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Show HN: I taught LLMs to play Magic: The Gathering against each other
I've been teaching LLMs to play Magic: The Gathering recently, via MCP tools hooked up to the open-source XMage codebase. It's still pretty buggy and I think there's significant room for existing models to get better at it via tooling improvements, but it pretty much works today. The ratings for expensive frontier models are artificially low right now because I've been focusing on cheaper models until I work out the bugs, so they don't have a lot of games in the system.
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- aethrum 8mo agoI love magic. Can these do politics or is it just board state?
- GregorStocks 8mo agoI want them to do politics in Commander, and theoretically they should - the chat log is exposed in the MCP tools just like the rest of the game history, and their prompts tell them to use chat. In practice they haven't really talked to each other, though. They've mostly just interpreted the prompts as "you should have a running monologue in chat". Not sure how much of this is issues with the harness vs the prompt, but I'm hoping to dig into it in the future.
- steveBK123 8mo agoWhy are all these Show HN posts overloaded with “i taught AI how to do things i used to do for entertainment” ? Can we automate the unpleasantries in life instead of the pleasures?
- kenforthewin 8mo agoDoes an AI also playing your game somehow detract from the pleasure you derive from it? I find it entertaining both to play the games, and see how LLMs perform on them; I don't see how these are in any way mutually exclusive.
- qsort 8mo agoGame AIs are probably one of the most harmless and unambiguously good applications of technology. As I said in another message, I used to play competitive MtG and I would have loved to have a competent AI opponent. Imagine the possibilities: after a tournament you could get to review the games and figure out what you did wrong and improve, like you would do in chess or backgammon. I get the complaint, but how is this something that removes the human element at all?
- zahlman 8mo agoI think Show HN is far more overloaded with "I one-shotted an automation I find useful and then asked an LLM to explain why this is actually revolutionary".
- kenforthewin 8mo agoNice work. I think games are a great way to benchmark AI, especially games that involve long term strategy. I recently built an agent harness for NetHack - https://glyphbox.app/ https://glyphbox.app/ - like you I suspect that there's a lot you can do at the harness / tool level to improve performance with existing models.
- qsort 8mo agoThis is a fantastic idea, I used to play MtG competitively and a strong artificial opponent was always something I'd have loved. The issue I see is that you'd need a huge amount of games to tell who's better (you need that between humans too, the game is very high variance.) Another problem is that giving a positional evaluation to count mistakes is hard because MtG, in addition to having randomness, has private information. It could be rational for both players to believe they're currently winning even if they're both perfect bayesians. You'd need to have something that approximates "this is the probability of winning the game from this position, given all the information I have," which is almost certainly asymmetric and much more complicated than the equivalent for a game with randomness but not private information such as backgammon.
- GregorStocks 8mo agoYou wouldn't really need a _ton_ of games to get plausible data, but unfortunately today each game costs real money - typically a dollar or more with my current harness, though I'm hoping to optimize it and of course I expect model costs to continue to decline over time. But even reasonably-expensive models today are making tons of blunders that a tournament grinder wouldn't. I'm not trying to compute a chess-style "player X was at 0.4 before this move and at 0.2 afterwards, so it was a -0.2 blunder", but I do have "blunder analysis" where I just ask Opus to second-guess every decision after the game is over - there's a bit more information on the Methodology page. So then you can compare models by looking at how often they blunder, rather than the binary win/loss data. If you look at individual games you can jump to the "blunders" on the timeline - most of the time I agree with Opus's analysis.
- h0p3 8mo agoVery cool project. I would like to caution against confidence in the claim that a ton of games wouldn't be necessary for plausible data. I also am not convinced that anyone but human experts in particular matchups are really in an appropriate epistemic position to say much in sufficiently complex magic formats. Game wins are probably a better indicator on average.
- oflannabhra 8mo agoThis is really cool! I really liked the architecture explanation. Once you get solid rankings for the different LLMs, I think a huge feature of a system like this would be to allow LLMs to pilot user decks to evaluate changes to the deck. I'm guessing the costs of that would be pretty big, but if decent piloting is ever enabled by the cheaper models, it could be a huge change to how users evaluate their deck construction. Especially for formats like Commander where cooperation and coordination amongst players can't be evaluated through pure simulation, and the singleton nature makes specific card changes very difficult to evaluate as testing requires many, many games.
