118 points ryanmadden 2 hours ago 119 comments
mwt 2 hours ago | parent
Robots: they're just like us!
8note 1 hour ago | parent
youre not really sure how to set up some of the logistics/how much of what you will need where ahead of time
scrollaway 1 hour ago | parent
jstummbillig 1 hour ago | parent
edaemon 1 hour ago | parent
pjerem 1 hour ago | parent
When you start a new game in Factorio, if you never played it, you can’t know how much of each resource you’ll have to extract and neither how much of an item you’ll need to produce.
I know it’s easy to forgot after thousands hours of playtime, but the game starts with your character having to manually mine coal one by one.
deepsun 45 minutes ago | parent
Also the LLM probably has seen dozens of factorio-related websites and setups.
And also, player (artificial or natural intelligence) don't need to setup everything upfront, it's actually the main gameplay feature is to run between production areas to expand/optimize them.
parineum 37 minutes ago | parent
AngryData 34 minutes ago | parent
Possibly there is a lack of item-throughput figures for belts and stuff though.
giancarlostoro 6 minutes ago | parent
hajile 16 minutes ago | parent
root_axis 1 hour ago | parent
Hah I dunno, I think most human players wouldn't find that very fun and would instead take that as an opportunity to refactor the factory for optimized performance (i.e. the core gameplay loop)
outworlder 51 minutes ago | parent
When you just need a few parts to be made, it is sometimes very tempting to drop a chest, fill it up with parts, then go do something else, one of the 1000 tasks you have been neglecting.
root_axis 31 minutes ago | parent
giancarlostoro 7 minutes ago | parent
VoidWhisperer 1 hour ago | parent
numlock86 1 hour ago | parent
ang_cire 1 hour ago | parent
Patience, for one. I reach a point where I'm looking at a mess of coal-fed sorters that need a complete rip-and-replace with electric ones, and that's usually the point where I close the game and go back to something easier like Kenshi.
richwater 1 hour ago | parent
The tedium and repetition is really what kills the enjoyment for me. The problem solving, planning, forethought, etc are super fun but it's killed by the former.
roncesvalles 1 hour ago | parent
mh- 1 hour ago | parent
Now I'm tempted to try again, because it feels like the kind of game I should really enjoy.
cjbgkagh 1 hour ago | parent
You can always enter creative mode and make whatever changes you want in the game instantly, but in my experience that does make it less fun.
fwlr 40 minutes ago | parent
Vetch 1 hour ago | parent
RHSeeger 1 hour ago | parent
sagarm 1 hour ago | parent
Though these days I just manually clear the pollution cloud with a pocket full of turrets. The forward deployed engineer model, if you will.
chrisfosterelli 1 hour ago | parent
damowangcy 58 minutes ago | parent
tyan-xiao-12 43 minutes ago | parent
aeriose 31 minutes ago | parent
I’ve yet to see running these LLMs on Ultra-fast (8x speed on Sol). Wondering if that’s fast enough to do real time
dfedbeef 1 hour ago | parent
mickeyp 1 hour ago | parent
direwolf20 1 hour ago | parent
jbm 1 hour ago | parent
It's fun if you have a handful of people playing, but it would quickly go towards negative reviews if you tried to sell it.
Jtarii 1 hour ago | parent
At most it should be mildly tweaking existing dialogue, e.g updating a line to reflect game events. But as soon as you present a prompt window to the player the entire illusion that you are in a game world instantly dies.
HDThoreaun 1 hour ago | parent
8note 1 hour ago | parent
thats close to tweaking existing dialog, but with a bit more freedom.
you still dont have to give the player arbitrary response
outworlder 50 minutes ago | parent
I don't agree. All -important- dialogue yes. Background NPC chatter? Even when studios spend a lot of effort crafting multiple lines, pretty soon you have seen them all. They also don't change based on player actions.
CamperBob2 23 minutes ago | parent
Buttons840 1 hour ago | parent
These old basic algorithms often have mathematical proofs that they will converge to optimal behavior, and they do so fairly quickly. Turning the complex world of the game into a Q-table would require some creativity and judgement, but is not that hard I think.
In the end we would have a controllable AI that actually does adapt. That's my hope anyway.
Vetch 1 hour ago | parent
thi2 1 hour ago | parent
80fj0348i 1 hour ago | parent
vlyan 1 hour ago | parent
I could play online, but my dial-up costed $1 per hour for 250ms latency and near guarantee of at least one disconnect per hour.
ItsYan 1 hour ago | parent
8note 1 hour ago | parent
its the same for like a chess bot. i dont want a perfect stockfish that occasionally makes a serious blunder when a dice rolls a certain way. i want one that actually falls into traps
8note 1 hour ago | parent
same with the df artworks. get kitfox to design some art styles for dwarves, elves, goblins, and humans, and then instead of just reading
"this is a fine engraving of a dwarf. it concerns the events of 102 when ulrist fastbuttons was elected mayor. ulrist fastbuttons is sobbing"
jstummbillig 1 hour ago | parent
(Not sure how prohibitive it would be to do anything interesting with local LLMs of any kind in a big game, given how many platforms/setups you have to make the stuff run smoothly on, and the sheer amount of RAM they would bind)
scott01 1 hour ago | parent
SeanAnderson 1 hour ago | parent
modeless 59 minutes ago | parent
mixtureoftakes 42 minutes ago | parent
mopsi 1 hour ago | parent
A little unpolished because it was bolted on by fans and not the original game developers, but otherwise very impressive.
root_axis 1 hour ago | parent
jstummbillig 1 hour ago | parent
root_axis 45 minutes ago | parent
ls612 53 minutes ago | parent
root_axis 40 minutes ago | parent
vlyan 1 hour ago | parent
both American and Chinese labs aim their models at coding and knowledge work, so they penalize adult themes in post-training.
damowangcy 59 minutes ago | parent
KronisLV 56 minutes ago | parent
deepsun 33 minutes ago | parent
Nition 6 minutes ago | parent
I think there's a bit of a lack of knowledge of game history on both sides, because we already know it can be fun when a game is designed around it. It worked in Façade (2005!) and it worked in Starship Titanic (1998!!), and both of those could have worked even better with the technology we have today.
