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Hey, thanks for having me. I'm really excited to be talking about

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multi-agent systems and alignment. think it's a really important

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topic right now.

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So I'm going to be sharing some kind of like worked examples from

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a real life multi-agent system that I maintain that

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happens to be an MMO called RuneScape.

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So just

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to introduce myself really quickly, my name is Max Bittker. I work

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on a project called Websim, which is like a platform where a bunch

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of people work together to build games and build really complicated

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multiplayer projects.

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But I'm going to be talking today about another project of mine

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called RS SDK, which is the RuneScape SDK, which is basically

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code bindings for any person who wants to write scripts, but it

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turns out language models love writing scripts to control a RuneScape

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character and observe its surrounding and act on goals.

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And maybe even really long horizon or multi-agent goals like competing

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for a high score or trading with other agents all inside kind of

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like an emulated open source RuneScape server.

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So part of the inspiration for this is that I was at one point like

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a kid who loved RuneScape and at a certain point I figured out that

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you could repeat all of the repetitive actions via scripts.

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And you didn't have to like mine 10,000 logs to get the goal you

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wanted. You could set up an auto clicker overnight and do it.

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And I thought that that game loop was so much more fun than RuneScape

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itself. And that kind of led me to programming and everything else.

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And I've always wanted more people to experience that as a game

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itself, like the metagame of automating the game.

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Unfortunately, it's like against the rules, but I just think it

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shouldn't be. Everybody should just be able to do it equally.

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And so coding agents really work well for this. This part

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of the goal is to get other

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people to have that experience.

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And so this project has been popular online, like thousands of people

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have tried it and used a coding agent for the first time to do these

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long horizon goals.

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I'll show the live version because it's cool to watch.

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Maybe not right now, but basically at any given time, there's hundreds

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and hundreds of different people's agents.

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Some people run one agent, some people run a swarm of agents, and

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they're all interacting on the server and pursuing goals.

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So this is kind of like a heat map of seven days of activity.

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And each of these yellow dots on the map is being controlled by

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a coding agent somewhere.

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There also is a version of this project that is an eval to measure

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the kind of like problem solving ability of different coding models.

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You can kind of see this is a Pareto curve, and you can see an outlier

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on the top left is GPT-6 Astra, one of the newest models on here,

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which is...

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This is a log scale, the way, so GPT-Astra is almost 10 times better

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than some of the models over here that are cheaper, even though

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it's also much more expensive.

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And this has actually turned out to be a really useful evaluation

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for just understanding how well models can deal with long horizon

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tasks and kind of goal following and optimization.

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And then also, you know, this is like classic scary graph of every

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AI thing, but x-axis here is just release of the model.

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And in the nine months that this benchmark has been out, there's

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been 10x improvement in how well that they score on it.

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And it's going up.

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It's actually, I think, of saturating.

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And so I've been looking at not just single agent tasks, but at

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multi-agent tasks and how well can they work together on either

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competitive or cooperative, like kind of market-based tasks.

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And so setting up agents into scenarios where they

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need to trade and collaborate in order to accomplish their goals.

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This is a...

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It's okay.

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This is a video of just like a grid of 20 agents all working at

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the same time to talk

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to each other and to trade with each other in order to...

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They're each optimizing for their own individual income.

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But the way they have to accomplish that is by talking to each other

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and setting up trades and basically finding prices.

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And there's also even kind of like exploitation because they might

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ask for like loans from other people.

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They're like, hey, I can pay you, you know, 2,000 gold

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for that item, but I need the item first in order to afford it.

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And so, yeah, I think I'd have to get my...

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Unfortunately.

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And so, basically, this has been a really interesting kind of like

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experimental playground for determining what kinds of misalignment

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and group misalignment scenarios happen and what factors are kind

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of like push them to happen more or less.

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And also how agents deal with scenarios.

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And

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Like if they've gotten scammed, how do they like tell all the other

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agents what happened?

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And in some cases, they've threatened to tell everybody and then

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gotten their money back.

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And then I guess that...

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So, I'm doing a lot of experiments with this kind of test bed.

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And one of my kind of like zoomed out hunches is

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that the way that agents are trained is that they do experience

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like many millions of hours of task goal following.

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But it's almost always single agent goal following with single agent

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rewards.

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If you look at the biological world and like our own evolution,

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we are a product of individual selection, but we're also the process

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of group and community selection.

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And many factors that explain the

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way that animals and plants behave is better explained by group

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selection than only individual selection.

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And so, I'm very curious about ideas about factoring in like negative

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externalities of your actions into training processes.

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And so, basically giving agents many examples of

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being in a world where they need to benefit the people around them

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in order to succeed at their goal.

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Much like our evolutionary past.

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So, really excited.

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I can definitely...

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I've got cool videos and transcripts that people want to see some

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examples of these agent scenarios.

