[HN Gopher] The NetHack Learning Environment ___________________________________________________________________ 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. ___________________________________________________________________ (page generated 2022-11-12 23:01 UTC)