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Show HN: Factorio Learning Environment – Agents Build Factories

jackhopkins.github.io

161–170 of 225 posts

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

#161
post #139

Another category of "Lab Play" task I'd be interested in seeing is balancer design. Even small balancers can be quite complicated ( https://factorioprints.com/view/-NopheiSZZ7d8VitIQv9 ), and it would be interesting to see how models do at designing and troubleshooting them.

someone approached that problem with a more traditional SAT solver

https://github.com/R-O-C-K-E-T/Factorio-SAT

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

#162
Is there a human-play benchmark (even informally) for this style of interface? Not saying it's necessary or even relevant, I'm just curious to know what programmatic Factorio feels like -- I imagine spatial reasoning around text prompts would be fairly challenging for human players to navigate as well.

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

#163
post #2

Wow, fascinating. I wonder if in a few years every in-game opponent will just be an LLM with access to a game-controlling API like the one you've created. Did you find there are particular types of tasks that the models struggle with? Or does difficulty mostly just scale with the number of items they need to place?

Very unlikely that you'll see mass-use of LLMs as opponents. Enemy AI in most games doesn't need the level of complexity that machine learning demands. (Ignoring computational costs for a second.) The main goal of an enemy AI isn't to be the hardest thing in the world, it's to provide an interesting challenge for the player to overcome. It's not necessarily difficult to make a hypercompetent AI in most games, but tha…

Civilization (VII just released) is famous for having the harder difficulties be harder because the AI cheats. If the game was harder because the AI was smarter instead of it cheating, it would be worth it to players to upgrade!

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

#164
post #162

Is there a human-play benchmark (even informally) for this style of interface? Not saying it's necessary or even relevant, I'm just curious to know what programmatic Factorio feels like -- I imagine spatial reasoning around text prompts would be fairly challenging for human players to navigate as well.

Human benchmarks for Factorio are speed runners — rushing to launch the first rocket. The current record is just over 4 hours for one player, and 90 minutes for a team. You can see just from that that a multi-tasking LLM has room to outperform humans.

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

#165

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.

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 r…

Did you try providing 2D vectors of where each object relates to every other object? Seems like the most obvious way.

In my experience the current generation of models are very poor at spatial reasoning even when given accurate coordinate based location assignments of each object. But I suspect when a model can build the whole relationship of all objects by being given those spatial relationships in a vector they will be much better.

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

#166
post #62

Fantastic idea. It seems like there are a lot of interesting experiments to be had here. The lab-play scenarios having a time-related component seems like a good idea, I assume most Factorio players that keep biters on treat them as a combined temporal-spatial constraint, so you have a sort-of proxy comparison to a real game situation when you put the agents on a timer. I like the way that the framework design is tes…

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…

So something like PvZ might work, right?

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

#167
post #15

> 1. Coding skill predicts performance > Models with stronger coding abilities (Claude 3.5-Sonnet, GPT-4o) achieved higher Production Scores and completed more lab tasks. Claude outperformed others with a PS of 293,206 and 28 milestones, progressing beyond early-game resource extraction.

some time ago i mentored a team in Ireland, and one mid-age guy was switching professions - from construction... and he approached programming (entry level python mostly) as puzzle solving. Match the pieces in (sufficiently) proper places.

Coding seems very close to puzzle solving in this regard.

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

#170

There was a HN post here not too long ago about a team that used reinforcement learning to train an agent to beat pokemon red. They mentioned how they had to tweak the cost function to give small rewards for exploring and big rewards for completing "essential tasks" like beating gyms. I wonder if this same approach could be used here in factorio? Using the pokemon red analogy the main "essential tasks" in Factorio ar…

The same approach could be used in life
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