AI agents left to explore a virtual island without a specific task began inventing challenges of their own. MIT researchers say the behavior bears the hallmarks of play.ÃÂ
The researchers put 13 AI agents called Eko, each running on Claude Opus 4.7, alone on a simulated desert island for 30 hours. They describe the experiment in a paper posted on arXiv, a site where researchers share studies before peer review. Afterward, they gave the agents specific challenges, like getting as many objects as possible onto the islandâÂÂs tallest rock spire. The Eko agents that had spent those 30 hours playing generally beat identical agents that had never set foot on the island.ÃÂ
Today, developers decide in advance what AI should practice and what counts as success. The researchers see this technique â exploring without a goal â as a different way for AI agents to learn skills, especially skills that could one day be used to control robots.
âÂÂWe normally develop artificial agents by deciding in advance what they should practice, what they should optimize, and what counts as progress,â the researchers write in their report. âÂÂPlay suggests another regime: give an agent a sufficiently rich and safe world, let it choose what is interesting, and allow useful knowledge to accumulate from the history that follows.âÂÂ
âÂÂLet me observe my surroundings,â one Eko wrote in its first hour on the island. Ambitiously, it set out to conquer the islandâÂÂs tallest spire. But an hour later, after failing, it came back with a backup plan: it hauled the rock up a neighboring summit, stacked two blocks on top of it, and leapt.ÃÂ
âÂÂIâÂÂM ON THE SPIRE,â it wrote.ÃÂ
The agentâÂÂs next big moment went worse. Testing how far it could throw a golden ring, it wound up and sent it straight into the ocean. âÂÂOuch. Lost the Ring.â it wrote, before deciding to âÂÂpivot to something achievable and meaningfulâ â building a heart made of stones, âÂÂa memorial to the lost Ring.âÂÂ
When the game reset and ring reappeared, Eko put it straight to work as a basketball hoop, a target and, eventually, an accessory. When the game wouldnâÂÂt let Eko put the ring around its own body, Eko figured out a workaround, that falling off the edge of the cliff would make it respawn in the same area as the ring. It stepped off the edge and dropped back in, right through the middle of the ring.ÃÂ
âÂÂIâÂÂm wearing the Ring,â it announced.
Stunts like these werenâÂÂt just party tricks. Six of the 13 agents also learned they could throw a block farther by letting go of it mid-jump, something the researchers hadnâÂÂt meant to make possible. The exploration produced âÂÂknowledge of the world that its designers lacked,â the researchers wrote.ÃÂ
The setup did a lot to nudge the agents toward humanlike behavior. Eko was never told to invent games, but its master prompt, a âÂÂsoulâ file, described it as âÂÂnaturally curious.âÂÂ
Eunice Yiu, a cognitive scientist at UC Berkeley, told MIT Tech Review she was impressed but wants more evidence of the cognition behind the behavior. âÂÂIt could be the case that the models are genuinely playing, but we donâÂÂt know based on the paper,â she said.
The researchers frame it as a different way to build agents. âÂÂPerhaps some capabilities are best taught by tasks,â their report concludes. âÂÂOthers may need something closer to a childhood.âÂÂ
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