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mavdol04
searching PlanetScale…
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31.
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mavdol04
9mo ago
I see what you mean, but i think there is room for both approaches. If we want to isolate untrusted code at a very fine-grained level (like just a specific function), VMs can feel a bit heavy due to the overhead, complexity etc
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mavdol04
9mo ago
Actually, since it runs inside a WASM sandbox, even if the untrusted code overwrites built-ins like map or modifies globals(), it only affects its own isolated memory space. It cannot escape the WASM container or affect the host system
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mavdol04
9mo ago
yep, and to be specific, it leverages the WASM Component Model and uses componentize-py to bundle the user's script
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mavdol04
9mo ago
You're right, Docker isn't a sandbox for untrusted code. I mentioned it because I've seen teams default to using it for isolating their agents on larger servers. So I made sure to clarify in the article that it's not sec
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Sandboxing Untrusted Python
(gist.github.com)
68 points
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mavdol04
9mo ago
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52 comments
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mavdol04
10mo ago
Hi there, Author here! I started building Capsule because I hit a wall with existing Python agent frameworks (fragile loops, lost state, no sandboxing). I felt we needed a proper infrastructure layer for this. This is an RFC / Architec
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Capsule: Fine-grained isolation for multi-agent systems using WASM
(capsuleruntime.substack.com)
1 points
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mavdol04
10mo ago
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1 comments
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mavdol04
1y ago
Thank you! Yes, I use Docker to get ONNX DLLs and cross-compile the main DLL using the MSVC toolchain (which is required for game engines)
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mavdol04
1y ago
That's super interesting. Yeah, the 2D model has limitations for sure. Actually, we have a memory decay system with time, but nothing as elaborate as what you're describing. I'm curious to know more about your idea. Theoretic
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mavdol04
1y ago
Thank you! Yeah, there are many use cases. The goal is really to expand what's possible with NPC interactions and emergent behaviors
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mavdol04
1y ago
Good question! Actually, it complements manual settings. There are many use cases but for example, in some games with multiple followers. You sometimes get bugs where they fight each other randomly for some reason. With this system, you cou
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mavdol04
1y ago
I plan to work on a Skyrim follower mod to showcase this in action. Meanwhile, you can try a short conversation example in main.rs if you want to test it without using C++ :)
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mavdol04
1y ago
Probably I haven’t read the whole article, but it seems to be based on the Russell circumplex model of affect (valence/arousal). https://www.researchgate.net/publication/235361517_A_Circump...
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mavdol04
1y ago
Yeah, that’s the kind of direction I’m hoping for too. It could be hard to follow a narrative without branching dialogue, but maybe it will raise a new kind of NPC
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mavdol04
1y ago
Thanks, that's an interesting idea! Some games need predictable dialogue, but as an option it could be great
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Show HN: Neural emotion matrix for NPCs
(github.com)
48 points
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mavdol04
1y ago
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19 comments
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Show HN: AI-driven infra platform that builds and manages cloud resources
(cloudlvl.com)
1 points
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mavdol04
1y ago
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0 comments
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Show HN: Cloudlvl – Generate and Deploy AWS Lambda with AI
(cloudlvl.com)
1 points
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mavdol04
1y ago
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0 comments
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Show HN: Cloudlvl – Build cloud infra using natural language
(cloudlvl.com)
1 points
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mavdol04
1y ago
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0 comments