GPT-5.6 Sol can beat Factorio on peaceful mode
Posted by ryanmadden 1 day ago
Comments
Comment by mwt 1 day ago
Robots: they're just like us!
Comment by root_axis 1 day ago
Hah I dunno, I think most human players wouldn't find that very fun and would instead take that as an opportunity to refactor the factory for optimized performance (i.e. the core gameplay loop)
Comment by outworlder 1 day ago
When you just need a few parts to be made, it is sometimes very tempting to drop a chest, fill it up with parts, then go do something else, one of the 1000 tasks you have been neglecting.
Comment by root_axis 1 day ago
Comment by giancarlostoro 1 day ago
Comment by rustystump 1 day ago
Once you make a few blueprints, then the real joy of factorio is found. Nothing like splatting down an outpost and watching it sprint into existence as thousands of “agents” build it out.
Comment by serf 1 day ago
I then log in, create a bunch of logistics chains, and then a few days later he whines about it again when he enters the next phase of gameplay.
This continues until fast logistics drones, then he takes over; less need to consider routing & order .
Factorio is interesting, a lot of players just treat it like they're playing Postal and just want to gun bugs down in creative mode equivalents, meanwhile i'm fretting about green boards per second.
Comment by dwaltrip 1 day ago
Comment by mwt 1 day ago
Naturally, "I'll do it once" starts as a temporary crutch and ends up a load-bearing liability. A phenomenon entirely absent from our day jobs ;)
Comment by 8note 1 day ago
youre not really sure how to set up some of the logistics/how much of what you will need where ahead of time
Comment by edaemon 1 day ago
Comment by pjerem 1 day ago
When you start a new game in Factorio, if you never played it, you can’t know how much of each resource you’ll have to extract and neither how much of an item you’ll need to produce.
I know it’s easy to forgot after thousands hours of playtime, but the game starts with your character having to manually mine coal one by one.
Comment by ekidd 1 day ago
Some of this information should be recoverable somewhere in the tech tree tooltips, if nowhere else.
More importantly, vanilla Factorio plays a nasty little trick on first-time players: The final sciences and launching the rocket both require scaling up. This means that either you refactor your factory, or you grind out that first launch super slowly using an inadequate production line.
Veteran players know ways to design some modularity into a factory, and when to yank out subsystems and rebuild them bigger somewhere else.
Factorio: Space Age is actually more forgiving about scalability. You don't need to scale up as much, and you have much more powerful tools for doing it. Instead, Space Age has lots of novel game mechanics to master, and higher total system complexity across the solar system.
Comment by deepsun 1 day ago
Also the LLM probably has seen dozens of factorio-related websites and setups.
And also, player (artificial or natural intelligence) don't need to setup everything upfront, it's actually the main gameplay feature is to run between production areas to expand/optimize them.
Comment by AngryData 1 day ago
Possibly there is a lack of item-throughput figures for belts and stuff though.
Comment by giancarlostoro 1 day ago
Comment by 7bit 23 hours ago
A bus doesn't solve the issue the person you replied to was talking about.
Comment by bombcar 1 day ago
Comment by 7bit 23 hours ago
Then also, you can finish the game even when not planning ahead.
Comment by parineum 1 day ago
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Comment by js8 1 day ago
Comment by hajile 1 day ago
Comment by WarmWash 1 day ago
Comment by Paradigma11 1 day ago
Comment by jstummbillig 1 day ago
Comment by backpackviolet 1 day ago
If you know what’s coming you make different choices in how you build that heads off a fair bit of refactoring.
Comment by lifeisloving 1 day ago
Comment by giancarlostoro 1 day ago
Comment by sulam 1 day ago
Comment by scrollaway 1 day ago
Comment by benhurmarcel 1 day ago
Comment by minimaxir 1 day ago
I suspect Opus 5.5 can do even better but there aren't as many people testing it.
Comment by Uehreka 1 day ago
Like I want to see what Pokemon strategies it uses: Does it try to brute force with its starter? Does it try to load all of its HMs onto one or two Pokemon? Does it use Flash? If it needs to catch a new Pokemon to beat a gym leader, how much does it remember about which species it encountered where and what their levels were?
Comment by minimaxir 1 day ago
Another run with Ironlocke rulesets for Crystal (hard mode, level caps, permadeath) has even more diverse teams: https://www.reddit.com/r/ClaudePlaysPokemon/comments/1wf6zx0...
Comment by otabdeveloper4 1 day ago
Comment by hajile 1 day ago
Comment by dawnerd 1 day ago
Comment by minimaxir 1 day ago
Only months ago did these LLMs make it past the Victory Road boulder puzzle without harness assistance.
Comment by WarmWash 1 day ago
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Comment by jquery 1 day ago
Sol, write me a function that moves all the toothpicks from jar 1 to jar 2
>computing requirements
>planning
>writing test harnesses
>writing tests
>450/450 offline tests pass
>1 toothpick moved...
