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Notes -
https://www.lumine-ai.org/
Unlike most of these science papers they actually show video of it working, which should be applauded IMO. It's very strange watching the AI's chain of thought as it thinks about what it's doing on screen, I only watched a few minutes and it was doing that standard chain of thought thing 'hmm I shall completely misunderstand the situation, misidentify this random mob as Stormterror the boss dragon but I'll still do the right thing anyway and kill the mob.' Despite the weird thinking, it just works.
Genshin combat is fairly simple since you just press 1 e, 2 e, 3 e, 4 e and do some left clicking, maybe a few Qs and dodge the telegraphed attacks. But there are also a fair few puzzles and more complex activities that I'm sure should give Gary Marcus conniptions (freeze the water to get the anemoculus on it, accomplishing tasks over a long period without getting confused, generalization beyond the training materials into other mihoyo games). I would've liked to see it have a go at the more complex puzzles in Inazuma though. They're using a fairly small model and fairly small compute too by corporate standards at least, real-time AI video processing isn't going to run on your PC.
It also shows the paucity of 'time-horizon' measurements. 5 hours of Honkai Star Rail, where does that fit on the METR chart?
Google's been trying something similar with Sima 1 and the more relevant Sima 2, though I'm not seeing anywhere near as much information about what the model parameters and configuration were for that one. Qwen-2VL-7B seems, intuitively, way too small to make this sort of deep analysis and decision making, and it's kinda weird that a lab environment didn't go to something like Qwen-2.5VL-32B. But 7B was also obscenely good at captioning videos and making problem solving analysis from it, and people had gotten some results, if not great ones before.
Unfortunately, a lot of the value in the study is going to depend on exactly what and how they tested the model, and there's really not enough detail here. An hour-long autonomous play session of 'finish this mission' is the big selling point, but I don't know Genshin well enough to say whether a) that mission was nontrivially different from training data or b) that it involved more than 'follow quest marker, spam A at enemies when lock-on-button does anything.
It'd be interesting to see more information about how well these models handle completely out-of-training problems, though. I've talked about using a MineCraft mod to see how well a model can create a 'new' solution, but these sort of games are trivially easy to present completely out-of-training problems, ranging from stuff as trivial as an enemy or attack that's changed color, all the way up to completely novel gameplay mechanics (eg, FFXIV threw in a "change color to reflect attacks" mechanic several years after initial release). I wouldn't expect an LLM to possibly one-shot every version of this, and some probably aren't possible for architectural reasons (eg, even if a model could go from vanilla minecraft to GTNH from, no plausible memory-constrained implementation would have the context window for even some mid-game recipes), but I think it'd say some interesting things regardless.
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