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scottmsul | 11 months ago

There was a HN post here not too long ago about a team that used reinforcement learning to train an agent to beat pokemon red. They mentioned how they had to tweak the cost function to give small rewards for exploring and big rewards for completing "essential tasks" like beating gyms.

I wonder if this same approach could be used here in factorio? Using the pokemon red analogy the main "essential tasks" in Factorio are setting up automation for new items and new science packs. I think a good reward function could involve small rewards functions for production rates of each item/sec, medium rewards for setting up automation for new items, and big rewards for automating each new science pack.

Telling a Factorio agent to just "make a big factory" is like telling a pokemon red agent to just "beat the game", it has to be broken down into smaller steps with a very carefully tuned reward function.

Thinking about this is really making me want to jump into this project!

discuss

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scottmsul|11 months ago

Also I should add, being a Factorio veteran with 2-3k hours in this game, I think the goal of making the "largest possible factory" is too vague and not the right metric. When Factorio players make large megabases, they don't go for "size" per se, but rather science research per minute. The metric you should be telling the agents is SPM, not "largest" base!

csense|11 months ago

Agree, "largest" base has some pathologies.

Put machine #1 at the starting location, run in one direction, and put machine #2 just before time runs out.

This is going to be a huge factory (as measured by its bounding box) but it's not super interesting.

soulbadguy|11 months ago

ahhh another factorio addict :) Curious, how long was your first play through (assuming in v1.x lanching the first rocket)

noddybear|11 months ago

In FLE, you have access to milestones representing the first time a new entity was created, but coming up with a stratification of rewards for different degrees of automation would be really interesting. Join us!

martbakler|11 months ago

This is interesting, one of our findings was that the Claude was capable of essential tasks & simple automation (i.e iron gear wheel factory in lab-play) but didn't even try to do it during the "build the biggest factory" game episodes. So the models can do these essential tasks but when given a general goal, i.e "complete the game", they don't have a good level of long-term planning to even try to attempt them. Often they just did un-coordinated small-scale constructs without attempting to scale up existing factories

That was also one of our goals, to find out how do the models act when given a very vague and general objective

mclau156|11 months ago

The same approach could be used in life

Gasp0de|11 months ago

Did you read the page? Because they did give rewards per item produced, and more complex items gave higher rewards.