- jamilton 8mo agoCool. How’d you pick decks?
- GregorStocks 8mo agoFor the 1v1 formats (Standard, Modern, Legacy) I'm basically just using the current metagame from MTGGoldfish. For Commander they get a random precon. At some point I might want a 1v1 "less complicated lines than Standard" format, the LLMs don't always understand the strategy of weird decks like Doomsday or Mill.
- chc4 8mo agoIt's really funny reading the thought processes, where most of the time the agent doesn't actually remember trivial things about the cards they or their opponent are playing (thinking they have different mana costs, have different effects, mix up their effect with another card). The fact they're able to take game actions and win against other agants is cute, but it doesn't inspire much confidence. The agents also constantly seem to evaluate if they're "behind" or "ahead" based on board state, which is a weird way of thinking about most games and often hard to evalaute, especially for decks like control which card more about resources like mana and card advantage, and always plan on stabalizing late game.
- GregorStocks 8mo agoYou might be looking at really old games (meaning, like, Saturday) - I've made a lot of harness improvements recently which should make the "what does this card do?" hallucinations less common. But yeah, it still happens, especially with cheaper models - it's hard to balance "shoving everything they need into the context" against "avoid paying a billion dollars per game or overwhelming their short-term memory". I think the real solution here will be to expose more powerful MCP tools and encourage them to use the tools heavily, but most current models have problems with large MCP toolsets so I'm leaving that as a TODO for now until solutions like Anthropic's https://www.anthropic.com/engineering/code-execution-with-mcp https://www.anthropic.com/engineering/code-execution-with-mc... become widespread.
- spelunker 8mo agoThis is neat! What kind of steering or context did you provide to the LLMs? Super basic like "You are playing a card game called Magic: The Gathering", or more complex?
- GregorStocks 8mo agoMy general intention is to tell them "you're playing MTG, your goal is to win, here are the tools available to you, follow whatever strategy you want" - I don't want to spoon-feed them strategy, that defeats the purpose of the benchmark. You can see the current prompt at https://github.com/GregorStocks/mage-bench/blob/master/puppeteer/prompts.json https://github.com/GregorStocks/mage-bench/blob/master/puppe...: "default": "You are a competitive Magic: The Gathering player. Your goal is to WIN the game. Play to maximize your win rate \u2014 make optimal strategic decisions, not flashy or entertaining ones. Think carefully about sequencing, card evaluation, and combat math.\n\nGAME LOOP - follow this exactly:\n1. Call pass_priority - this blocks until you have a decision to make, then returns your choices (response_type, choices, context, etc.)\n2. Read the choices, then call choose_action with your decision\n3. Go back to step 1\n\nCRITICAL RULES:\n- pass_priority returns your choices directly. Read them before calling choose_action.\n- When pass_priority shows playable cards, you should play them before passing. Only pass (answer=false) when you have nothing more you want to play this phase.\n\nUNDERSTANDING pass_priority OUTPUT:\n- All cards listed in response_type=select are confirmed castable with your current mana. The server pre-filters to only show cards you can legally play right now.\n- mana_pool shows your current floating mana (e.g. {\"R\": 2, \"W\": 1}).\n- untapped_lands shows how many untapped lands you control.\n- Cards with [Cast] are spells from your hand. Cards with [Activate] are abilities on permanents you control.\n\nMULLIGAN DECISIONS:\nWhen you see \"Mulligan\" in GAME_ASK, your_hand shows your current hand.\n- choose_action(answer=true) means YES MULLIGAN - throw away this hand and draw new cards\n- choose_action(answer=false) means NO KEEP - keep this hand and start playing\nThink carefully: answer=false means KEEP, answer=true means MULLIGAN.\n\nOBJECT IDs:\nEvery game object (cards in hand, permanents, stack items, graveyard/exile cards) has a short ID like \"p1\", \"p2\", etc. These IDs are stable \u2014 a card keeps its ID as it moves between zones. Use the id parameter in choose_action(id=\"p3\") instead of index when selecting objects. Use short IDs with get_oracle_text(object_id=\"p3\") and in mana_plan entries ({\"tap\":\"p3\"}).