GPT-5.6 Sol can beat Factorio on peaceful mode
ryanmadden.net
ryanmadden.net
Robots: they're just like us!
youre not really sure how to set up some of the logistics/how much of what you will need where ahead of time
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.
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.
Possibly there is a lack of item-throughput figures for belts and stuff though.
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.
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)
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.
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.
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 ;)
I suspect Opus 5.5 can do even better but there aren't as many people testing it.
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?
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...
Only months ago did these LLMs make it past the Victory Road boulder puzzle without harness assistance.
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.
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.
thats close to tweaking existing dialog, but with a bit more freedom.
you still dont have to give the player arbitrary response
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.
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.
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.
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
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"
(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)
A little unpolished because it was bolted on by fans and not the original game developers, but otherwise very impressive.
both American and Chinese labs aim their models at coding and knowledge work, so they penalize adult themes in post-training.
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.
LLMs only become expensive if you let them generate 1000 lines of code every 2 minutes.
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).
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.
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).
This has been true for every model since 2023. It's not nearly as big of a factor as people believe it is
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.
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.
Now I'm tempted to try again, because it feels like the kind of game I should really enjoy.
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.
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!
Though these days I just manually clear the pollution cloud with a pocket full of turrets. The forward deployed engineer model, if you will.
It took about 5 minutes for it to drive 50ft.
We're not quite there yet
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
Part of the reason players try to automate manual feeding is the annoyance factor, which AI doesn't care about.
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.
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.)
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).
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.
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.
Bit like warthunder guys can't help but leak classified info
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!
Why even play the game?
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.
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.
I agree though - skipping automation/scaling is a no go, that's why I play Factorio.
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?
Boring though without something to attack you imo