logoalt Hacker News

VoidWhisperer • today at 7:22 PM • 5 replies • view on HN

Factorio is a much easier game without the bugs being a pain in the arse as you expand - i wonder how Sol would handle the bugs


Replies

chrisfosterelli • today at 7:40 PM

The biggest thing the bugs introduce from an LLMs perspective is a necessity for realtime response. Without them, the LLM can take as long as it wants to decide and do its next operation on the factory. With them, not responding fast enough results in death (particularly early game where a lot of biter combat is player driven). I presume it doesn't do great at this.

➕ show 3 replies
numlock86 • today at 7:28 PM

That was exactly my thought when reading the headline, before even looking into the article. Sure it's still somewhat complex to get to a rocket launch, but without the biters where is the challenge, other than complexity? It's like a big excel sheet with conveyor belts, pipes and electricity poles at that point only.

➕ show 4 replies
aeriose • today at 8:50 PM

The issue is most of these play-throughs happen on “normal” response speed. Way too slow for these LLMs to send back and forth and process this many tokens in a quick enough reaction time.

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

tyan-xiao-12 • today at 8:38 PM

The nests stop being a concern once you have significant production and a few hundred logistics bots. Then you just build walls beyond the pollution range and place a gun turret every other square (or lasers at level 10 or above). I only use nauvis for uranium now because my Aquino production is weak (fusion). Late game you rarely go back to nauvis, just send your fleet of platforms to resupply reactor fuel autonomously.

damowangcy • today at 8:24 PM

"AI found decompiling game to fix a bug after being instrcuted to beat it" sounds like an IPO friendly headline.