It might not be too crazy of an idea - would love to see a model fine-tuned on sequences of moves.
The biggest limitation of video game AI currently is not theory, but hardware. Once home compute doubles a few more times, we’ll all be running GPT-4 locally and a competent Civilization AI starts to look realistic.
A Civilization AI would have many problem "shapes". What do I research? Where do I build my city, what buildings do I build, how do I move my units, what units do I build, what improvements do I build, when do I declare war, what trade deals do I accept, etc, etc. Each of those is fundamentally different, and you can maybe come up with a scheme to make them all into the same "shape", but then that ends up being harder to train. I would be interested to see a good solution to this problem.
I don't see why you can't get a LLM to output something like "research tech332; build city3 building24".
(That doesn't mean I don't want to see the ridiculousness it comes up with!)
That guy is a genius at finding exploits in computer games. I don't know how he does it, I think you need to play a fair bit of each game before you find these little corners of the ruleset.
Would love to see someone to make an AI that can predict our economy, perhaps by modeling all the actors that participate in the economy using AI agents.
I think it might be harder than StarCraft or Dota. Civilization is all about slow decision making (no APM advantages for the AI), and all the decisions are quite different, and you have to make them in a competitive environment where an opponent can raid and capture your cities.
Why? Because AI doesn't learn on the fly. The AI does things a certain way and beating it becomes a puzzle game. It doesn't feel like playing against a human opponent (although AlphaStar in SC2 probably came pretty close).
Learning on the fly is probably the biggest thing that (game) AI is lacking in. I'm not sure there's an easy solution for it.
And even if it succeeds, it fails again as soon as you change the environment because RL doesn't generalise. At all. It's kind of shocking to be honest.
https://robertkirk.github.io/2022/01/17/generalisation-in-re...
In theory, yes. The problem is we've had AGI many times before, in theory. For example, Q learning, feed the state of any game or system through a neural network, have it predict possible future rewards, iteratively improve the accuracy of the reward predictions, and boom, eventually you arrive at the optimal behavior for any system. We've know this since... the 70's maybe? I don't know how far Q-learning goes back.
I like to do experiments with reinforcement learning and it's always exciting to think "once I turn this thing on, it's going to work well and find lots of neat solutions to the problem", and the thing is, it's true, that might happen, but usually it doesn't. Usually I see some signs of learning, but it fails to come up with anything spectacular.
I keep watching for a strong AI in a video game like Civilization as a sign that AI can solve problems in a highly complex system while also being practical enough that game creators are able to implement it in a practical way. Yes, maybe, maybe, a team with experts could solve Civilization as a research project, but that's far from being practical. Do you think we'll be able to show an AI a video of people playing Civilization and have the video predict the best moves before the AI in the game is able to predict the best moves?