A most profound video game: a good cognitive aid for research
thoughtforms.life
thoughtforms.life
I highly recommend it to the HN crowd.
That's Windows-only, though. Someone recently released a "demake" with fewer levels for Pico-8 that you can play in a browser: https://www.lexaloffle.com/bbs/?tid=142638
https://store.steampowered.com/app/1344740/FOOTSIES_Rollback...
Demake - remaking a game for a more limited set of hardware. Remake normally implies increasing quality, whereas a demake is focused on cramming as much quality as possible in a much more constrained execution environment. (In this case, a PC/iOS game to a Pico-8 game.)
But it comes from the old days of gaming. You could play an amazing fighting game at the arcade, but the home console had considerably less power. So the home version of that game might be very limited.
Back then we would just call that a port. Port was used to mean taking something from its native platform and putting it on something else, which was rarely an upgrade. Putting an NES/famicom game onto Genesis/master system would involve upgrades (sprite capability) and side or downgrades (sound chip differences).
Port today generally means a game has the same quality across all platforms, barring the bare facts of hardware capability. So de-make now often means a port with some intentional limitation. "I know a digital home pregnancy test can't run DOOM, but can it run enough to be playable?"
The game doesn't hold your hand, and I think it took about 10 hours for me to learn enough of the puzzle language for things to get really good (and then it started to descend into frustrating fiddliness in the deep endgame), but the middle 30 hours or so we're some of the most gratifying gameplay I've experienced.
It kind of felt like the anti-Witness. The Witness was fastidiously fair and so carefully constructed I can look back at it and marvel, but actually playing it was pretty formal and mirthless. Baba is You can be a little sloppy and unfair, but it's warm and fun and funny, and the actual craftsmanship of the puzzles themselves is still top tier, in it's own way.
Has a lot of “aha” moments.
It reminds me a bit of the card game Fluxx [2], where every card you play changes the rules.
[1] https://play.google.com/store/apps/details?id=org.hempuli.ba...
When playing something like UNO we did the same, whoever wins one game can add any rule for the next and all previous rules are kept, unless if it turns out that a rule we added ruins the game, then we remove it.
After that it becomes a mad scramble to remember all the previous rules while coming up with new wacky additions.
https://blog.jtoy.net/examining-concepts-through-different-f...
https://blog.jtoy.net/on-the-wondrous-human-simulation-engin...
https://arxiv.org/abs/2210.12068
The human brain has at least over 12 different coordinate systems. I like to reference this image: https://cln.sh/gpqhwrw2Hg92MQz62TY6
Humans have the ability to inspect anything from any point of view that we want, like a real time video game simulation system in our minds. I suspect that artificial neural networks are missing this core ability to encode and translate its point of view when processing data. Just look at basic LLMs failing at the reversal curse: https://arxiv.org/abs/2309.12288 No amount of more GPUs and more training data will fix it.
The entorhinal cortex in humans has a special kind of neuron called grid cells that works with hippocampus cells to do generalized coordinate translations. The discovery of grid cells won a nobel peace prize ( https://www.nobelprize.org/prizes/medicine/2014/advanced-inf... ). It is a prime suspect to incorporate for a coordinate transformation layer in my opinion.
I want to build an ANN that incorporates this "coordinate transformation system", but I'm not sure how to translate it into code, this is my dream project.
You might also be interested in implementations for novel view synthesis such as instantngp and other NERF-type models. InstantNGP is actually ludicrously simple relative to most recent neural architectures, imo.
With respect to the reversal problem, I wonder how strongly this would still hold for eg encoder-decoder (eg T5) or “order-free autoregressive” models (eg sigma-GPT from last week)
Curiously I didn’t see any mention of this term in your paper. But you did touch on the contrast between egocentric and allocentric representations, which lies at the heart of the issue.
I think the grand challenge of AGI will be unifying these two to reap the benefits of both while minimizing the dangers of imbalance. A bit like physics wrt gravity and quantum mechanics.
We’ll need allocentric perspective for globally optimal decisions (superorganism), but we’ll also need egocentric reasoning to enable robust autonomy in unique local environments.
Also worth mentioning that multimodal representation learning seems like it essentially achieves the sort of cross modality behavior of grid cells, although physical location (not positional encoding) is not an input in any of the research I’m aware of.
[0] https://arxiv.org/abs/2112.04035
A few I benefited from:
Chess: for general lessons of resourcefulness, creativity, calculation, pausing before acting, and practicing being comfortable with irresolution (e.g. when two or more pieces could be traded but you have to resist the urge to simplify if doing so worsens your position). Chess also opened my eyes to how much distractions and inadequate sleep affect cognition (my elo can drop 100 points when badly lacking sleep, and another 100 if playing in a public place with distractions).
