Hi mediaman! I'm totally there with you and Steve on the whimsy and experimentation! And your tolerant attitude gives me the Dutch courage to post this.
I've been reading Yegge since the "Stevey's Drunken Blog Rants™" days -- his rantings on Lisp, Emacs, and the Eval Empire shaped how I approach programming. His pro-LLM-coding rants were direct inspiration for my own work on MOOLLM. The guy has my deep respect, and I'm intrigued by his recent work on Sourcegraph and Gas Town.
Gas Town and MOOLLM are siblings from that same Eval Empire -- both oriented along the Axis of Eval, both transgressively treating LLMs as universal interpreters. MOOLLM immanentizes Eval Incarnate -- https://github.com/SimHacker/moollm/blob/main/designs/eval/E... -- where skills are programs, the LLM is eval(), and play is but the first step of the "Play Learn Lift" methodology: https://github.com/SimHacker/moollm/tree/main/skills/play-le....
The difference is resource constraints. Yegge has token abundance; I'm paying out of pocket. So where Gas Town explores "what if tokens were free?" (20-30 Claude instances overnight), MOOLLM explores "what if every token mattered?" Many agents, many turns, one LLM call.
To address wordswords2's concern about "no metrics or statistics" -- I agree that's a gap in Gas Town. MOOLLM makes falsifiable claims with receipts. Last night I ran an Amsterdam Fluxx Marathon stress test: 116+ turns, 4 characters (120+ character-turns per LLM call), complex social dynamics on top of dynamic rule-changing game mechanics. Rubric-scored 94/100. The run files exist. Anyone can audit.
qcnguy's critique ("same thing multiplied by ten thousand") is exactly the kind of specific feedback that helps systems improve. I wrote a detailed analysis comparing the two approaches -- intellectual lineage (Self, Minsky's K-lines, The Sims, LambdaMOO), the "vibecoded" problem (MOOLLM is LLM-generated but rigorously iterated, not ship-and-hope), and why "carrier pigeon" IPC architecture is a dark pattern when LLMs can simulate many agents at the speed of light.
an0malous raises a real fear about bosses thinking "throw agents at it" replaces engineering. Both systems agree: design becomes the bottleneck. Gas Town says "keep the engine fed with more plans." MOOLLM says "design IS the point -- make it richer." Different answers, same problem.
lowbloodsugar mentions building a "proper, robust, engineering version" -- I'd love to compare notes. csallen is right that "future" doesn't mean "production-grade today."
Analysis: https://github.com/SimHacker/moollm/blob/main/designs/GASTOW...
MOOLLM repo: https://github.com/SimHacker/moollm
Happy to discuss tradeoffs or hear where my claims don't hold up. Falsifiable criticism welcome -- that's how systems improve.