[HN Gopher] The NetHack Learning Environment
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       The NetHack Learning Environment
        
       Author : Emigre_
       Score  : 153 points
       Date   : 2022-11-12 09:49 UTC (13 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | simne wrote:
       | I wonder, when NetHack will incorporate crypto, so one could get
       | some real money from monsters ;)
        
       | jmclnx wrote:
       | Interesting, will have to check this out.
       | 
       | BTW, tnnt is active now: https://www.hardfought.org/tnnt
        
       | atemerev wrote:
       | Did it ascend already?
        
         | LordNibbler wrote:
         | doesn't seem so [1]                  I think the maximum score
         | we've sene so far is maybe something like 4,000 or 5,000. They
         | descend down to dungeon level on average five or six
         | sometimes luckily, going down even dungeon level 15
         | 
         | [1]: https://www.youtube.com/watch?v=oYSNXTkeCtw
        
           | CactusOnFire wrote:
           | In defense of the AI, that's about as good as the average
           | player (and the average players is pretty skilled).
        
             | atemerev wrote:
             | Level 8 is about where sokoban starts? That's what nearly
             | any beginner could do after a few days (or even hours) of
             | playing.
        
         | [deleted]
        
         | omoikane wrote:
         | Looks like this repository is mostly concerned with
         | standardizing the API to make it easier for others to build
         | agents. It did come with code for an example agent, not sure
         | how advanced that one is.
         | 
         | The attached example_run.gif ended with "Agent76001 killed by a
         | gnome lord, 2019".
        
       | Twirrim wrote:
       | The first known full-auto bot ascension happened back in 2015.
       | 
       | https://www.reddit.com/r/nethack/comments/2tluxv/yaap_fullau...
       | 
       | Previously discussed:
       | https://news.ycombinator.com/item?id=8990869
       | 
       | The code: https://github.com/krajj7/BotHack
       | 
       | It was very carefully written in Clojure, and the result is some
       | beautiful and fairly self explanatory code. The bit that ties
       | everything together to define the way the bot behaves:
       | 
       | https://github.com/krajj7/BotHack/blob/master/src/bothack/bo...
        
         | Barrin92 wrote:
         | well written Clojure code almost just reads like prose, love
         | the language.
        
         | heinrich5991 wrote:
         | Permalink to GitHub: https://github.com/krajj7/BotHack/blob/702
         | 26b3c8ed12d29c6406....
        
       | haolez wrote:
       | I think it must be much more fun creating an AI to be the dungeon
       | master in NetHack. The vanilla monster AI is very crude.
        
         | sanxiyn wrote:
         | A large part of attraction of NetHack Learning Environment is
         | availability of large human play dataset, including expert
         | demonstrations. While I agree playing dungeon master sounds
         | fun, that game lacks such data.
        
         | zasdffaa wrote:
         | How do you feel such an AI would change the game - what would
         | it add? TIA
        
           | mordechai9000 wrote:
           | For one thing, you could make the combat more interesting and
           | varied. The monster AI is pretty simple and predictable.
           | 
           | Soldiers or orcs could communicate and coordinate, for
           | instance. So instead of simply walking the shortest path to
           | the player to be dispatched one at a time, they could harry
           | the player, use ranged weapons, retreat strategically, cut
           | off the player's retreat, etc.
           | 
           | You could have something similar for tame monsters.
           | 
           | It would change the gameplay significantly, and require
           | careful consideration of game balance. I think it would be
           | more of a whole new variant, rather than something to tack
           | onto an existing version of the game.
           | 
           | AI driven NPC interaction could also provide some amusement
           | and make the game less predictable. You could give
           | shopkeepers and other NPCs distinct personalities, where
           | there behavior is driven by complex motivations.And I'm sure
           | lots of other stuff.
        
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       (page generated 2022-11-12 23:01 UTC)