Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
martbakler
searching Neon…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
7 ms
·
1.
▲
by
martbakler
2y ago
To also jump in here, regarding tools the agents had access to function signatures (i.e tool docstrings, input and output types) and for each tool a small "manual", which described what the tool does, how it affects the game state
2.
▲
by
martbakler
2y ago
Indeed I think the trade-off here is the more "pure factorio" types of images we give to the agents, the more likely it is that they've seen it during training (from google etc), however the signal-to-noise ratio is low and h
3.
▲
by
martbakler
2y ago
This is interesting, one of our findings was that the Claude was capable of essential tasks & simple automation (i.e iron gear wheel factory in lab-play) but didn't even try to do it during the "build the biggest factory"
4.
▲
by
martbakler
2y ago
We did discuss this at some point but didn't end up trying it out. I think it's quite an interesting avenue and worth a shot, my intuition also says that the spatial capabilities will improve if the model has more access to relati
5.
▲
by
martbakler
2y ago
Sounds almost like a visual "needle in a haystack" type of work, that could be quite interesting!
6.
▲
by
martbakler
2y ago
We are thinking of something like this (a curriculum approach) for further training. The reason why we didn't want to do this for current work, where the emphasis is on evaluations, is that the "difficulty level" of different
7.
▲
by
martbakler
2y ago
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
8.
▲
by
martbakler
2y ago
Currently it's a text-only modality environment but we are planning to support vision in the future. We did run a couple of tests and saw that including screenshots of the game state did not improve performance on the off-the-shelf mod
9.
▲
by
martbakler
2y ago
We were thinking of creating a minigame resembling a "tower-defense" setting, where waves of bugs get released and the agent needs to create appropriate defenses. It would be interesting to see if agents are capable of defending t
10.
▲
by
martbakler
2y ago
Just to jump in here as one of the authors We designed the API to be as spatially descriptive as possible (include x-y coordinates and neighbors in game state descriptions) and the agents have tools to aid them in carrying out actions which