46 points entryleveljobsc 1 hour ago 14 comments
ddtaylor 1 hour ago | parent
bhouston 59 minutes ago | parent
bad_haircut72 59 minutes ago | parent
fallinditch 40 minutes ago | parent
Multi-agent coordination is an engineering problem characterized by the inevitable emergence of human-like social pathologies - such as bureaucratic inertia.
perching_aix 33 minutes ago | parent
Isn't bureaucracy just the sociological manifestation of synchronization overhead? Sounds shortsighted to file it away as just some weird social pathology that emerges out of nowhere specifically affecting humans.
_vertigo 32 minutes ago | parent
But, after several hours of correcting and directing Claude (build modular, re-usable snippets of useful code rather than one-off scripts for driving, document your learnings for future agents, etc., explicit guidance on playing more optimally) it can now play the game fully on its own. I just gave it a goal to play through the end of the "Legends quest" (nearing end game content, requires playing through lots of complex quests ) and it's breezing through it.
I haven't experimented with swarms of agents yet, but I know if I had tried to create a swarm in 2004scape before the agent was actually good at playing the game, it would have failed horribly. So, I wonder how good the agents they were experimenting with are at Minecraft when playing alone.
lifeisstillgood 11 minutes ago | parent
That’s fairly close to a definition of civilisation. :-)
ajrouvoet 30 minutes ago | parent
delichon 14 minutes ago | parent
To embed them as motivations, we can embed neural nets within a framework of genetic algorithms, in which successful cooperation is a gate to the next generation. It seems to me that this approach should be not just about creating efficient agent swarms, but should also be at the core of alignment efforts.
serioussecurity 14 minutes ago | parent
Maybe a skill issue? Deepmind beat Minecraft. Or are the goals different?
jordanb 10 minutes ago | parent