Neural MMO – A Multiagent Game Environment
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Neural MMO – A Multiagent Game Environment
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Re: Neural MMO – A Multiagent Game Environment
#2edit: i'm misunderstanding the whole purpose of this, it's very cool.
Re: Neural MMO – A Multiagent Game Environment
#3I'm not looking forward to when they introduce chat though.
Re: Neural MMO – A Multiagent Game Environment
#4Re: Neural MMO – A Multiagent Game Environment
#5Plot twist: This research's purpose is covertly to make the best Runescape bots possible. :)
source: invested a ton of time in that during HS when the getting was good ($5/m)
Re: Neural MMO – A Multiagent Game Environment
#6I 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
#7Plot 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
#8Github: https://github.com/Microsoft/malmo#getting-started
Homepage: https://www.microsoft.com/en-us/research/project/project-mal...
Re: Neural MMO – A Multiagent Game Environment
#9What 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…
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
#10What 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…
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