#On how to improve Minecraft gaming / gaming overall

1 messages · Page 1 of 1 (latest)

vapid anchor
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(and other open world gaming)
currently as we see the gameplay is sorta boring, as neuro goes mining, doing some random stuff, building with dirt then wandering off, searching for food for a few seconds, talking again, etc.
in an open world game with no certain objective this will just lead to a random-generated sequence of actions with no coherency, people will get tired of it pretty quickly, so here's my suggestion on how to improve it:

short explanation: add dynamic tasks which neuro can optionally create and focus on while playing the game, this will give her temporary goals which she will strive to complete, so it wont feel that random

detailed explanation:
at any point in the game neuro will have access to several functions

  1. create a task: this will create a task and generate a set of subtasks (to mark off what's completed) or a general description of what should be done in order to complete the task/goal
  2. mark a task/subtask as 'complete': self-explanatory, when neuro decides she has completed a task or a subtask, she can mark it off as completed and move onto other actions/tasks
  3. pause/opt out of task: neuro can decide to pause completion of a task to do something else. when done so, task will be moved to a paused state until resumed with the following function:
  4. resume task: neuro can select any paused tasks and resume their completion
    note that functions 3 and 4 can and should only work with tasks and not subtasks, obviously when you pause a subtask you pause the entire task completion

and most importantly, as any AI can, neuro can and will abuse these functions, so you need to put cooldowns on their individual usage (so for example she doesnt create a million tasks in a second), and cooldown between use of two tasks (e.g. creating a task and immediately marking it as complete)

how will they learn how to use these functions properly, I leave it to Tutel

leaden drift
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That sounds like a good idea

queen pasture
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I think what you mean is that Neuro forget or ignores what she needs to do. Conceptional atm it is properly a bot most likely Bariton with an Interface on top for Neuro only a little code in between to make the use easier for Neuro (or Evil)

Better would be an intelligent system maybe even an NN which things do automatically and even annoys Neuro when nothing is todo . Basically give me a new jon in a queue before the old is done at best while it tries to do everything in between.

Like :
Swim up before drown , collect food , use potions, bridging , maybe fight and so on.

I'm surfing atm through the code of Bariton(Not a dev of it ) . I want to see if I can upgrade A* to a bidirectional version with virtual threads . I also want to test if a Fibonacci heap is IRL faster then just a binary heap

vapid anchor
# queen pasture I think what you mean is that Neuro forget or ignores what she needs to do. Con...

its a lil hard to understand what you were saying here, but

conceptually what im suggesting is just giving neuro short and long term goals so she doesn't wander off doing too much random stuff

  • as it is now if you tell her to do something she's more likely to forget about it after half a minute or so
    every game you play you need to have some sort of a goal, even if it's small enough, otherwise it doesn't make sense and people will get tired of watching it sooner or later
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and thats especially required for open world games with no concrete goals set

queen pasture
# vapid anchor its a lil hard to understand what you were saying here, but conceptually what i...

Honestly I have problems to follow too. The main problem on top is Neuro has also problem to concentrate. Turtel wanted to make a reasoning model variant because of this of her. The other problem is she set a task and then forgets about it .

I think this is where you are . The solution would be that Minecraft addon/AI whatever calls Neuro when there is no task and demand a new task. I wanted more automatization because other wise the system will constantly send requests to Neuro also with each improvement the experience get smoother.

?

vapid anchor
# queen pasture Honestly I have problems to follow too. The main problem on top is Neuro has als...

i mean, you pretty much got the idea correctly, but having a reasoning model is not going to improve anything if she forgets what she is supposed to do regardless, so thats why im proposing a task-system which she can look at while playing during every turn
||sorry if im misunderstanding something here, but its difficult for me to understand your phrasing; I suppose English is likely not your mother tongue, correct me if im wrong||

soft cave
vapid anchor
soft cave
# vapid anchor did she ever have a long term task that she finished to the end

That is a task. neuroShrug Her getting distracted is part of what makes her who she is tbh, and Minecraft is fun because her and her interactions, not the gameplay. It would be nice if she could kill the enderdragon herself but would be better if she could put that on hold, get distracted with something else, then resume that long term task.

vapid anchor
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'random stuff' may be going overboard, sure, she does base a lot of her actions off internal context, like previous actions, but its still a set of random actions with no actual purpose (especially when not prompted by someone else)

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It would be nice if she could kill the enderdragon herself but would be better if she could put that on hold, get distracted with something else, then resume that long term task.
if you read OP then that is also supposedly a part of the suggested system

soft cave
soft cave
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Would like Vedal’s input on this if he sees this.

vapid anchor
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have to bump this

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On how to improve Minecraft gaming / gaming overall

vapid anchor
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has he perhaps attempted to implement this... thonk
but either way integration got cooked today, either because it was a trial of this if it was only tested today, or because it was just cooked for reasons

queen pasture
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He implemented the reasoning model
He tried priority queue approach Coco didn't like it
He fixed it so she can control the Minecraft Agent while not being able to talk . What she can't do is doing it while talking
In other thread I suggested adding a stairway builder like I have which so far I know he did
I build for my system a way so it can completely dismantle a tree which was challenging PillarUP=> PillarDown to simplify it
What I plan is an separate NN for PvP ; cave detection and threat analyze
What I also added but not completed is the cache system I made it async but it needs testing

soft cave