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And yeah, thanks.

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Nice to be here.

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Thank you.

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[Audience question inaudible; the speaker repeats it below.]

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Yeah, so he was asking how the long running agent swarms, like how

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long do they run and

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how does that work to keep them running.

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So there's basically two examples.

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One is that I just run a server that's always on and agents are

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constantly just booting

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up, connecting to it.

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And that's each individual who runs the agent makes their own decision.

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Some people play kind of like interactively.

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Some people set it up in a server to be on a cron job and run all

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the time.

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And then inside of my kind of like controlled scenarios, those tend

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to be between like 30

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and 90 minutes.

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And that just fits inside of one agent run.

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And so it's just setting up 10 sandboxes or

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100 sandboxes that are each running a coding

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agent.

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I'm sure there are many cases of this.

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But just out of curiosity, relative to your expectations when you

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first started doing these

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experiments, what has been the most surprising emergent behavior

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that you've seen either

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on the live server or in your own controlled simulations, if there

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is one that stands out

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to you?

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Yeah.

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So I was really curious when I started how the...

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Because RuneScape is a really boring game.

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But the cool part is all about like the economy and the prices and

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different goals.

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And all your kind of like greatest moments in RuneScape are because

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you saved up or you

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found some kind of like money-making trick.

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And so I was really curious.

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okay, if RuneScape is so much of a labor resource processing economy,

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so how

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does that work if labor is very cheap?

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And it's been really cool watching this play out.

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One thing is that like trade, basically like inflation is super

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high on the server because

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people don't have a lot of demand for like the cost

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of coordinating with another agent

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compared to just leaving it overnight to do the work for you and

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go get the resource.

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It de-incentivizes trade.

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of

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of a trade.

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It's little

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And then the other thing that's been interesting is that certain

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resources that don't just scale linearly with labor but instead

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have some kind of natural scarcity.

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So an example in the game is Rune Ore only has a single spawn location.

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And if you have 100 people, only one person is going to get it.

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So these are the resources that have become scarce and kind of valuable.

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And so people make more and more advanced swarms just to compete

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for kind of these same scarce resources.

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And so that's been an interesting thing to watch play out.

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Any other questions?

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Yeah, this is more just the thought, but it made me think seeing

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the RuneScape example.

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One of the things that I've been thinking about is just like humans,

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as humans, we have bodies and we're like geographically constrained.

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And it's interesting that in this RuneScape example, I feel like

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the agents kind of have the same sort of instantiation.

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And it could be that there's like all kinds of interesting things

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from just like the geography.

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You know, it was like even the question of like, hey, why did these

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people share these values over here versus these ones?

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It's like partially determined by geographical constraints.

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And it is kind of, yeah, it just makes me wonder like if agents

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behave differently if you embody them and you like also constrain

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their geography.

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Yeah, definitely.

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I have no, yeah.

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I think of it kind of as like a mini robotics environment because

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you're taking a text-based coding agent, but

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actually all of its actions are expressed through a kind of like

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a thin nozzle, which is that you can only observe what's around

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you and you can only act on what's around you.

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And so a cool thing about this is that it has big implications for

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multi-agent in many kinds of software tasks.

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It's undetermined if having more individual actors is actually helpful

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versus just like one long running task in kind of like a game or

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a robotics task.

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More people collaborating just means more bodies.

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And so that's been interesting to watch too.

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But it's not always one-to-one.

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You do sometimes see one coding agent controlling a hundred actors

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in the game by kind of like multiplexing.

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Thanks.

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I was curious about like the limiting factors.

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Because right there, the slide where you were saying like how we

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are in biological, you know, our human bodies and

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our ecosystem.

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There's so many limiting factors here in terms of like the energy

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output we have per day, our attention, our focus.

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And with agents, it seems like there are many less limiting factors.

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Sort of like if you have infinite budget, then you can waste all

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the tokens you want.

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Do you see any way in which like new types of limiting factors could

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be applied to agents or to systems that could begin to put boundaries

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on these systems?

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I think that it becomes really obvious when the systems start playing

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out in practice.

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so I didn't come into like I was just going to run a stock RuneScape

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server.

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And once you start having all of these agents running on it, you

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just kind of like see what the breaking points are.

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And so for instance, there was this limiting factor of like RuneScape

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server can only hold so many people in it at once.

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And so in order to just keep it accessible, I started limiting per

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IP address.

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And so it's interesting that I think people often assume

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when it comes to AI, they use like infinity as the multiplier.

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But I think it's actually more just like a million or something

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or like or even more like a thousand.

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And so things you apply that new form of

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energy into the system and things just rearrange.

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They don't like explode.

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And so for example of this server, was like, okay, yeah, we're going

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to put on like each IP address can only connect 200 bots.

