Something about it seems to abuse the power of analogies to draw connections, treating view from 10,000 feet comparisons like they're proof of identity. So I do think a paper like this is perfect for the moment and just in time (if not a little late) because it responds to arguments of a form that are currently rampant all over Substack.
Why does it imply that? That doesn't sound right to me. Unless we define "sufficiently powerful" as by definition producing that outcome, which seems unhelpful.
e.g. there have been experiments training transformers on things other than language, and it's not clear that this produces LLM-like qualities (nor does it seem likely to me).
---
Edit: I have misunderstood. The point was that LLMs can be run on any hardware (or in this case, emulator) that can do the actual computations. So the author picked AoE because it's an obviously silly example that goes against the tendency to anthropomorphize.
So basically it's the "substance/structure" question. (GPT-5 running on human neurons. Conscious or nah? Human neurons simulated on NVidia. Conscious or nah?)
But by the same argument, if you simulate a human brain in AoE, then what?
( Or for that matter, the universe containing all human brains: https://xkcd.com/505/ )
If we find out the universe is being run on a computer made out of legos, does that suddenly make all of us not sentient for some reason?
https://news.ycombinator.com/item?id=46005928
The paper focused on looking for similar neural structures to those in humans, as signs of "probably conscious". Which sounds great until you remember octopus.
Or rather, we aren't *certain* that those things are conscious. But the idea that they might be is not strange.
(defrule connection
(connection ?id)
=>
(println "User " ?id " connected")
(printout ?id "Welcome to the chatroom from CLIPS!" crlf)
(do-for-all-facts ((?f connection)) (neq ?id (nth$ 1 ?f:implied))
(printout (nth$ 1 ?f:implied) "User " ?id " connected" crlf)))
(defrule say
(connection ?id)
?f <- (message-buffered ?id)
?ff <- (message ?id ~/me ?message)
=>
(retract ?f ?ff)
(printout ?id "You: " ?message crlf)
(do-for-all-facts ((?f connection)) (neq ?id (nth$ 1 ?f:implied))
(printout (nth$ 1 ?f:implied)
?id ": " ?message crlf)))
Here are AOE2's AI docs:- https://www.scribd.com/document/348253/CPSB
- https://userpatch.aiscripters.net/reference.html
From an example AI: https://gist.github.com/mayerwin/ac4a5ec62f51e94a3fa9:
(defrule
(strategic-number sn-resource-control <= 2)
(dropsite-min-distance stone < 6)
(building-type-count-total town-center >= tc-level-three)
(or
(or
(players-civ focus-player briton)
(players-civ focus-player hun)
)
(or
(or
(players-civ focus-player mongol)
(players-civ focus-player mayan)
)
(and
(current-age == imperial-age)
(goal unit-goal skirmisher)
)
)
)
=>
(set-goal control-goal my-unique-unit-line)
(set-goal uu-up-goal 1)
)I thought this was going to be about NPCs in video games. NPCs, by intent, have human-like attributes. It's not hard to do. I've done a bit of that, pre-LLM. It doesn't even require anything near intelligence. Some NPCs are better than that. Unreal has demoed some that, if asked about it, can be made to understand that they are NPCs in a game world, and will talk reasonably about it.[1]
juliusceasar•1h ago
killingtime74•1h ago
0x303•59m ago
fxtentacle•58m ago
tux3•5m ago
pinkmuffinere•56m ago
edit: 11
madrox•44m ago
brunocvcunha•22m ago