Vim Adventures: not exciting enough to recommend for gaming alone, but it made it bearable to repeat vim key strokes for 3-4 hours per day for a few days straight until I had the muscle memory to use it for most coding tasks without too much clumsiness.
DuoLingo: less of a 'game'; more of an educational tool, but still worth the mention as it made learning foreign language much easier than doing so via book/audio.
Where gaming and more recently the 'educational' apps one sees advertised on certain websites and youtube channels definitely do help is raising awareness and motivation to the featured scientific disciplines.
[0] - https://link.springer.com/content/pdf/10.1007/s41465-022-002...
I have found it to help with strategy, especially multi-round strategy. This is useful in business and other areas of life, not just chess ELO.
What about Go, or Checkers, or Call of Duty, or...?
That's the issue. Yes sitting down and concentrating on difficult tasks for long periods of time is good exercise. So is jogging, which isn't sitting down. Or rowing. Or lifting weights. Or...
Chess probably has much less benefits than learning a musical instrument, for example.
It is mostly soft skill type stuff. For example, something goes wrong and veers from an original plan, and you have to come up with a solution and adapt in the moment.
At the top of my list is Factorio, and second is actually World of Warcraft.
More generally, there is a lot to learn from game design that you can learn through playing. The question of how to make taxes palatable, for example, is really no different to the question of how to challenge a player without frustrating them.
I believe the value of games are poorly understood, partially because chess, a game that has nothing left to teach us, muddies the conversation
That's a wild and weird take. It may not teach the collective "us", if your "us" is a very small set of well-established, experienced, smart, and mature people always in their element, then, yes, Chess has arguably nothing left to teach "us".
But it can be a very good learning experience for the absolute majority of people.
It sets you up with a logistical mindset, you learn to think about setting up a "supply chain" before you do something. This becomes a very abstract skillset that you start to apply in multiple areas of your life.
Secondly, it takes your thinking to a higher, more abstract level when you learn to build factories that build factories that build...
Thirdly, you learn polymorphic thinking in a high level. Like, products that are then taken through different processes produce entirely different things, and then some of them are fed back to this system.
I have played the game for low two-digit hours, but it augmented my thinking in a concrete way.
I will highly recommend Factorio.
Chess has also benefited me in being more far-sighted in shorter terms. Especially in situations with real rivals, or even without.
Scrabble had helped me learn in an early age that clever tricks and pragmatism help me win more than qualities like "elegance", etc. It was a lesson 'thrown in my face'.
Based on how other people try to explain it, I'd say the closest comparison matches the experience of being a "traditional" programmer being exposed to haskell.
You've kind of just got to play it to experience it yourself.
There's two parts to factorio:
1. You have to figure out what the next goal you need to focus on is, and then work backwards through the steps you'd need to achieve to get there.
2. You need to wrap your head around the task at hand figuring out how to build pipelined systems in a limited space. You might think you need A which can be turned into B which can be turned into C, which is correct. But it turns out the next step you planned requires some of your C to be turned into D while still making C, then you need to combine come D with B to make E, but suddenly you're not getting enough C to make D because you're using too much of the B to make E. You can swap some of the things that turns A into B to make B at a faster rate, but the A to B thing takes up more physical space, so now you need to move the things around in space without ending up getting tangled.
Repeat these two things in a loop for the basic game loop, then add in the occasional emergencies that you didn't foresee that can wildly change your current objective.
The difficulty curve in the game is designed in such a way to always let you figure out what your next objective is, but without you knowing all the pieces to get there.
And there are multiple paths to the end so you need to figure out how you're getting there.
Plus each of the ways you can use to get to the end work in different ways, sometimes subtle, sometimes utterly different.
Because Factorio is always training your brain in different ways, you'll find that you're way of problem solving has become better every 10 hours or so. You'll randomly get ideas out of the game of how to improve things or do things in a different way and you can try them out whenever you get back to the game.
Even when you finish it, you can go back and retry it to see just how much you've retrained your brain. You might even want to try the different paths to brain train other methods.
You can finish the game for the first time in about 50 hours. Depending on how much you game, this may be a lot, or hardly anything, but I'll point out that it's not one of those repetitive daily-mission grind-fest second job games. It's much more like reading a really good book series that you're enjoying.
Experience with a structured mental path is a fundamental part of learning. I've seen many educational games that explicitly teach skills, but don't necessarily offer an experience path for the application of those skills. Factorio is more along the lines of what an educational game should be.
