorio Learning Environment – Agents Build Factories
#112Earlier 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.
Re: Show HN: Factorio Learning Environment – Agents Build Factories
#113Earlier 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?
Re: Show HN: Factorio Learning Environment – Agents Build Factories
#114Very 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…
Re: Show HN: Factorio Learning Environment – Agents Build Factories
#115Tangentially: 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
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
#116OK, 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.
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
#117Earlier 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.
Re: Show HN: Factorio Learning Environment – Agents Build Factories
#118OK, 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…
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
#119Earlier 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)?