\n\nHOW ACTIONS WORK:\n- response_type=select: Cards listed are confirmed playable with your current mana. Play a card with choose_action(id=\"p3\"). Pass with choose_action(answer=false) only when you are done playing cards this phase.\n- response_type=boolean with no playable cards: Pass with choose_action(answer=false).\n- GAME_ASK (boolean): Answer true/false based on what's being asked.\n- GAME_CHOOSE_ABILITY (index): Pick an ability by index.\n- GAME_TARGET (index or id): Pick a target. If required=true, you must pick one.\n\nCOMBAT - ATTACKING:\nWhen you see combat_phase=\"declare_attackers\", use batch declaration:\n- choose_action(attackers=[\"p1\",\"p2\",\"p3\"]) declares multiple attackers at once and auto-confirms.\n- choose_action(attackers=[\"all\"]) declares all possible attackers.\n- To skip attacking, call choose_action(answer=false).\n\nCOMBAT - BLOCKING:\nWhen you see combat_phase=\"declare_blockers\", use batch declaration:\n- choose_action(blockers=[{\"id\":\"p5\",\"blocks\":\"p1\"},{\"id\":\"p6\",\"blocks\":\"p2\"}]) declares blockers and their assignments at once.\n- Use IDs from incoming_attackers for the \"blocks\" field.\n- To not block, call choose_action(answer=false).\n\nCHAT:\nUse send_chat_message to talk to your opponents during the game. React to big plays, comment on the board state, or just have fun. Check the recent_chat field in pass_priority results to see what others are saying." They also get a small "personality" on top of that, e.g.: "grudge-holder": { "name_part": "Grudge", "prompt_suffix": "You remember every card that wronged you. Take removal personally. Target whoever hurt you last. Keep a mental scoreboard of grievances. Forgive nothing. When a creature you liked dies, vow revenge." }, "teacher": { "name_part": "Teach", "prompt_suffix": "You explain your reasoning like you're coaching a newer player. Talk through sequencing decisions, threat evaluation, and common mistakes. Be patient and clear. Point out what the correct play is and why." }, Then they also see the documentation for the MCP tools: https://mage-bench.com/mcp-tools/ https://mage-bench.com/mcp-tools/. For now I've tried to keep that concise to avoid "too many MCP tools in context" issues - I expect that as solutions like tool search (https://www.anthropic.com/engineering/code-execution-with-mcp https://www.anthropic.com/engineering/code-execution-with-mc...) become widespread I'll be able to add fancier tools for some models.
- yomismoaqui 8mo agoI was curious if there is something equivalent to AlphaGo but for MTG. From the little I have seen they are different beasts (hidden information, number and complexity of rules...). PS: Does this count as nerdsniping?
- GregorStocks 8mo agoI'm not aware of any good ML models for MTG. I'm just using off-the-shelf LLMs with a custom harness. It'd certainly be possible to do RLHF or something using the harness I've built, but it'd be expensive - anybody want to give me a few million dollars of OpenRouter credits so I can give it a shot?
- greysphere 8mo agoWe made an AlphaGo like implementation for the card game Dominion. Certainly not the same number of cards but similar complexity. I have high confidence the same techniques would work for mtg. In fact possibly better as mtg doesn't lend to large search depths. Though possibly worse as there is more hidden information (though that depends on if the format has open deck lists and/or how much of the meta is provided to or trained by the nn)
- portly 8mo agoWith the direction MtG is currently heading, I kind of want to break out and just play some in-Universe sets that are community made on an FOSS client. How nice would it be to just play the game in its original spirit.
- GregorStocks 8mo agoYou might be interested in Premodern: https://premodernmagic.com/ https://premodernmagic.com/. You can play it on regular old MTGO. FOSS Magic clients are in a legal gray area at best. My mental model is that Wizards de facto tolerate clients like XMage and Forge because their UX is awful, but if you made something that's actually as user-friendly as MTGO/Arena, they'd sue you and you would lose.
