Hi Crafter team,
Thank you for building this benchmark, it’s been incredible to work with.
I wanted to share something unexpected that emerged while training an intrinsically-motivated agent in Crafter. The agent (DTC - Dual-Timescale Competence) learns without external rewards, using only a competence-based intrinsic signal.
What emerged was a clear three-phase developmental pattern:
Phase 1 (0–80k steps): Skill Mastery
The agent masters basics like wake_up and collect_wood, practicing them heavily.
Phase 2 (80k–140k steps): Boredom Trough
My competence reward (difference between slow/fast novelty EMAs) drops to zero as skills are mastered. The agent gracefully deprecates these skills and stops practicing them—you can see wake_up activity drop off completely.
Phase 3 (140k+ steps): Exploration Cascade
The “boredom” state triggers adaptive exploration (boosted entropy via CognitiveWaveController), leading to a cascade of compositional discoveries:
collect_sapling
place_plant
make_wood_sword
defeat_zombie
I haven’t seen this pattern documented before, but it might speak to the richness of skill composition in Crafter’s design.
Links:
Thanks for your work on this!
Augo
Hi Crafter team,
Thank you for building this benchmark, it’s been incredible to work with.
I wanted to share something unexpected that emerged while training an intrinsically-motivated agent in Crafter. The agent (DTC - Dual-Timescale Competence) learns without external rewards, using only a competence-based intrinsic signal.
What emerged was a clear three-phase developmental pattern:
Phase 1 (0–80k steps): Skill Mastery
The agent masters basics like
wake_upandcollect_wood, practicing them heavily.Phase 2 (80k–140k steps): Boredom Trough
My competence reward (difference between slow/fast novelty EMAs) drops to zero as skills are mastered. The agent gracefully deprecates these skills and stops practicing them—you can see
wake_upactivity drop off completely.Phase 3 (140k+ steps): Exploration Cascade
The “boredom” state triggers adaptive exploration (boosted entropy via
CognitiveWaveController), leading to a cascade of compositional discoveries:collect_saplingplace_plantmake_wood_sworddefeat_zombieI haven’t seen this pattern documented before, but it might speak to the richness of skill composition in Crafter’s design.
Links:
Thanks for your work on this!
Augo