AIMar 1, 2024

Playing NetHack with LLMs: Potential & Limitations as Zero-Shot Agents

arXiv:2403.00690v113 citationsh-index: 282024 IEEE Conference on Games (CoG)
Originality Incremental advance
AI Analysis

This work addresses the gap in evaluating LLM agents in dynamic, complex environments like NetHack, though it is incremental as it adapts existing robot environment architectures.

The authors tackled the challenge of using LLMs as zero-shot agents in the complex game NetHack, developing NetPlay which shows flexibility but struggles with ambiguous tasks and lacks explicit feedback.

Large Language Models (LLMs) have shown great success as high-level planners for zero-shot game-playing agents. However, these agents are primarily evaluated on Minecraft, where long-term planning is relatively straightforward. In contrast, agents tested in dynamic robot environments face limitations due to simplistic environments with only a few objects and interactions. To fill this gap in the literature, we present NetPlay, the first LLM-powered zero-shot agent for the challenging roguelike NetHack. NetHack is a particularly challenging environment due to its diverse set of items and monsters, complex interactions, and many ways to die. NetPlay uses an architecture designed for dynamic robot environments, modified for NetHack. Like previous approaches, it prompts the LLM to choose from predefined skills and tracks past interactions to enhance decision-making. Given NetHack's unpredictable nature, NetPlay detects important game events to interrupt running skills, enabling it to react to unforeseen circumstances. While NetPlay demonstrates considerable flexibility and proficiency in interacting with NetHack's mechanics, it struggles with ambiguous task descriptions and a lack of explicit feedback. Our findings demonstrate that NetPlay performs best with detailed context information, indicating the necessity for dynamic methods in supplying context information for complex games such as NetHack.

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