The reason Claude 3.7's performance is interesting is that the LLM approach defeated Lt. Surge, far past Mt. Moon. (I wonder how Claude solved the infamous puzzle in Surge's gym)
https://www.anthropic.com/research/visible-extended-thinking
The reason Claude 3.7's performance is interesting is that the LLM approach defeated Lt. Surge, far past Mt. Moon. (I wonder how Claude solved the infamous puzzle in Surge's gym)
https://www.anthropic.com/research/visible-extended-thinking
After all, the game does not introduce any significant new mechanics beyond the first couple areas - any human player who has the reading/reasoning ability to make it to Mt Moon/Lt Surge would be able to complete the rest of the game.
So why are these models getting stuck at arbitrary points in the game?
And if the AI decides to attempt Seafoam Islands, all bets are off.
Also, there’s no point in designing for use cases it will never encounter. A Pokémon rpg AI is never going to have to go play GTA.
For every problem that isn’t natural language processing, there exists a far better solution that runs faster and more optimally than an LLM, at the expense of having to actually program the damn thing (for which you can use an LLM to help you anyway).
Who can fight harder and better in a Pokémon battle, a programmed AI or an LLM? The programmed AI, because it has tactics and analysis built in. Even better, the AI’s difficulty can be scaled trivially where as an LLM you can tell it to “go easy” but it doesn’t actually know what that means? There’s no point in wasting time with an LLM for such an application.