i enjoy playing video games my own self. separately, i enjoy writing code for video games. i don't need ai for either of these things.
It's still a neat perspective on how to optimize for super-specific constraints.
It's kind of like how people started watching let's plays and that turned into Twitch.
One of the coolest things recently is VTubers in mocap suits using AI performers to do single person improv performances with. It's wild and cool as hell.
Although git revert is not a destructive operation, so it's surprising that it caused any loss of data. Maybe they meant git reset --hard or something like that. Wild if Codec would run that.
And what would that reason be? You can git revert a git revert.
And the reason jj helps in that case is that for jj there is no such thing as an uncommitted change.
Then, `git notes` is better for signature metadata because it doesn't change the commit hash to add signatures for the commit.
And then, you'd need to run a local Rekor log to use Sigstore attestations on every commit.
Sigstore.dev is SLSA.dev compliant.
Sigstore grants short-lived release attestation signing keys for CI builds on a build farm to sign artifacts with.
So, when jujutsu autocommits agent-generated code, what causes there to be an {{AGENT_ID}} in the commit message or git notes? And what stops a user from forging such attestations?
> you can manually stage against @-: [with jujutsu]
You could take those, make the tools better, and repeat the experience, and I'd love to see how much better the run would go.
I keep thinking about that when it comes to things like this - the Pokemon thing as well. The quality of the tooling around the AI is only going to become more and more impactful as time goes on. The more you can deterministically figure out on behalf of the AI to provide it with accurate ways of seeing and doing things, the better.
Ditto for humans, of course, that's the great thing about optimizing for AI. It's really just "if a human was using this, what would they need"? Think about it: The whole thing with the paths not being properly connected, a human would have to sit down and really think about it, draw/sketch the layout to visualize and understand what coordinates to do things in. And if you couldn't do that, you too would probably struggle for a while. But if the tool provided you with enough context to understand that a path wasn't connected properly and why, you'd be fine.
what a world!
People don’t appreciate what they have
A machine generating code you don't understand is not the way to learn a programming language. It's a way to create software without programming.
These tools can be used as learning assistants, but the vast majority of people don't use them as such. This will lead to a collective degradation of knowledge and skills, and the proliferation of shoddily built software with more issues than anyone relying on these tools will know how to fix. At least people who can actually program will be in demand to fix this mess for years to come.
There was a time when you had to know ‘as’, ‘ld’ and maybe even ‘ar’ to get an executable.
In the early days of g++, there was no guarantee the object code worked as intended. But it was fun working that out and filing the bug reports.
This new tool is just a different sort of transpiler and optimiser.
Treat it as such.
Am I reading a Claude generated summary here?
> "This was surprising, but fits with Claude's playful personality and flexible disposition."
Maybe this is obvious to Claude users but how do you know your remaining context level? There is UI for this?
There might be an input that would produce that sort of effect, perhaps it looks like nonsense (like reading zipped data) but when the LLM attempts to do interactive in it the outcome is close to consuming the context?
I still have some parts of the old Rei-net forum archived on an external somewhere.
A linear puzzle game like that I would just expect the ai to fly through first time, considering it has probably read 30 years of guides and walkthroughs.
not just make up bullshit about events
> The park rating is climbing. Your flagship coaster is printing money. Guests are happy, for now. But you know what's coming: the inevitable cascade of breakdowns, the trash piling up by the exits, the queue times spiraling out of control.
Gemini models are a little bit better about spatial reasoning, but we’re still not there yet because these models were not designed to do spatial reasoning they were designed to process text
In my development, I also use the ascii matrix technique.
It really seems to me that the first AI company getting to implement "spatial awareness" vector tokens and integrating them neatly with the other conventional text, image and sound tokens will be reaping huge rewards. Some are already partnering with robot companies, it's only a matter of time before one of those gets there.
As far as 3d I don't have experience however it could be quite awful at that
It was interesting that the poster vibe-coded (I'm assuming) the CTL from scratch; Claude was probably pretty good at doing that, and that task could likely have been completed in an afternoon.
Pairing the CTL with the CLI makes sense, as that's the only way to gain feedback from the game. Claude can't easily do spatial recognition (yet).
A project like this would entirely depend on the game being open source. I've seen some very impressive applications of AI online with closed-source games and entire algorithms dedicated to visual reasoning.
I'm still trying to figure out how this guy: https://www.youtube.com/watch?v=Doec5gxhT_U
Was able to have AI learn to play Mario Kart nearly perfectly. I find his work to be very impressive.
I guess because RCT2 is more data-driven than visually challenging, this solution works well, but having an LLM try to play a racing game sounds like it would be disastrous.
An LLM could potentially make events far more aimed at your character, and could actually respond to things happening in the world far more than what the game currently does. It could really create some cool emerging gameplay.
But isn't the criticism rather that there are too many (as you say repetitive, not relevant) events - its not like there are cool stories emerging from the underlying game mechanics anymore ("grand strategy") but players have to click through these boring predetermined events again and again.
HN second-chance pool shenanigans.