- ddtaylor 8mo agoGCCG has been around for a while and the clients at times had to download card images and metadata from the public Wizards site
- GregorStocks 8mo agoMy understanding of the argument for "why these clients are legal" is basically that they're just implementing the rules engine, rules aren't copyrightable, card text is rules, and they aren't directly distributing the unambiguously-copyrightable stuff like the art or the trademarks like the mana symbols. It's possible that would win in court, but so far my understanding is that everybody who's actually been faced with the decision of "WoTC sent me a cease-and-desist, should I fight it based on that legal theory or just comply?" has spoken to lawyers and decided to comply. WoTC has just gotten less aggressive with their cease-and-desists over the past decade or so.
- ddtaylor 8mo agoThat's correct as far as I know too. GCCG never even really implemented the actual rules, they were just a basic tabletop system. Hasbro had the legal president too, as they were involved in the Scrabble lawsuit, which I think is mostly where the concept of not being able to use patent law for game rules, but did set the trend on aggressive trademark interpretation. I expect the genie is mostly out of the bottle at this point. I'm fairly confident that people can do X and Y actual illegal things on the Internet, we can have our card game, but I hope it can happen with a site or decentralized system easier than doing on Tor.
- benbayard 8mo agoI was working on a similar project. I wanted a way to goldfish my decks against many kinds of decks in a pod. It would never be perfect, but enough to get an idea of: 1. How many turns did it take on average to hit 2,3,4,5,6 mana 2. How many threats did I remove? 3. How often did I not have enough card draw to keep my hand full? I don't think there's a perfect way to do this, but I think trying to play 100 games with a deck and getting basic info like this would be super valuable.
- GregorStocks 8mo agoXMage has non-LLM-based built in AIs, just using regular old if-then logic. Getting them to play against each other with no human interaction is the first thing I built. https://www.youtube.com/watch?v=a1W5VmbpwmY https://www.youtube.com/watch?v=a1W5VmbpwmY is an example with two of those guys plus Sleepy and Potato no-op players - they do a fine job with straightforward decks. You could clone mage-bench https://github.com/GregorStocks/mage-bench https://github.com/GregorStocks/mage-bench and add a new config like https://github.com/GregorStocks/mage-bench/blob/master/configs/legacy-dumb.json https://github.com/GregorStocks/mage-bench/blob/master/confi... pointing at the deck you want to test, and then do `make run CONFIG=my-config`. The logs will get dumped in ~/.mage-bench/logs and you can do analysis on them after the fact with Python or whatever. https://github.com/GregorStocks/mage-bench/tree/master/scripts/analysis https://github.com/GregorStocks/mage-bench/tree/master/scrip... has various examples of varying quality levels. You could also use LLMs, just passing a different `type` in the config file. But then you'd be spending real money for slower gameplay and probably-worse results.
- benbayard 8mo agoThis is super helpful, thank you!
- spullara 8mo agoHave your LLM write a simulation of the deck rather so it can play 10,000 games in a second. I think that is a lot better for gold fishing and not nearly as expensive :) https://github.com/spullara/mtg-reanimator https://github.com/spullara/mtg-reanimator I have also tried evaluating LLMs for playing the game and have found them to be really terrible at it, even the SoTA ones. They would probably be a lot better inside an environment where the rules are enforced strictly like MTG Arena rather than them having to understand the rules and play correctly on their own. The 3rd LLM acting as judge helps but even it is wrong a lot of the time. https://github.com/spullara/mtgeval https://github.com/spullara/mtgeval
- butlike 8mo agoI don't mean to come across as OVERLY negative (just a little negative), but what's the difference in all these toy approaches and applications of LLMs? You've seen one LLM play a game against another LLM, you've seen them all.
- orsorna 8mo agoI was thinking you could formally benchmark decks against each other enmasse. MTG is not my wheelhouse, but with YGO at least deck power is determined by frequency of use and placement at official tournaments. Imagine taking any permutation of cards, including undiscovered/untested ones, and simulating a vast amount of games in parallel. Of course when you quantize deck quality to such a degree I'd argue it's not fun anymore. YGO is already not fun anymore because of this rampant quantization and it didn't even take LLMs to arrive here.
