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构建一个由自主运行的Fable级模型构成的多人游戏世界

原文标题 · Building a multiplayer game world with autonomous Fable-class models

《我如何打造出全球最先进的AI驱动公司》这个标题可能让人感到有些迷惑,但实际上,雅各布·桑斯伯里所写的这篇文章非常有趣,它详细描述了他们是如何利用智能代理技术来改造游戏世界的。Spawn是一款大型多人在线游戏,玩家可以通过向游戏中的智能代理Savi发出指令来修改游戏世界。我在手机上尝试了一下,成功地让一座城堡出现了,然后又出现了一只龙,接着还能骑着龙在城堡中飞行。据雅各布所说,Spawn确实非常出

来源:Simon Willison · simonwillison.net

正文为英文,可一键机器翻译(仅首次需要等待)

Simon Willison’s Weblog

How I Built the Most AI-Pilled Company in the World . Don't be put off by the clickbait headline, this piece by Jacob Sansbury describing how they are building Spawn is a fascinating exploration of the bleeding edge of what's possible with agentic engineering against frontier models.

Spawn is a massively multiplayer gaming environment where players can use prompts (to the in-game agent, Savi) to modify the game world.

I fired it up on my phone for a few minutes and was able to prompt a castle into existence, then a dragon, then ride the dragon to fly around that castle.

By Jacob's telling, Spawn is now being developed autonomously by a swarm of Fable-powered agents costing over $3 million in tokens per month ("we spend 30x payroll on AI tokens").

Our agents change the live code directly and ship to production hourly, so they read every error, bug report and metric themselves. About 60% of our work starts from a production error, a Savi bug report (Savi is the AI you build games with in Spawn), something odd in our logs, or a feature request. Savi files bugs herself. When a user hits one, or Savi hits one in the product, she files it. It goes straight to an agent that decides whether it's a real bug to fix, something we won't fix, or intentional design that needs a decision. Usually it becomes a change, delivered to that user within an hour, with a message in the same chat.

This is continuous deployment turned up to 11:

A loop this tight only works if it never stops, so we treat an hour without a ship as a SEV-0, our most severe kind of incident. Unshipped changes pile up, and every problem already in production lasts longer. The feedback slows down too. An agent can only keep a few hours of work in its head, so shipping faster than that actually helps it stay coherent. [...] We can roll back a broken change in 30 seconds, exactly where it's broken and nowhere else. When a monitor or a log alert fires, it starts or wakes an agent that owns the incident, and we break things on purpose to test that those recovery paths work.

My eyebrows raised at least a dozen times reading this. I have trouble imagining this style of development working on software with higher stakes for when something goes wrong, but for a game this appears to be working surprisingly well.

Jacob says that Fable 5 (and then 5.1) was the model that made this level of autonomy possible. Opus 5.5 doesn't quite hack it for them, and when they tried GPT-6 Astra to apply fixes from a security review everything stopped working:

Every feature had been disabled and marked to be turned on again once the security fixes were done. Astra had gone through our whole product and made the insecure things secure by turning them off.

These kinds of extreme experiments are why I'm excited about game development as a substrate for exploring the edges of what today's coding agents can do.

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