A higher score can still be noise. 🎲
Honing PR #182 proposes a release gate that compares candidate and baseline round by round. It accepts the candidate only if the lower bound of the gain clears a preset threshold. Not wired into campaigns yet.
https://t.co/QilQQY0yLL
Your game engine shouldn't import your training stack. 🎮
Honing's Craftax, Griddly and REA-Isaac runtimes now sit behind a clean boundary: adapters depend on runtimes, not the other way around.
Same game rules, less coupling.
https://t.co/Lu8z7QA4wl
No training in this run, and no level completion. Unity pauses during model calls; the clip omits that waiting time.
More details in the repo:
https://t.co/eacpuoqoe8
Laya's plan for this level: jump left. Repeat 50 times. 🧱
This 20-second clip is a real Laya-on-CPU run through Honing's Hollow Knight imitation adapter.
The model-to-game connection works. Navigation needs work.
Proposed test: drop a context field or reverse a fire/hold weight edit.
Compare diagnoses from traces alone vs. probes that replay the same state with a targeted change. Can it find the cause more reliably?
Research plan, no results yet.
https://t.co/PQ27Nh1pUI
Before an AI fixes itself, can it tell what broke? 🔍
Honing's System 0 RFC proposes a debugging exam: inject known faults into the harness or weights, then see whether an LLM can identify the cause.
First, debug the debugger. 🛠️
Nimble-v4-max gets a seat at the table. 🎮
It now runs through Honing’s decision API: send in a state, questions, and options; get probabilities back.
We also check source and weight hashes for the serving integration. 🔍
https://t.co/dQ3I8tngi9
This was one smoke test with global map observations, not a benchmark result. The run hit the step limit, and model training hasn’t run yet.
https://t.co/dQ3I8tngi9
New arena unlocked 🎮
We’ve added REA, an Isaac-inspired room-combat engine, to HoningLab.
Next up: letting our decision model step into the arena and see how it handles the fight. 🤖⚔️
More fun stuff on GitHub 👇
https://t.co/dQ3I8tngi9
We edited 0.0002% of NanoJev’s weights, and the edited model beat the original 65–34 (1 draw) in 100 head-to-head Tank War games. 🎯
The original took only about 1 in 3 clean shots. Using Weight-Space Programming by @rikiyatakehi et al. (https://t.co/oQW1HI5rU9), we read the fire-vs-hold direction out of its activations and added it to the decision head: 1,024 weights, no training. Now it takes every clean shot and fires about twice as often.
It isn’t a better shot, though. It just stopped hesitating.
🛠️ Weight editing is now a trainer in Honing. An edit goes through the same gate as SFT and RL, and only ships if it beats the current model.
Report: https://t.co/xpLcLMauje
Weight-edit trainer: https://t.co/hoXdxumA1s
GitHub: https://t.co/oAPAOkCpcy
Follow @HoningLab for more Honing updates :)
Added Craftax to HoningLab: 43 actions, seeded tasks, and achievement-based grading. ⛏️ Plenty of ways for a model to discover that “survive” is harder than it sounds.
The environment is ready; model training is still homework.
https://t.co/Jigr5V8Bqu
Next up: a full learning campaign with real model weights, more game environments, and reusable gameplay data. 🔧
We’re building toward continuous self-improvement; the full loop is still in progress.
Code & ideas welcome 👇
https://t.co/dQ3I8tngi9
100+ GitHub stars! 🌟 Sadly, our agents can’t train on those. Back to the GPUs. 🫠
This week: SGLang serving + an OpenHands/OfficeQA integration landed in Honing. The toolkit is growing beyond games.
Thanks for the early support! 🫶
The loop we're working toward: act → feedback → reflection → improve the harness + weights → validate → release → repeat.
Continuous learning is the goal; the full loop is still in progress.
Explore the code & help build it 👇
https://t.co/dQ3I8tnO7H
A familiar decision shouldn't need a fresh essay. 🧠
Our goal: self-evolving System 1 + System 2 agents, with fast decision models for familiar choices and deeper reasoning when needed.
We're building Honing: infrastructure to keep those decision models learning.
V3 moves, aims, and fights. V4 dodges incoming shells and wins in the clip. 🎯
We changed the game context, available moves, and checks around NanoJev. These are gameplay clips, not a measured win-rate comparison.
We gave NanoJev a tank. First it spun in circles. Then it found the fire button and shot itself. 💥
Tank War's first boss: your own health bar. 🫠
Four versions, same model weights. We changed the controller.