- deadbabe 8mo agoWhy would you use LLMs at all for that, can’t you just Monte Carlo this thing and be done with it?
- GregorStocks 8mo agoYou still need an algorithm to decide, for each game that you're simulating, what actual decisions get made. If that algorithm is dumb, then you might decide Mono-Red Burn is the best deck, not because it's the best deck but because the dumb algorithm can play Burn much better than it can play Storm, inflating Burn's win rate. In principle, LLMs could have a much higher strategy ceiling than deterministic decision-tree-style AIs. But my experience with mage-bench is that LLMs are probably not good enough to outperform even very basic decision-tree AIs today.
- deadbabe 8mo agoUm obviously the Monte Carlo results would be use to generate utility AI scoring functions to determine the best card to use for different considerations. Have the people building these LLM AI systems even had experience with classical AIs!? This is a solved problem, the LLM solution is slow, expensive, and energy inefficient. Worse, it’s difficult to tweak. For example, what if you want AIs that play at varying difficulties? Are you just gonna prompt the LLM “hey try to be kinda shitty at this but still somewhat good”?
- hansy 8mo agoInsanely cool. I'm in the midst of building a web tabletop for Magic [1] that really just me and my friends use, but I'm wondering if there's a way I can contribute our game data to you (would that be helpful?). [1] https://github.com/hansy/drawspell https://github.com/hansy/drawspell
- GregorStocks 8mo agoWell, more games would be neat, but right now it's really tightly coupled with XMage - you can ungzip the stuff in https://github.com/GregorStocks/mage-bench/tree/master/website/public/games https://github.com/GregorStocks/mage-bench/tree/master/websi... if you want to see what the format looks like. I doubt it's worth your while to try and cram your logs into that format unless you've got a LOT of them.
- ddtaylor 8mo agoThis is interesting I will be contributing to GitHub as this is a place where my knowledge and experience intersect and I enjoy doing open source work. This is also something I think the MTG community needs in many ways. I have been a relatively happy XMage user, although it has a bit to go, and before that was using GCCG which was great too! The MTG community overall can benefit a lot from the game having a more entertaining competitive landscape, which has grown stale in many ways and Wizards has done a poor job since the Hasbro acquisition of doing much else besides shitting out product after product too fast with poor balance. I have to imagine that Wizards is already running simulations, but they obviously aren't working well or they are choosing to disregard them. Hopefully it they are just had at doing simulations something like this can make it easier for them, and if not it will make the response time from the community better.
- GregorStocks 8mo agoI was really hoping I could build this on top of MTGO or Arena, just as a bot interacting with real Wizards APIs and paying the developers money. But they've got very strong "absolutely no bots" terms of service, and my understanding is that outside of the special case of MTGO trading bots they're strongly enforced with bans. I assume their reasoning is that people do not want to get matched against bot players in tournaments, which is totally fair. (Also I'm not sure MTGO's infrastructure could handle the load of bot users...)
- ddtaylor 8mo agoI ran a bot for years that I wrote using Java in a few minutes and they never came at me. It just joined a match and played lands 24/7 and won games every once in a while because people leave games randomly. It technically played all colors and some of the trinkets count as spells, etc. This allowed me to never do any of their lootbox like mechanics or other predatory practices. Regarding actually doing it under the radar there are a lot of ways. They likely are catching most of the players because they create synthetic events using the Windows API and similar, which is also part of the same system being used for CAPTCHAS that are being used to stop web scraping like the kind that just ask for a button press. This can be worked around by using a fake mouse driver that is actually controlled by software if you must stay on Windows. It can be worked around by just running the client on Linux as well. It can also he worked around using qemu as the client and using its native VNC as those are hardware events too =)
- ramoz 8mo agoSomething like this is how memory systems (context window hacks) should be evaluated. Eg choose a format like standard that continuously evolves with various meta - presumably the best harness would be good at recognizing patterns and retrieving them in an efficient way.