One type of game that seems like an obvious one to me, is something a bit like The Sims except that the characters' decisions and speech are LLM-controlled. Maybe one of the characters is player-controlled, so you can interact and talk with everyone else. Or to describe it from the other direction, it'd be a kind of interactive fiction like AI Dungeon invented, but grounded in a physically simulated setting.
CSMastermind 1 hour ago | parent
kanemcgrath 1 hour ago | parent
plorntus 1 hour ago | parent
gopher_space 1 hour ago | parent
js8 19 minutes ago | parent
I have a similar problem on my GK2 vibegamed playthrough (see https://news.ycombinator.com/item?id=50302771), if I want computer to play similar to how a human would, I need to artificially close that loophole (for example, AI prefers to gather/eat low-tier food to cooking better).
QuantumNomad_ 1 hour ago | parent
Is the weirdness of the designs meaningfully beneficial in any way that the AI has figured out, or could it for example be that the training data the LLMs learned from are too different from the type of data it would need to learn from in order to interface properly and play the game better? And then because of that incompleteness, the LLM has to hallucinate a lot and it results in weird outcomes.
cjbgkagh 45 minutes ago | parent
Jtarii 1 hour ago | parent
The player character actually does have an extremely high capacity so if you are constantly running between chests your factory will still be reasonably high throughput.
fasterik 1 hour ago | parent
hartator 1 hour ago | parent
root_axis 1 hour ago | parent
CrimsonRain 1 hour ago | parent
gavmor 1 hour ago | parent
tripleee 1 hour ago | parent
Part of the reason players try to automate manual feeding is the annoyance factor, which AI doesn't care about.
fasterik 1 hour ago | parent
Cpoll 56 minutes ago | parent
Stack size varies, but let's take 75 as an average, which means a player can carry 5600 items.
But carrying isn't throughput. If a round-trip takes 30s, player throughput will be 186 items/s. That's a measly 12 T1 belts.
teraflop 36 minutes ago | parent
If you measure by the product of throughput and distance traveled, for an item with a stack size of 100 (e.g. metal plates), the player's inventory adds up to roughly the same capacity as 2500 yellow belts. And that's assuming 100% utilization running back and forth in both directions, with no unused inventory space and no wasted time.
A basic assembler can manufacture 2500 belts in about 21 minutes. So as a rule of thumb, if you're playing for longer than 21 minutes, belts are worth the investment (at least for bulk transport of raw materials).
(I guess maybe add an additional factor of at most √2, since the player can run diagonally and belts are orthogonal.)
blobbers 1 hour ago | parent
Can you report more in depth at stumbling blocks? It's a surprisingly linear curve.
I'm going to try it on a local run.
I wonder if there is room for "recommendorio" where it gives you AI advice on your current factory.
Is the model pre-trained with any knowledge of the game?
minimaxir 52 minutes ago | parent
I suspect Opus 5.5 can do even better but there aren't as many people testing it.
walthamstow 50 minutes ago | parent
Uehreka 43 minutes ago | parent
Like I want to see what Pokemon strategies it uses: Does it try to brute force with its starter? Does it try to load all of its HMs onto one or two Pokemon? Does it use Flash? If it needs to catch a new Pokemon to beat a gym leader, how much does it remember about which species it encountered where and what their levels were?
minimaxir 4 minutes ago | parent
Another run with Ironlocke rulesets for Crystal (hard mode, level caps, permadeath) has even more diverse teams: https://www.reddit.com/r/ClaudePlaysPokemon/comments/1wf6zx0...
Trung0246 36 minutes ago | parent
minimaxir 8 minutes ago | parent
JimBlackwood 35 minutes ago | parent
wmf 25 minutes ago | parent
kingstnap 13 minutes ago | parent
hajile 13 minutes ago | parent
XenophileJKO 4 minutes ago | parent
program_whiz 49 minutes ago | parent
This is still impressive compared to where we were a few years ago, and being able to synthesize all existing information about a game and then play it to completion in a semi-realistic setting is great.
At a quick glance someone might mistake this for "brilliant AI solves Factorio", when in reality, given a similar but different game where it wasn't gifted all the information or training data (e.g. massive videos and screenshots) it might fare terribly (as others have pointed out in comments).
suddenlybananas 37 minutes ago | parent
js8 25 minutes ago | parent
tripleee 4 minutes ago | parent
There are full blueprints for factories online available to copy-paste in its training data [1]
I wouldn't be surprised if you can beat the game by just copying a bunch of blueprints from the web and chaining them together.
This is an old game relatively speaking and its been optimized to hell.
damowangcy 49 minutes ago | parent
Olscore 45 minutes ago | parent
onehair 8 minutes ago | parent
ArcHound 3 minutes ago | parent
I see it at https://github.com/ryanmadden/autorio and https://ryanmadden.net/claude-plays-factorio/, but I'd like to ask - any plans to support blueprints? Or push it further into Space Age or dare I say.. pyanodons?
No matter the answer: very nice!