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.
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.