> verifying
>writing acceptance tests for toothpick 1
>error in acceptance test, fixing...
>toothpick is one pixel from expected destination, restarting toothpick job
>...
>THIS MODEL IS AT CAPACITY. PLEASE TRY ANOTHER MODEL.
Comment by epolanski 1 day ago
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Comment by KronisLV 1 day ago
Comment by Buttons840 1 day ago
And yet, that argument I just made often bothers me, because I do think there is a place for strong AI in games, and many people just reflexively say "strong AI wouldn't be fun". I think they are partly right, but I also think a strong AI that is purposely dumbed down in fun ways could be really enjoyable.
When it comes to shooters though, those games aren't really about competition and decisions, they are about giving the human player an experience. I do think strong AI is overkill in such situations.
A strong AI for chess absolutely improves chess computer games.
A strong AI for a Magic: The Gathering style card battler would improve the game.
A strong AI for Civilization would improve the game, but I think we're starting to get into a realm where you can fake some things. I do think Civilization games are lacking because of poor AI, but I don't know that we need LLM-levels of AI in Civilization.
Again, in shooters, there's no decision, no illusion of fair play or equal competition based on making decisions, it's all about the human experience, and so LLM-level AIs aren't needed here at all.
Comment by KronisLV 1 hour ago
> When it comes to shooters though, those games aren't really about competition and decisions, they are about giving the human player an experience. I do think strong AI is overkill in such situations.
> Again, in shooters, there's no decision, no illusion of fair play or equal competition based on making decisions, it's all about the human experience, and so LLM-level AIs aren't needed here at all.
No, playing against humans absolutely sucks to an untold level for me - because more often than not at some point it ends up being about who has better aim or reaction times and I lose like most of those.
Stuff like that makes everything from CS, Valorant, Battlefield, Wardogs, Active Matter, Tarkov, ABI, Insurgency Sandstorm and any other shooter game unplayable. Meanwhile purely skulking around corners is no fun and also sucks, because that still doesn't resolve the imbalance, and that's after over a thousand hours and sometimes with SBMM and all. Teamwork can't really fix that, even when I tried playing a healer in Valorant friendlies would get taken out, I'd get picked off, round over, we lose.
What I really want is AI that is worse at aiming than I am but is more numerous and makes up for it with numbers and utilizing those numbers well with tactics. Games like FEAR and Trepang2 and Incursion Red River evoke that feeling, but could definitely be made even better in that regard! It would be strong not because of sniping me from across the map like a lazily made bot, but rather because there'd be grenades going out in my direction, they'd use cover well and suppress me while some others push from the flank, not just rush me with godlike aim.
That is before you consider playing online being a minefield (especially in Eastern European servers), it's a coin flip whether someone in Wardogs will be trying to flip choppers or AFK bot at base, or whether they'll decide that being annoying and sharing the best slurs they know is what they want to do today. It seems like there's a narrow band between tryhards who berate you for not playing good enough and people who are just trolling. I don't want that kind of hit or miss experience, ever. It's even the same with Arma RP servers (like Altis Life, the idea is cool) when I tried those - you'd be able to make money by mining and processing ores or whatever for a bit, until someone would randomly shoot you for no real reason.
Comment by conorcleary 19 hours ago
Comment by KeplerBoy 1 day ago
Comment by jbm 1 day ago
It's fun if you have a handful of people playing, but it would quickly go towards negative reviews if you tried to sell it.
Comment by Jtarii 1 day ago
At most it should be mildly tweaking existing dialogue, e.g updating a line to reflect game events. But as soon as you present a prompt window to the player the entire illusion that you are in a game world instantly dies.
Comment by outworlder 1 day ago
I don't agree. All -important- dialogue yes. Background NPC chatter? Even when studios spend a lot of effort crafting multiple lines, pretty soon you have seen them all. They also don't change based on player actions.
Comment by 8note 1 day ago
thats close to tweaking existing dialog, but with a bit more freedom.
you still dont have to give the player arbitrary response
Comment by Jtarii 1 day ago
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Comment by CamperBob2 1 day ago
Comment by datadrivenangel 15 hours ago
Not useful enough that I actually play with it, but it was capable enough to be useful even just with sonnet.
Comment by Nition 1 day ago
I think there's a bit of a lack of knowledge of game history on both sides, because we already know it can be fun when a game is designed around it. It worked in Façade (2005!) and it worked in Starship Titanic (1998!!), and both of those could have worked even better with the technology we have today.
One type of game that seems like an obvious one to me, is something a bit like The Sims except that the characters' decisions and speech are LLM-controlled. Maybe one of the characters is player-controlled, so you can interact and talk with everyone else. Or to describe it from the other direction, it'd be a kind of interactive fiction like AI Dungeon invented, but grounded in a physically simulated setting.
