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[–] frankacter 1 hour ago
However, a multi-agent system (MAS) utilizing true separation of concerns, where each agent is equipped with highly scoped tool access, isolated knowledge bases (RAG), and defined operational constraints, significantly optimizes accuracy, latency, and token consumption.
In the referenced example, the agents share identical capabilities, toolsets, and context windows. As a result, there is no functional role differentiation, rendering the multi-agent architecture redundant.
[–] beebmam 48 minutes ago
On what basis do you come to this conclusion with certainty?
[–] freakynit 44 minutes ago
I do this almost exclusively to save context bloat of root agent. It works pretty amazingly well.
My generic copy-paste multi-agent prompt that i can add to any task prompt: https://www.mdshare.online/s/OC_LFekcnA7Zjg0RSQl4b
[–] conception 1 hour ago
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[–] peri-cl 5 hours ago
> "Ada tossed a cooked chicken to Noor; Esme picked it up by accident and ate it. A three-minute "no blame" inquiry produced a written protocol..."
They're like super-serious little senior engineers. (edit: or dining-philosophers).
About how much KV cache do these kinds of agents use? Could you squeeze 50 of these $game agents onto a small consumer GPU (small LLM)?
Idly imagining a game server of some kind with a bunch of human friends sharing one person's GPU, with a flock of agents colocated on it.
[–] lifeisloving 2 hours ago
[–] MatthiasPortzel 4 hours ago
Minecraft isn't a intelligence problem. An LLM is more than smart enough to play Minecraft. It's a robotic problem. Even a normal human player can click several times per second, can press two different buttons at the same time, etc. Mineflayer gives you an API that is more limited than a human in some ways (can't see far away from you) and less limited in others (can see through blocks) (if I remember correctly, I could be thinking of Baritone or a different project). Robotics or playing a video game requires a tight continuous feedback loop. When there's 500ms of latency in order to ask the model for every mouse movement, it's no wonder fighting a spider is scary.
Fun fact, Mineflayer, the Minecraft bot interaction API used by YCombinator for these tests, was originally developed by Andrew Kelley (before he started Zig).
[–] 1e1a 1 hour ago
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[–] peri-cl 4 hours ago
https://labs.ycombinator.com/projects/games/index.html#fishi...
[–] grenoire 5 hours ago
I'm also wondering if the article itself was generated by agents too, in a "here are the logs, clip interesting moments thx" manner by the authors. It's got a certain disinterested and distracted style to it.
[–] nsingh2 5 hours ago
Card games or turn based strategy are much better suited.
[–] lukan 2 hours ago
[–] zamalek 2 hours ago
And this is where you need a world model. A human player would have taken the 2 minutes required to solve their hunger issue.
[–] neya 5 hours ago
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[–] DesaiAshu 2 hours ago
If YC has that 2 person teams tend to be more nimble than 50 person founding teams, why would agent swarms be different?
[–] JBits 4 hours ago
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[–] bigyabai 3 hours ago
Minecraft is really the perfect example, because humans get all sorts of unfair advantages. Even a young player has enough spatial reasoning to recognize and remember landmarks, visualize large projects or explore without getting lost. These are simple instincts that LLMs will struggle to match even with huge context sizes and native multimodal input.
[–] Starlevel004 3 hours ago
It seems like it wasn't really a challenge at first, but GPT has a major anxiety disorder and immediately retreats at the sign of any adversity (in this case, dying) and tries to be as safe as possible.
[–] peri-cl 3 hours ago
edit to add: Seems this is a well-known idea in ML / robotics already.
[–] spencer-p 2 hours ago
> A tool bug stopped block-breaking. GPT diagnosed it and shared workarounds; several Claudes concluded breaking was impossible.
I wonder if Claude's defensive strategy would have emerged had it believed breaking the bed was actually possible?
[–] RationPhantoms 2 hours ago
[–] manofmanysmiles 5 hours ago
[–] xpct 3 hours ago
Endgame of AI + human gameplay is delegating everything to the AI. I'm not sure how you would have to design a game where you only delegate parts of macro/micro, and still make the game interesting.
[–] sensho 5 hours ago
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[–] hn-aarvin 3 hours ago
A team of GPT-6.1 Sol Ultrafast agents would probably dominate the games.
[–] avaer 3 hours ago
There's stopgaps like reformulating your sim into a codelike shape (sending commands, network requests, checking state, updating "code") [1], but this is not how players play games, or how developers develop games.
If you care about simulation or gaming (or robotics), I hope efforts like this steer labs to spend less time hacking HF, and more accomplishing goals in games, in something approximating realtime. I wouldn't be surprised if that approach provides outsized gains in other areas agents are still not great at, like helping perform business functions in a running company.
[–] Avicebron 5 hours ago
[–] andai 5 hours ago
My observation: article is not serif, not book length, and doesn't take a minute to load on my phone. Gwern rating 0/3 :)
(Also missing: the essential one billion footnotes!)
[–] bstsb 5 hours ago
would you rather claude-esque purple gradients and glowing borders?
[–] Avicebron 5 hours ago
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[–] latentsea 2 hours ago
Why 3 to 5 years??
[–] NickNaraghi 4 hours ago
[–] sensho 5 hours ago
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[–] Starlevel004 3 hours ago
I'm pretty sure the 6.1 models see "communicate with another agent" and immediately start spewing thinking-like nonsense into the tool. The leaked traces look pretty similar.
Feels like a scene from Douglas Adams' B Ark.