Why are large language models so terrible at video games?
31–40 of 64 posts
Re: Why are large language models so terrible at video games?
#32Re: Why are large language models so terrible at video games?
#33As others have hinted at LLMs aren't really made in a way that makes them likely to play video games (CS/Halo and such) well. I wonder how they'd fare "against" text based adventures like Zork (which they'll no doubt have ample knowledge about) and newer text based adventure games (which they'll know less about).
For a more recent test, see https://kenforthewin.github.io/blog/posts/nethack-agent/ .
Re: Why are large language models so terrible at video games?
#34Earlier quoted context omitted.
Yet LLMs can play chess and have a "mental" representation of the chessboard. If LLMs get better but do not progress at playing games when not specifically trained on it it seems to point to a generalisation failure, a limitation that would prevent LLMs to ever achieve AGI, I do not know if that is weird but it seems that for now nobody really knows if they can achieve AGI or not. Perhaps some emergent behavior will…
Chess games are in their training set, other games are not.
Re: Why are large language models so terrible at video games?
#35Earlier quoted context omitted.
Chess games are in their training set, other games are not.
Chess is representable entirely in text as well, and generally speaking the LLM concept of "picking the next best token" fits pretty well for "picking the next best move" where a move is a text token
Re: Why are large language models so terrible at video games?
#36The coding comparison is more interesting to me. Programming has unusually good feedback loops. A test fails, an exception gets thrown, a benchmark regresses. Most games don't give you that kind of signal. I wonder how much of current coding performance depends on that.
Not many industries except perhaps writing have had that advantage, in many ways coding is one of the best case scenarios for LLMs.
Re: Why are large language models so terrible at video games?
#37Why is a language model bad at video games? I think the answer is stated in the question itself.
Re: Why are large language models so terrible at video games?
#38I found LLMs to be surprisingly good at puzzle games like Baba Is You: https://meffmadd.github.io/samplesurium/posts/baba_is_agent/
I remember "Baba is Eval" (https://fi-le.net/baba/), released 11 months ago, back when Claude Opus 4 was the strongest model. Back then, I was surprised how poor was it even at the first level.
I am happy to see an another approach - and indeed, with much stronger results.
Re: Why are large language models so terrible at video games?
#39It feels like they're really focusing on overstating how confusing and weird it is that an LLM can write code but not play games very well, rather than just explaining it. Code is text. LLMs are text input/output machines. Game input/output is not at all text. LLMs can certainly reason about games with a simple/explicit enough domain (try a risk tournament where models can talk to each other between turns!)
I have yet to see any sort of harness that lets a frontier LLM interact with a text adventure and make meaningful progress on its own.
Re: Why are large language models so terrible at video games?
#40As others have hinted at LLMs aren't really made in a way that makes them likely to play video games (CS/Halo and such) well. I wonder how they'd fare "against" text based adventures like Zork (which they'll no doubt have ample knowledge about) and newer text based adventure games (which they'll know less about).
[1]: https://www.lowimpactfruit.com/p/zork-bench-an-llm-reasoning...
[2]: https://entropicthoughts.com/evaluating-llms-playing-text-ad...