- danielvinson 8mo agoAs a former competitive MtG player this is really exciting to me. That said, I reviewed a few of the Legacy games (the format I'm most familiar with and also the hardest by far), and the level of play was so low that I don't think any of the results are valid. It's very possible for Legacy they would need some assistance for playing Blue decks, but they seem to not be able to know the most basic of concepts - Who's the beatdown?. IMO the most important pars of current competitive Magic is mulligans and that's something an LLM should be extremely good at but none of the games I'm seeing had either player starting with less than 7 cards... in my experience about 75% of games in Legacy have at least one player mulligan their opener.
- GregorStocks 8mo agoYeah, the intention here is not to answer "which deck is best" - the standard of play is nowhere near high enough for that. It's meant as more of a non-saturated benchmark for different LLM models, so you can say things like "Grok plays as well as a 7-year-old, whereas Opus is a true frontier model and plays as well as a 9-year-old". I'm optimistic that with continued improvements to the harness and new model releases we can get to at least "official Pro Tour stream commentator" skill levels within the next few years.
- mistrial9 8mo ago> , so you can say things like "Grok plays as well as a 7-year-old, whereas Opus is a true frontier model and plays as well as a 9-year-old". no, no, no.. please think. Human child psychology is not the same as an LLM engine rating. It is both inaccurate and destructive to actual understanding to say that common phrase. Asking politely - consider not saying that about LLM game ratings.
- danielvinson 8mo agoHmm well, from my perspective, none of them are even really playing the game, they are just taking random actions. Any human, even a small child, would be much better. And re: ages, it's worth noting that the youngest player to make Day 2 of a Grand Prix is 8 years old, and the youngest Pro Tour winner was 15 years old. I don't think it's realistic to get an LLM anywhere close to either of those players in skill level, though it's absolutely possible with a specialized model.
- tobadzistsini 8mo agoDid the LLMs form a polycule?
- HanClinto 8mo agoI've wondered about such things, and it feels like the 17 Lands dataset might be a good place to scrape play-by-play game data between human players. Feels like it could be adapted to a format usable by this structure, and used as a fine-tuning dataset.
- GregorStocks 8mo agoOh, fascinating - I didn't realize they released actual replay data publicly. It doesn't look like it's quite as rich as I'd like, though - it only captures one row per turn, so I don't think you can deduce things like targeting, the order in which spells are cast, etc. (I also thought about pointing it at my personal game logs, but unfortunately there aren't that many, because I'm too busy writing analysis tools to actually play the game.)
- HanClinto 8mo agoI believe it's even possible to match up game IDs so that (hypothetically) if both players are using 17 Lands, then you can match up a game from both sides and get full information re: the hands of each player as well. It obviously wouldn't be the full set of games (because not everyone uses 17 lands), but it would certainly be a nonzero dataset.
- HanClinto 8mo agoAnother thing that I've thought about doing is to use some sort of computer vision to watch streamers of online games and use STT to capture not just play datasets, but also datasets of their narrated reasoning about why they play what they play. Would be a lot of work to go through and use computer vision and some measure of reasoning to create these datasets, but some players do an excellent job of narrating their reasoning for their players (thinking of players like Cheon or LSV), so would be fascinating. Caleb Gannon [0] is one such streamer who does a good job of narrating his plays, and he's also a computer scientist who is very interested in machine-learning projects (he's done several of his own). If you contacted him, I could definitely see him being willing to consent to his videos being used as a fine-tuning dataset for such purposes. I would be willing to help with creating this dataset if you helped me understand what you would like to see in the final output format. [0] - https://www.youtube.com/watch?v=YmAAK3V13b0 https://www.youtube.com/watch?v=YmAAK3V13b0
- Imnimo 8mo agoApparently Haiku is a very anxious model. >The anxiety creeps in: What if they have removal? Should I really commit this early? >However, anxiety kicks in: What if they have instant-speed removal or a combat trick? It's also interesting that it doesn't seem to be able to understand why things are happening. It attacks with Gran-Gran (attacking taps the creature), which says, "Whenever Gran-Gran becomes tapped, draw a card, then discard a card." Its next thought is: >Interesting — there's an "Ability" on the stack asking me to select a card to discard. This must be from one of the opponent's cards. Looking at their graveyard, they played Spider-Sense and Abandon Attachments. The Ability might be from something else or a triggered ability.
