>Moreover, we follow previous work in accelerating block breaking because learning to hold a button for hundreds of consecutive steps would be infeasible for stochastic policies, allowing us to focus on the essential challenges inherent in Minecraft.
Mostly I'm tired of RL work being oversold by its authors and proponents by anthropomorphizing its behaviors. All while this "agent" cannot reliably learn to hold down a button, literally the most basic interaction of the game.
> In the days when Sussman was a novice, Minsky once came to him as he sat hacking at the PDP-6.
> “What are you doing?”, asked Minsky.
> “I am training a randomly wired neural net to play Tic-Tac-Toe” Sussman replied.
> “Why is the net wired randomly?”, asked Minsky.
> “I do not want it to have any preconceptions of how to play”, Sussman said.
> Minsky then shut his eyes.
> “Why do you close your eyes?”, Sussman asked his teacher.
> “So that the room will be empty.”
> At that moment, Sussman was enlightened.
I have a running bet with friend that humans encode deterministic operations in neural networks, too, while he thinks there has to be another process at play. But there might be something extra helping our neural networks learn the strong weights required for it. Or the answer is again: "more data".
This is fine, and does not impact the importance of figuring out the steps.
Anybody that has done any tuning on systems that run at different speeds, the adjusting for the speed difference is just engineering, and allows you to get on with more important/inventive work.
Can you look at the world model, like you can look at Waymo's world model? Or is it hidden inside weights?
Machine learning with world models is very interesting, and the people doing it don't seem to say much about what the models look like. The Google manipulation work talks endlessly about the natural language user interface, but when they get to motion planning, they don't say much.
This world model stuff is only possible in environments that are sandboxed. Ie you can represent the state of the world in an and have a way of producing the next state given a current state and action. Things like Atari games, robot simulations, etc
I imagine it's the latter, and in general, we're already dealing with plenty of models with world models hidden inside their weights. That's why I'm happy to see the direction Anthropic has been taking with their interpretability research over the years.
Their papers, as well as most discussions around them, focus on issues of alignment/control, safety, and generally killing the "stochastic parrot" meme and keeping it dead - but I think it'll be even more interesting to see attempts at mapping how those large models structure their world models. I believe there's scientific and philosophical discoveries to be made in answering why these structures look the way they do.
If you watch a guide on how to find diamonds it's really just a matter of getting an iron pickaxe, digging to the right depth and strip mining until you find some.
It gets a sparse reward of +1 for each of the 12 items that lead to the diamond, so there is a lot it needs to discover by itself. Fig. 5 in the paper shows the progression: https://www.nature.com/articles/s41586-025-08744-2
"This was given to the AI by having it watch a video that explains it."
This was not as trivial as it may seem just a few months ago...
That is not what the article says. It says that was separate, previous research.
Have you gotten used to some ai watching a video and 'getting it' so fast that this is boring? Unimpressive?
I do wonder though: if you swapped Minecraft for a cloud-based synthetic world with similar physics but messier signals, like object permanence or social reasoning, would Dreamer still hold up? Or is it just really good at the kind of clean reward hierarchies that games offer?
Mining diamonds isn't even necessary if you build, e.g., ianxofour's iron farm on day one and trade that iron[0] with a toolsmith, armourer, and weaponsmith. You can get full diamond armour, tools, and weapons pretty quickly (probably a handful of game weeks?)
[0] Main faff here is getting them off their base trade level.
>> In Minecraft, the team used a protocol that gave Dreamer a ‘plus one’ reward every time it completed one of 12 progressive steps involved in diamond collection — including creating planks and a furnace, mining iron and forging an iron pickaxe.
And that is why it is never going to work in the real world: games have clear objectives with obvious rewards. The real world, not so much.
For a more general system, you can annotate videos with text descriptions of all the tasks that have been accomplished and when, then train a reward model on those to later RL against.
I encourage you to read deepmind's work with robots.
But I remember the alpha version, and NOBODY knew how to make a pick ax. Humans were also very bad at figuring out these steps.
People were de-compiling the java and posting help guides on the internet.
How to break a tree, get sticks, make a wood pick. In Alpha, that was a big deal for humans also.
It seems rather tenuous to keep pounding on 'training via pixels' when really a game's 2D/3D output is an optical trick at best.
I understand Sergey Brin/et al had a grandiose goal for DeepMind via their Atari games challenge - but why not try alternate methods - say build/tweak games to be RL-friendly? (like MuJoCo but for games)
I don't see the pixel-based approach being as applicable to the practical real world as say when software divulges its direct, internal state to the agent instead of having to fake-render to a significantly larger buffer.
I understand Dreamer-like work is a great research area and one that will garner lots of citations for sure.
Adding more than 1 GPU didn't improve speed but that's pretty standard as we don't have fancy interconnect. Bit annoying they didn't use tensorboard for logging, but overall seems like a pretty cool lib - will leave it a few days and see if it can learn (no other algo has so I dont have much hope).
https://www.youtube.com/@EmergentGarden
I very much like the comparative approach this guy takes looking at how different LLMs fare... including how they interact together. Worth a look.
If all you’re going to do is parrot things like human consciousness or human ingenuity then I will never be impressed so long that it’s just parroting.
... but the first video only shows the player character digging downwards without using any tools and eventually dying in lava. What?
Isn't something like finding dimonds in minecraft something that old-school AI could already do decently?
to a bright future
where we focus 100% on work
and AI will play our games
/s