Comment by BSPtree 1 day ago
Comment by jstummbillig 1 day ago
(Not sure how prohibitive it would be to do anything interesting with local LLMs of any kind in a big game, given how many platforms/setups you have to make the stuff run smoothly on, and the sheer amount of RAM they would bind)
Comment by SeanAnderson 1 day ago
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Comment by Buttons840 1 day ago
These old basic algorithms often have mathematical proofs that they will converge to optimal behavior, and they do so fairly quickly. Turning the complex world of the game into a Q-table would require some creativity and judgement, but is not that hard I think.
In the end we would have a controllable AI that actually does adapt. That's my hope anyway.
Comment by deepsun 1 day ago
Comment by chr15m 1 day ago
Comment by BSPtree 1 day ago
Comment by KeplerBoy 1 day ago
LLMs only become expensive if you let them generate 1000 lines of code every 2 minutes.
Comment by damowangcy 1 day ago
Comment by 8note 1 day ago
same with the df artworks. get kitfox to design some art styles for dwarves, elves, goblins, and humans, and then instead of just reading
"this is a fine engraving of a dwarf. it concerns the events of 102 when ulrist fastbuttons was elected mayor. ulrist fastbuttons is sobbing"
Comment by root_axis 1 day ago
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Comment by vlyan 1 day ago
I could play online, but my dial-up costed $1 per hour for 250ms latency and near guarantee of at least one disconnect per hour.
Comment by 8note 1 day ago
its the same for like a chess bot. i dont want a perfect stockfish that occasionally makes a serious blunder when a dice rolls a certain way. i want one that actually falls into traps
Comment by ItsYan 1 day ago
Comment by direwolf20 1 day ago
Comment by vlyan 1 day ago
both American and Chinese labs aim their models at coding and knowledge work, so they penalize adult themes in post-training.
Comment by mopsi 1 day ago
A little unpolished because it was bolted on by fans and not the original game developers, but otherwise very impressive.
Comment by program_whiz 1 day ago
This is still impressive compared to where we were a few years ago, and being able to synthesize all existing information about a game and then play it to completion in a semi-realistic setting is great.
At a quick glance someone might mistake this for "brilliant AI solves Factorio", when in reality, given a similar but different game where it wasn't gifted all the information or training data (e.g. massive videos and screenshots) it might fare terribly (as others have pointed out in comments).
Comment by WarmWash 1 day ago
This has been true for every model since 2023. It's not nearly as big of a factor as people believe it is
Comment by gizmodo59 1 day ago
The models these days have 3 components that is for sure going to get better and better
1. Very good vision (it can identify almost anything in a picture) 2. Keyboard and mouse actions (slow but it does it well) 3. General world understanding (this one is toss up but given Astra or Fable, it surely does well even if it takes a while)
Now combine all these with specific RL environments that may use specific games which also generalizes to an extent and we have a system that can only get significantly better from here.
As for speed, I’d say it’s a question of how much money you are willing to throw (like Cerebras for example).
Comment by tripleee 1 day ago
There are full blueprints for factories online available to copy-paste in its training data [1]
I wouldn't be surprised if you can beat the game by just copying a bunch of blueprints from the web and chaining them together.
This is an old game relatively speaking and its been optimized to hell.
Comment by js8 1 day ago
Comment by suddenlybananas 1 day ago
Comment by fasterik 1 day ago
Comment by tripleee 1 day ago
Part of the reason players try to automate manual feeding is the annoyance factor, which AI doesn't care about.
Comment by fasterik 1 day ago
Comment by teraflop 1 day ago
If you measure by the product of throughput and distance traveled, for an item with a stack size of 100 (e.g. metal plates), the player's inventory adds up to roughly the same capacity as 2500 yellow belts. And that's assuming 100% utilization running back and forth in both directions, with no unused inventory space and no wasted time.
A basic assembler can manufacture 2500 belts in about 21 minutes. So as a rule of thumb, if you're playing for longer than 21 minutes, belts are worth the investment (at least for bulk transport of raw materials).
(I guess maybe add an additional factor of at most √2, since the player can run diagonally and belts are orthogonal.)
Comment by Cpoll 1 day ago
Stack size varies, but let's take 75 as an average, which means a player can carry 5600 items.
But carrying isn't throughput. If a round-trip takes 30s, player throughput will be 186 items/s. That's a measly 12 T1 belts.
Comment by zokier 1 day ago
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Comment by ang_cire 1 day ago
Patience, for one. I reach a point where I'm looking at a mess of coal-fed sorters that need a complete rip-and-replace with electric ones, and that's usually the point where I close the game and go back to something easier like Kenshi.
Comment by richwater 1 day ago
The tedium and repetition is really what kills the enjoyment for me. The problem solving, planning, forethought, etc are super fun but it's killed by the former.
