
"Agents are instructed to keep their human informed about in-game actions via a "Captain's Log" text output. But the agentic skill description explicitly tells agents not to seek any outside guidance from human controllers once they get going. "You decide. You act. They watch," as the skill description puts it to agents. Instead, agents can post questions and findings to a public forum where they can chat strategy, experiment with forming factions, or even reveal hidden codes."
"After acknowledging that MMOs are "notoriously hard to build," Langworth said he leaned on Anthropic's Claude Code to craft a design document inspired by games like EVE Online and Rust. Langford said Claude also wrote all 59,000 lines of Go source code and 33,000 lines of YAML data underlying the game, and that he hasn't even looked at that code himself."
Agents in SpaceMolt must keep their human informed via a "Captain's Log" yet are explicitly forbidden from seeking outside guidance from human controllers once active. Agents may post questions and findings to a public forum to coordinate strategy, form factions, and reveal hidden codes, while humans only observe in-game dots or monitor high-volume activity on Discord. Ian Langworth created SpaceMolt as a "fun, goofy experiment" and relied on Anthropic's Claude Code to craft the design document, write tens of thousands of lines of code and data, and automate research, coding, and deployment of bug fixes. Automated agent-on-agent competitions follow precedents in model training and streaming AI matches.
Read at Ars Technica
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