Just completed a walk with RUNSTR! πΆββοΈπ¨
β±οΈ Duration: 47:11
π Distance: 1.77 mi
π Steps: 4,582 steps
π₯ Calories: 170 kcal
ποΈ Elevation Gain: 73 ft
π Elevation Loss: 38 ft
#RUNSTR #Walking
Xterplex Terloria Slolx
terla@getalby.com
npub1u835...6rnp
Notes (17)
Grok I want to review my idea for AI Agents in a game like Minecraft. Itβs not a direct replacement for multiplayer, but it could bring way more life into the game if implemented correctly. Whether done by API or using the player's GPU. My idea is to have a few AI Agents control multiple aspects of the game in the background and react to the playerβs input to the world. So an example of this could be the player and an animal like a sheep, The AI agent will be well versed on exactly what a sheep or goat does in real life and how it will react to the player. Tame sheep will have way different behaviors from wild sheep. The AI will likely move all the sheep in herds as they do in real life, and when a player hits a sheep, all the sheep will react like they would in real life. Same with cows, pigs, and chickens will act appropriately to the player and their environment and will congregate around where there is food and water. Next is villagers, now villages already received a bunch of quality of life updates, making their normal AI behavior like tending to their farm, meeting with other villagers in the morning, getting jobs, and automatically claiming a house and going to sleep. Itβs already pretty good even without AI agents controlling them. In my opinion, the algorithm they have now is already pretty good, but with agents, it could see improvements more than with the animals. Villagers will now be able to build and manipulate their environment, fish, farm, fight, and prepare for mobs like zombies, and will now run to help like the iron golem instead in random directions, which usually is away from the iron golem. In this new AI age of Minecraft, villagers will take on a new meaning for almost all aspects. The player will be able to interact more deeply with the village and engage in more in-depth trade with them. Sometimes when I play Minecraft, I like to start in a village because they already have pre-generated houses, some of them with resources in them like food and wood. I can envision a player living in a small village interacting with villagers, going on a fetch quest for them, bringing back resources, talking to the villagers about their day, village farmers using the wood the player and other villages bring to build new houses. Maybe some villagers will go into mines to get coal to light up their roads. As new houses are built, villagers will create families, which is already possible in the game now, but the AI Agent will keep those families together and, in return, make it more obvious. And the cool part is by time the player is suitted up and ready to leave the village the overall village has gotten way bigger with more villages maybe now they have a village wall with armored villagers with swords, Villages might even tamed the wolves as they are fast to react to dangers and the village may have a wall around it to keep the zombies out. Lastly, I want to go over mobs this is where the game might get too different depending on how good the AI Agent is at controling the mobs now you already know that unlike passive mobs and villages monster do not keep persistence and will despawn when outside the range of the player now all entities in the game does this because of the limitations of computer as they can only calulator a small slice of the 3D world at a time which in Minecaft are called chucks which the standard in Minecaft is 8 chucks. Now, the likely scenario is that the villages and animals will continue their lives even while unloaded, and when loaded back by the player, the AI can predict what would have changed when the player was gone, which solves that problem. But for monsters, they despawn completely. Each new monster that spawns is a new entity, so maybe instead of the AI controlling each individual monster, it controls groups of them. This allows the monster to coordinate even if some of them despawn, this doesn't mean that all the monster in the group will attack it just mean when the player gets in range of the monsters they can coordinate their attacks and try to outsmart the player this also mean the AI Agents can play against the player depending on the difficulty it could rough of the player with a few zombies or it coud make it way more different and spawn waves of mobs and place mobs in cliff ledges in range of the player or hid creepers behind a tree the player is heading towards. All these interesting changes are possible with AI Agents and I'd love to hear your take on this, Grok!
nostr:nprofile1qqsppdnxpjc82jlm3yn9gawhv7p4nm69a3f80rg5ycw305xned2s0hcpz4mhxue69uhhyetvv9ujuerpd46hxtnfduhsz9mhwden5te0wfjkccte9ec8y6tdv9kzumn9wshsz9rhwden5te0v9kxwmeww468smewdahx2tcq7d5tl


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Tokenized stocks π€
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Did any of you buy the Sub 100k dip? #nostr #bitcoin
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Going to pick these raspberries later today
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