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…
Iteratively Building Virtual Creatures in Minecraft launched on March 20, 2024 with 49 votes, #1,019 of 4,270 launches that month and more than 90% of that year's launches. The site was still online in September 2026, 2 years on.
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
Grow virtual creatures in static and physics simulated environments. - cfusting/conditional-growth
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…
Does a similar job
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