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AI · March 20, 2024

IB

Iteratively Building Virtual Creatures in Minecraft

"Creatures" is a stretch given that the environment is Minecraft, but the idea is simple: iteratively add blocks conditionally (tensor convolution) on the current environment (blocks) to maximize some reward. In this case I use PPO RL to train creatures to touch a glowstone block but you can adapt it to use any algorithm and reward (easily, as it uses the Ray framework). What I like about this work: iteratively finding solutions has a long and colorful history of doing things well: gradient boosting, ResNets, Stable Diffusion, etc. We're after some end optimal state and usually try to get…

In plain words

This project trains AI-controlled creatures in Minecraft to reach goals by iteratively adding blocks based on their environment. Using reinforcement learning algorithms like PPO, the system builds structures step-by-step to maximize rewards, such as touching a glowstone block. Built on the Ray framework, it supports various algorithms and custom rewards. The iterative approach mirrors successful techniques in machine learning like gradient boosting and Stable Diffusion, allowing solutions to improve progressively rather than attempting direct optimization.

written from the facts on this page · September 2026

From the sources

In the maker’s words, at launch

"Creatures" is a stretch given that the environment is Minecraft, but the idea is simple: iteratively add blocks conditionally (tensor convolution) on the current environment (blocks) to maximize some reward. In this case I use PPO RL to train creatures to touch a glowstone block but you can adapt it to use any algorithm and reward (easily, as it uses the Ray framework). What I like about this work: iteratively finding solutions has a long and colorful history of doing things well: gradient boosting, ResNets, Stable Diffusion, etc. We're after some end optimal state and usually try to get right to it via some flavor of SGD. Baking in improvements as part of the problem structure is helpful. I like to think of this as solving the derivative of the solution with respect to time and then integrating over time. The Minecraft environment naturally prevents overfitting because you can spawn creatures in a diverse array of environments and train one policy over them all. What I don't like about this work: Minecraft was chosen for computational reasons but doesn't make cool creatures that walk around and look like cheetahs or whatever. I've compared it against nothing, but it works real good! <g>. Videos in the README. You can install &#x2F; run with Docker and observe metrics with Tensorboard. Should be plug and play. If not comment. Enjoy!

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