Live data from Hacker News

Neural MMO – A Multiagent Game Environment

blog.openai.com

1–10 of 20 posts

Re: Neural MMO – A Multiagent Game Environment

#5
post #4

Plot twist: This research's purpose is covertly to make the best Runescape bots possible. :)

Why, there's not much money in those anymore unless you invest a ton of time on huge amounts of automation/infrastructure and at that point you couldve built a much more reliable SaaS business and playing RS isnt fun anymore.

source: invested a ton of time in that during HS when the getting was good ($5/m)

Re: Neural MMO – A Multiagent Game Environment

#6
What I find interesting about this is that the agents naturally become "pacifists". To optimize for survival, they try keep their neighbors at arms length and avoid conflict.

I wonder what would happen if they took the 8 species model that developed niches and introduced some kind of "boredom" feature. Or what might be more interesting is to have the agents produce offspring that stay with them early in life but consume equal resources and see if a "boredom" naturally occurs in the offspring.

I guess given that agents optimizing for survival creates routine, I'm curious where boredom or the desire to explore the world might originate from.

Re: Neural MMO – A Multiagent Game Environment

#7
post #4

Plot twist: This research's purpose is covertly to make the best Runescape bots possible. :)

Why, there's not much money in those anymore unless you invest a ton of time on huge amounts of automation/infrastructure and at that point you couldve built a much more reliable SaaS business and playing RS isnt fun anymore. source: invested a ton of time in that during HS when the getting was good ($5/m)

There is a lot of money in them, there have been plenty of companies and individuals making >$100,000 ARR by just working on MMO automation. Maybe some other SaaS ideas are more reliable, but it is more difficult to ensure you have a profitable idea and more uncertainty exists throughout the process.

Re: Neural MMO – A Multiagent Game Environment

#9

What I find interesting about this is that the agents naturally become "pacifists". To optimize for survival, they try keep their neighbors at arms length and avoid conflict. I wonder what would happen if they took the 8 species model that developed niches and introduced some kind of "boredom" feature. Or what might be more interesting is to have the agents produce offspring that stay with them early in life but cons…

I'd guess novelty seeking as a response to boredom is advantageous for learning and therefore being more adaptable to change.

It might be even more of a prerequisite though - babies play, bite, and shake stuff to learn about the world. Maybe without novelty seeking you can't get enough 'training data' to have a functioning generally intelligent neural net in the first place?

Re: Neural MMO – A Multiagent Game Environment

#10

What I find interesting about this is that the agents naturally become "pacifists". To optimize for survival, they try keep their neighbors at arms length and avoid conflict. I wonder what would happen if they took the 8 species model that developed niches and introduced some kind of "boredom" feature. Or what might be more interesting is to have the agents produce offspring that stay with them early in life but cons…

I wouldn’t see it as that surprising; most of human history is... not fighting. Its doing exactly that: staying at arms length, because war is expensive (and even victory can leave you weak enough to a third party invasion).

If you want to see combat, increasing the number of actors beyond sustainability will naturally cause fights until the same equilibrium is reached.. add total resource depletion (not just regeneration) to break the equilibrium again

You don’t need anything as complex as boredom to break pacifist behavior; just variable resource constraints will easily do the trick

Post reply on HN