Comment by fwlr 1 day ago
Comment by ang_cire 1 day ago
This just sounds exhausting.
I'd rather try to sneak into a hyper-religious xenophobic town and get captured and turned into servant labor at a mining camp. And I'm not even taking about visiting Texas!
Comment by fwlr 1 day ago
Comment by Mawr 1 day ago
Comment by cjbgkagh 1 day ago
You can always enter creative mode and make whatever changes you want in the game instantly, but in my experience that does make it less fun.
Comment by roncesvalles 1 day ago
Comment by mh- 1 day ago
Now I'm tempted to try again, because it feels like the kind of game I should really enjoy.
Comment by sagarm 1 day ago
Though these days I just manually clear the pollution cloud with a pocket full of turrets. The forward deployed engineer model, if you will.
Comment by RHSeeger 1 day ago
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Comment by aeriose 1 day ago
I’ve yet to see running these LLMs on Ultra-fast (8x speed on Sol). Wondering if that’s fast enough to do real time
Comment by damowangcy 1 day ago
Comment by thway15269037 1 day ago
Comment by Mawr 1 day ago
So they get into a cycle of: 1. Get attacked 2. Build a few turrets 3. Get attacked. They don't consider buffing up their defenses or going out to deal with the threats or preemptively placing turrets when they expand. Not without human probing.
Also, they had the same issue with hand carrying resources around as some other comments here mentioned Sol did.
Comment by kanemcgrath 1 day ago
Comment by Jtarii 1 day ago
The player character actually does have an extremely high capacity so if you are constantly running between chests your factory will still be reasonably high throughput.
Comment by gcbirzan 1 day ago
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Comment by QuantumNomad_ 1 day ago
Is the weirdness of the designs meaningfully beneficial in any way that the AI has figured out, or could it for example be that the training data the LLMs learned from are too different from the type of data it would need to learn from in order to interface properly and play the game better? And then because of that incompleteness, the LLM has to hallucinate a lot and it results in weird outcomes.
Comment by cjbgkagh 1 day ago
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Comment by js8 1 day ago
I have a similar problem on my GK2 vibegamed playthrough (see https://news.ycombinator.com/item?id=50302771), if I want computer to play similar to how a human would, I need to artificially close that loophole (for example, AI prefers to gather/eat low-tier food to cooking better).
Comment by ben-schaaf 1 day ago
Comment by js8 1 day ago
I said it's plausible. Perhaps not for basic materials, but things like robot frames, higher tier research packs, modules, anything that has low component amount compared to time or amount required for crafting.
Even speedrunners do quite a bit of handfeed. And if AI/player cannot figure out the automation fast enough - the handfeed might easily come on top.
Comment by gopher_space 1 day ago
Comment by lenikirilov 1 day ago
As much as games are similar, especially within the same genre, the nuances are important.
I'd personally be impressed the moment the AI manage to play the games following those newances and being efficient as well as effective.
Comment by Majromax 1 day ago
Looking through the video, around 12m one can see the Sol trace report the cancellation of a conflicting 'courier' (hand-feeding) script.
Rather than implement 'manual' effort, it seems like Sol considered the Engineer to be just another unit of automation!
That's not exactly within the intent of the challenge, but it's not too far out of bounds either. It's also a hard loophole to close if the agent interacts with the game through a scripting layer.
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Comment by ArcHound 1 day ago
I see it at https://github.com/ryanmadden/autorio and https://ryanmadden.net/claude-plays-factorio/, but I'd like to ask - any plans to support blueprints? Or push it further into Space Age or dare I say.. pyanodons?
No matter the answer: very nice!
Comment by tripleee 1 day ago
Why even play the game?
Comment by ArcHound 1 day ago
Second point: multiplayer runs in real-time, but I have real-life obligations too - having a short report along the lines of "all quiet on the eastern front" or "actually, Gleba got stuck and Stompers took over" helps.
There's still plenty of game to be played with some of these more complex QoL features.
Comment by tripleee 1 day ago
You could also automate base status reports via circuits: https://www.youtube.com/watch?v=39eYYwwuqyw
Idk, fair enough I guess but it feels weird to skip the automation part of an automation game by having an LLM play it.
Comment by ArcHound 1 day ago
I agree though - skipping automation/scaling is a no go, that's why I play Factorio.
Comment by damowangcy 1 day ago
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Comment by Havoc 1 day ago
Bit like warthunder guys can't help but leak classified info
Comment by jart 1 day ago
Comment by blobbers 1 day ago
Can you report more in depth at stumbling blocks? It's a surprisingly linear curve.
I'm going to try it on a local run.
I wonder if there is room for "recommendorio" where it gives you AI advice on your current factory.
Is the model pre-trained with any knowledge of the game?
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Comment by singingtoday 1 day ago
Boring though without something to attack you imo
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