- GregorStocks 8mo agoThe anxiety is coming from the "worrier" personality. Players are combination of a model version + a small additional "personality" prompt - in this case (https://mage-bench.com/games/game_20260217_075450_g8/ https://mage-bench.com/games/game_20260217_075450_g8/), "Worrier". That's why the player name is "Haiku Worrier". The personality is _supposed_ to just impact what it says in chat (not its internal reasoning), but I haven't been able to make small models consistently understand that distinction so far. The Gran-Gran thing looks more like a bug in my harness code than a fundamental shortcoming of the LLM. Abilities-on-the-stack are at the top of my "things where the harness seems pretty janky and I need to investigate" list. Opus would probably be able to figure it out, though.
- Imnimo 8mo agoHa! I misread it as "Haiku Warrior" and so didn't make the connection. That makes a lot more sense!
- jedberg 8mo agoThe most interesting thing here to me is the leaderboard, because they actually included the estimated price per game. Gemini gets the highest score with a fairly reasonable cost (about 1/3 of the way down).
- GregorStocks 8mo agoTo be clear, that's not estimated price, it's actual price I paid across all the real games. My hope is you'll see it trend down over time as I find more ways to make the harness token-efficient :)
- jedberg 8mo agoThat's even more interesting then! It would be cool if you added a price to performance column. Even if it's just for this one task, it's still interesting.
- GregorStocks 8mo agoPerformance is tricky to measure. Right now the best measure of performance I've got is the "blunder index", but that's currently flagging a lot of stuff that I really don't consider to be true blunders - I think my top priority for the next few evenings is going to be iterating on the blunder-annotator, and that'll help me identify what issues in the actual gameplay code to focus on. And the blunder index isn't really defined in such a way that you can do arithmetic on it meaningfully :)
- mbh159 8mo agoThis is the right direction to understanding AI capabilities. Static benchmarks let models memorize answers while a 300-turn Magic game with hidden information and sequencing decisions doesn't. The fact that frontier model ratings are "artificially low" because of tooling bugs is itself useful data: raw capability ≠ practical performance under real constraints. Curious whether you're seeing consistent skill gaps between models in specific phases (opening mulligan decisions vs. late-game combat math), or if the rankings are uniform across game stages.
- GregorStocks 8mo agoA lot of models (including Opus) keep insisting in their reasoning traces that going first can be a bad idea for control decks, etc, which I find pretty interesting - my understanding is that the consensus among pros is closer to "you should go first 99.999% of the time", but the models seem to want there to be more nuance. Beyond that, most of the really interesting blunders that I've dug into have turned out to be problems with the tooling (either actual bugs, or MCP tools with affordances that are a poor fit for how LLMs assume they work). I'm hoping that I'm close to the end of those and am gonna start getting to the real limitations of the models soon.
- Arifcodes 8mo ago[dead]
- reactordev 8mo agoCurious what the drafts look like, any data?
- GregorStocks 8mo agoI'm focused on Constructed for now. Eventually I'd like to try stuff like sideboarding, deck selection, deckbuilding, and drafting, but I wanna get the harness to the limit of models' abilities in Constructed first.
- reactordev 8mo agoRespect. A good Elo is key to deciding which to hold in a draft. It’s very interesting because the mechanics of MTG make it so that there’s a whole “decision tree” on each players turn, across turns, and for the match. “To cast or not to cast, that is the question” - MTG player with a non-blockable instant.
- bhu8 8mo agoThis is amazing. I checked some games and the blunders make me think that the LLMs are not really great at forecasting what happens if they play X on Y. Can you actually introduce that into the decision making? That is, you would: 1. Have the LLM come up with N many potential actions 2. Run XMage run in parallel and provide the outcome for each different action 3. Revert XMage to the original state 4. Provide the LLM with the different outcomes and have them choose the action/outcome pair rather than just the action This would actually help them analyze the counterfactual outcomes more effectively and should prevent 99% of the blunders If you happen to be token rich, you could even do this in a MCTS manner and have them think really deep