《帝国时代2》中的感知机
A Perceptron in Age of Empires II

原始链接: https://adewynter.github.io/notes/aoe2-circuits

一名玩家在《帝国时代 II》的场景编辑器中成功构建了一个功能性的“与非门”(NAND gate)。这一复杂的机械逻辑门利用“山羊”作为信号载体,在特定的轨道路径上移动——草地代表二进制 0,桥梁代表二进制 1。 该系统依靠“门就绪”(gate ready)冰面轨道来管理时序并防止竞争条件,确保仅在上下游组件准备就绪时才处理信号。当逻辑门激活时,它会移除输入的山羊并生成新的山羊进入对应的输出轨道,从而有效地执行逻辑运算。在演示案例中,该门执行了 AND(0, 1) 计算,输出结果为 0,随后通过一个“非门”(NOT gate)最终输出 1。虽然可以设计出更紧凑的版本,但该设计直观地展示了如何利用游戏独特的环境工具来复刻传统的计算逻辑。

Hacker News 的讨论聚焦于论文《如果大语言模型具备人类特质,那么《帝国时代 II》也具备》,该论文通过使用游戏内置的触发器构建与非门(NAND gate)和感知机,证明了该游戏具备图灵完备性。 作者利用这一构建过程提出论点,即系统的底层介质(无论是硅片、神经网络还是游戏单位)会影响我们对其“拟人化”属性的感知。他们指出,针对大语言模型的研究往往带有隐含偏见,即仅仅提出“模型是否具备类似人类的特质(如共情能力或音乐天赋)”这一问题,就已经预设了这些特质的存在。 评论者的反应褒贬不一。许多人称赞了在游戏逻辑引擎中构建感知机的技术创造力,但该论文的哲学论点招致了严厉批评。怀疑者认为,作者未能论证底层介质的改变如何使大语言模型研究失效,并称其哲学主张“傲慢且空洞”。批评者断言,该论文利用基于游戏的实验所带来的“酷炫感”来掩盖逻辑上的薄弱,最终未能证明其关于“大语言模型拟人化研究存在根本缺陷”的论点。
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原文

An operational NAND gate in Age of Empires II, built with the game's scenario editor. This one can also be built within the game in a two-player setup but it's a lot easier (so to speak) to just script it.

This one is designed to show its internal workings, and much simpler implementations are possible. Every bit is represented by two rails (grass for 0, a bridge for 1). Only one rail is active at a time, with a goat acting as the signal carrier. When the gate fires, the bit-goats are removed (they ded) and a new bit-goat is placed in its respective output rail.

To avoid race conditions, 'gate ready' rails (ice) are set, with a signal-goat in the rail closest to the gate indicating that it can start the calculation. In the above: in order for the AND gate to be active, the leftmost and bottom-most bit goats need to be near the pens (towards the inside of the map). This says that the gate is ready, but not that the UPSTREAM gate is ready. For that, the goat in the middle ice patch needs to be near the AND pen. When the gate fires, the goats are sent 'away' towards their upstream/downstream gates to signal readiness.

To read the gate: leftmost grass/bridge rails: 0/1 left-input for AND. Rightmost grass/bridge rails: right-input for AND. Middle rails: output of AND, input for NOT. In the gif, it computes AND(0, 1), places a goat in the middle grass rail (0), and NOT places a gate on the bridge (1).

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