What are some of the methods that you would recommended?
Learning resources - the greatest learning resource is teaching yourself how to learn, and understanding how your personal learning system works.
When I go to learn something:
- I don't use just one source. I look at multiple sources, comparing different perspectives as part of the learning process. No one author will explain things in "just the right way" to make things click.
- I build a dynamic MECE (mutually exclusive, collectively exhaustive) "framework" as I learn a subject, which can organize every piece of information I might need to save. If a piece of information does not fit the framework, the framework is changed.
- I use image search to quickly find different perspectives of a particular concept.
Information organization recommendations: In general, I would start with "the basics" - a process - even if you're sure you understand it well. See if you can organize what you know into a MECE framework, and find out if your understanding of the information is "siloed" (based on a condition, such as context). Ask yourself how broadly you are able to apply your understanding, or pick an "unrelated" subject and organize it from a process view as an exercise. Look at different models of a process and which components are always included, and which are not.
Into the Breach is the closest you’re ever going to get to a chess sequel.
Helps with reflexes and hand eye coordination but more importantly it fosters a zen mindset. Have to roll with the punches and work the problem instead of getting frustrated after you envitably die for the 1000th time.
Real critique example: Duo relies on 1:1 translation. Native language learning isn't even close to 1:1. Every language learner hits a point where they can say, "I know exactly what this phrase means in the target language, and there is no direct translation in English". To finish a language in Duo, you will have to memorize dozens/hundreds+ of totally misleading and bad translations like this.
Tldr. Selling kids DuoLingo for language learning is like selling kids cigarettes to help them learn to build a fire.
They also have quite a bit of humanist philosophy, in my opinion they do a good job of being relentlessly optimistic in a way that feels genuine without being overbearingly techno-optimist.
This sounds like an awful idea!
I have an addictive personality, and cookie clicker and similar idle games have taught me a lot about how I feel when I'm addicted to something, how it affects my decision making capabilities, how I can detect it early, what I can do to get out of the loop.
This is not something you'll pick up automatically by playing these kinds of games, you'll have to deliberately and mindfully interact with them, but if you do you can learn a lot about how you respond to addictive stimuli and hopefully prevent a lot of way, way worse addiction in the future through these lessons.
Polytopia is chess-like to me, in that there are many scenarios where you need to move precisely in order to pull off an attack or defense. While chess would be considered to be heavily focused on military and territory, Polytopia requires you to balance military, territory, economy, and technology development. It generates a lot of questions for me, that I end up trying to answer with small coding projects, like what’s the optimal way to expand using this tribe on this map type, or whatever.
Theres a pretty active community on Thinky publishing block pushing levels every day. Levels range from Kindergarten to Super Grandmaster in difficulty. Also features a level editor where you can publish custom levels to the world.
Ah, I remember my epiphany, 13 ish years ago when Prolog first clicked for me. I put it into a little rhyming couplet:
There is no separation
'tween data and operation
Funny how you have to go all the way to the highest level just to find the same simple truths that define the lowest level; of computation.Games are cool too.
—Jiddu Krishanmurti, Public talk in Rome, 1973 October 28.
https://www.krishnamurti.org/transcript/when-the-mind-realis...
Lateral thinking puzzles are underrated, and orgs mostly punish lateral thinkers. Even though the lateral thinker is going to catch way more bugs. They will also generate more bug reports by doing so, and that's bad for numbers, stop that.
Or the old FANG hiring problem. "How would you implement a binary search tree for this problem, and do it only on a Google doc, no auto complete."
Good programmer: "I would never do that. That sounds horrible. Who thought of this?"
At the very least, Captain Blood would come to mind.
https://www.abandonware-france.org/ltf_abandon/ltf_galeries....
You have sequences of symbols, with attached mechanics. Arrange the blocks in different order, to get different outcomes.
Maybe I'm just grumpy today, I don't see how the game is "profound".
edit: I guess what I have in mind is if anything, the fact we can create meaning out of any collection of symbols, and decide waht it means, shows that language is really empty and intelligence is completely outside of language. Language is just a tool.
Baba Is You - https://news.ycombinator.com/item?id=25560525 - Dec 2020 (1 comment)
More:
https://hn.algolia.com/?dateRange=all&page=0&prefix=true&que...
interesting type of game, even though i would not personally play it. however, the author shared a resource to simulate the game for reinforcement learning (https://github.com/utilForever/baba-is-auto).
"Baba is you" is pretty cool, it is not only about changing rules, it also at some point plays with what language is, and you can even stretch it to explore some platonic ideas.
but, please don't.
Scheme would be an example that also allows for metaprogramming.