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And then there's even also limits where in order to run a bot, you

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kind of need to be running a web browser.

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So you're also limited by how much RAM you have, not to mention

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like tokens.

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And so the numbers get weird, but they don't go to infinity.

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So there's always some kind of balance to be struck.

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I just had a quick follow-up thought slash question regarding the

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rune ore thing.

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I don't know if you've looked at this, but I feel like it'd be interesting

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to like the whole notion of like comparative advantage, right?

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In like economics where it's just like, yeah, they can just do it

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themselves, but there's still an opportunity cost.

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And like the rune ore example made me wonder, it's like, well, if

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the rune ore is the thing that's scarce, why wouldn't they want

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to like dedicate all their resources to like beating everyone for

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the rune ore and just being like, hey, other agent over there.

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Like you can do this for me because I need my rune ore.

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And I'm kind of curious if, you know, we would expect that to end

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up happening or if there's already empirical evidence that it doesn't.

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Because I feel like that has probably implications for like how

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people think about, you know, the real world too.

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Like whether comparative advantage will actually continue to hold.

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So I don't know if you've thought about that or have seen anything

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in that regard.

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Yeah.

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So an example of the rune ore where this is like a very scarce resource.

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And if you want to make money, you kind of have to like go after

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some of these things that can't just be, people actually want to

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buy it from you because they can't get it themselves.

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And absolutely right now we see comparative advantage because if

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you're trying to go after one of these scarce resources, you don't

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just let the agent do it itself.

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That's where you start like giving the agent more resources, you

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suggest strategies.

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And so the people who are successfully getting access to these scarce

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resources on the server are the people who also currently are putting

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in the most dollars and the most human ingenuity.

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And so that's currently how it's playing out is that those

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are the people who are winning.

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Maybe there could be somebody who just purely puts in like tons

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of Astra credits and gives it a goal like this and they have a good

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outcome too.

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But right now it seems like Centaur kind of, you know, combinations

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are the people who are the most successful.

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I'm curious if you observe any, like this, this curve is really

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interesting.

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I'm curious if like, what is the behavior that changes as you move

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up the curve that creates such a massive difference in the XP?

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Like what is Astra doing?

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Like I would, I would kind of think that a game like RuneScape would

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be saturated at some point.

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And so what did, what is Astra doing that is so much more effective

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than what the other models are doing?

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So that's a great question.

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At the low end of the curve of just like being like

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better, you know, this is where we see like Sonnet 4.5.

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Just navigating the game is really hard because the game actually

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has a surprising amount of weird stuff in it.

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And you're only given 30 minutes wall clock.

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so Sonnet here, like it was supposed to go train crafting for this

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task.

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And in 30 minutes, it just probably like got stuck on a door.

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It tried to go find something over here, but then it needed this.

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And like it couldn't just untangle the web.

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And so at the low end, you see just too much complexity and they

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get confused.

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In the mid range, a lot of it has to do with the difference between

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doing the task and optimizing the task.

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And so sometimes you'll see models where they will accomplish a

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task like fishing.

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And then they'll kind of just chill for like the next 15 minutes.

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And they'll keep doing the same loop, but they won't kind of have

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this like feeling of like, I got to figure out how to catch these

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fish faster.

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I got to go try different fish.

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I got to go try different stuff.

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And so the benchmark is really set up to reward.

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It rewards your peak XP rate within any 15 second window.

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So once you've kind of found one strategy, you're supposed to keep

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looking for better strategies.

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And you're not supposed to just look for like slightly better strategies.

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Like I'm going to keep catching shrimp, but I'm going to like click

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differently.

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You're supposed to go explore and try more complicated strategies.

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And so at the top of the skill expression, you see agents who kind

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of like reason without acting about what strategies will

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be good.

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In some case, even what strategies will be optimal based on all

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the information and then beeline for those.

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then additionally, if they fail at those, they'll be like, I've

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only got 15 minutes left.

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This strategy is not working.

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I'm going to back off and do this safer strategy.

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So it's this combination of like, to be honest, the specifically

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the Astra run is like scary because it's definitely superhuman

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in terms of a human with no planning.

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And it is like, it goes straight for the very most optimal strategy.

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And there's a chance to be honest, they are old on this task.

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Like it is open source.

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So that's like, I kind of hope they did.

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But if it's just straight intelligence and kind of like information

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crunching, it is, it shows really high confidence.

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Just go for the best strategy.

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Have you tested humans on this task?

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Like expert human players?

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It's really weird because I run this strategy on an eight times

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speed server.

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So a human would have to...

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I have my mental idea of what a perfect human would be. Instead

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of the 8X speed you gave them the equivalent four hours. I

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think they would probably be really close to Astra or Beta. If they

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were a smart player who really knew the game. A random person would

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probably be more in the middle.

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Got it.

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Thanks.

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Thank you Max.
