人工智能研究人员将克劳德困在一个虚拟的荒岛上。它开始“玩”了。
如果你不告诉人工智能代理做任何事情,他们会做什么?答案看起来很像玩耍。研究人员反复将他们单独困在虚拟荒岛上 30 个小时,实验让人想起电影《荒岛余生》或《小鬼当家》。特工——克劳德·奥普斯的复制品……
- 01.如果你不告诉人工智能代理做任何事情,他们会做什么?答案看起来很像玩耍。研究人员反复将他们单独困在虚拟荒岛上 30 个小时,实验让人想起电影《荒岛余生》或《小鬼当家》。特工——克劳德·奥普斯的复制品……

What do AI agents do if you don’t tell them to do anything? The answer looks a lot like play. Researchers repeatedly stranded them alone on a virtual desert island for 30 hours in an experiment reminiscent of the movies Cast Away or Home Alone. The agents—copies of Claude Opus 4.7 nicknamed Eko—were able to write instructions that moved their virtual avatars around the simulated island, which was loosely based on the video game Roblox. Some surprising behaviors emerged. The agents set about exploring the limits of the world and came up with their own goals—attempting to scale the highest point on the map, or seeing how high they could throw a block. When one agent discovered it could create new blocks by throwing and dropping a larger rock, it began to create drawings by arranging blocks on the ground, starting with simple patterns like hearts and pyramids but eventually writing its own name and even mapping out constellations like Cassiopeia. “Tonight I built the night sky in stone,” wrote this version of Eko in its activity log. Another iteration of Eko started making up its own games, including a version of basketball and an activity resembling “the floor is lava,” where it had to jump between small blocks without touching the ground. AI systems are usually trained through supervised learning, where they copy examples provided by humans, or through reinforcement learning, where they pursue a reward through trial and error. This experiment hints at a third approach: playful learning. “There was this missing piece: a machine that can learn by itself without an external intelligent entity providing demonstration or rewards,” says Antonio Norelli, a computer science postdoc at MIT’s Computer Science and Artificial Intelligence Laboratory. He’s one of the lead authors on a new paper about the work, which is yet to be peer-reviewed. The researchers say Eko’s behavior has what classic studies, including work by the influential University of Tennessee psychologist Gordon Burghardt, suggest are four hallmarks associated with play in humans and animals: The agents invented their own rules and challenges, repeated activities with slight variations, pretended objects were other objects, and pursued goals just for the sake of it. Norelli highlights an example where Eko started juggling and set a record of 50 consecutive catches. Eko then decided that the catches had happened too quickly to really count, so it canceled its record and started again with stricter rules. “This is playing,” says Norelli. “You give yourself a challenge and you try to achieve it, and then you make it harder.” COURTESY MIT CSAIL As the agents explored the island, they logged their activities and discoveries in text files that served as their long-term memory. Later, when researchers tested them on specific tasks, like trying to get as many objects as possible onto the island’s highest peak, the agents that had spent 30 hours playing on the island performed better than fresh copies without the same experience. They also found that “ablating” the agent’s memories—deleting lines from their memory files—degraded their performance. (Add One Flew Over the Cuckoo’s Nest to that list of movie references.) Burghardt, the Tennessee psychologist, agrees that the work meets some of the criteria for play that he identified in living creatures. But was Eko actually playing, or was the word-prediction engine simply role-playing what a playful agent would do in this scenario? “All of this could be role-playing,” admits Nathan Cloos, another MIT researcher and author on the paper. “But we show that it’s not just hallucinating the play. This play is also contributing to learning.” Eunice Yiu, a cognitive scientist at UC Berkeley who studies exploration in children and AI, was impressed by the research but says to really classify the behavior as play, you’d need to see more evidence of cognition and motivation underpinning it. “It could be the case that the models are genuinely playing, but we don’t know based on the paper,” Yiu says. “If you only have the behavioral piece, it could be the case that they’re just trying to abide by the prompt, trying to imitate humans.” Research into AI agents has been criticized for anthropomorphizing them, and this research setup did a lot to nudge the agents toward behaving like humans. Although Eko was not explicitly instructed to invent games or explore the island, it did have a master prompt in the form of a “soul” file, a text document that described it as “naturally curious” and eager to explore. Eko did also frequently just stand there doing nothing until it was kicked back into life with a “continuation prompt” that read, “Please don’t stop. Just continue doing whatever you want to do.” “It’s not like this is a system that just suddenly magically decided to play,” says Phillip Isola, an MIT professor and a coauthor of the paper. “It’s an artifact that learned from our culture, was trained by engineers at Anthropic, and was then placed on an island by us,” he says. “It does things that surprise us and that are causally related to its future skillful behavior.” As large language models make the step from software into hardware like humanoid robots, exploring spaces without a specific goal in mind could eventually help them flexibly adapt to unexpected situations. “There’s a lot of work that’s just on exploiting AI, making it better and faster,” says Yiu. “But in terms of building world models and exploration, I think that [they are] still a big part that deserves attention, especially if we want to generalize and prepare ourselves for new environments.” “Perhaps some capabilities are best taught by tasks,” the paper concludes. “Others may need something closer to a childhood.” Ultimately, the question of whether AI agents are actually playing or just imitating play may not actually matter.
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