Sure. I'm still curious about consumer alternatives with small, cheap LLM models controlling things.
These problems don't really need extremely powerful hardware, and extremely large and expensive frontier AI agent swarms. I'm certain a good engineer could get away with a lot less than the OP, working with care under hard budget constraints (i.e., no 50x Sol); optimizing things thoughtfully and deliberately from first principles.
I get a sense, reading OP, reading in between the lines, that: one, those agents really, just, suck at playing Minecraft. And, two: that's not a limitation of "Sol 6.1 is too weak an AI" (hah!); or some hard CS problem of scaling and coordinating agent swarms (though that is a thing); but it's that their harness and tooling setup is bad. You can see all over the logs agents struggling with absolute basics of how to handle their tool calls[0], and how to interact with their world; fundamental basics that could easily be fixed, but weren't.
I think if you're passionate about something related to this, and you want to make a real product (not a one-off slop demo) and are willing to put in your serious-engineer effort into it, you could do way better than this demo, on way smaller hardware. (HN has lost sight of some fundamentals I can't now articulate in words. The AI burnout is clouding our eyes).
[0] e.g.: [B_Wren → B_Theo] "Failure was automatic tool selection with enchanted sword held" [B_Esme · private reasoning] "I could buy shears for 20, but that's pointless since breaking is bugged anyway"
or: [R_Cleo/memory.md] "Died chasing B_Theo off island edge. Use max_distance ~6 when attacking on base... Died AGAIN: attack chase pulled me onto south wool bridge (-40,-10), fell. Use chase=false or max_distance 3."
These problems don't really need extremely powerful hardware, and extremely large and expensive frontier AI agent swarms. I'm certain a good engineer could get away with a lot less than the OP, working with care under hard budget constraints (i.e., no 50x Sol); optimizing things thoughtfully and deliberately from first principles.
I get a sense, reading OP, reading in between the lines, that: one, those agents really, just, suck at playing Minecraft. And, two: that's not a limitation of "Sol 6.1 is too weak an AI" (hah!); or some hard CS problem of scaling and coordinating agent swarms (though that is a thing); but it's that their harness and tooling setup is bad. You can see all over the logs agents struggling with absolute basics of how to handle their tool calls[0], and how to interact with their world; fundamental basics that could easily be fixed, but weren't.
I think if you're passionate about something related to this, and you want to make a real product (not a one-off slop demo) and are willing to put in your serious-engineer effort into it, you could do way better than this demo, on way smaller hardware. (HN has lost sight of some fundamentals I can't now articulate in words. The AI burnout is clouding our eyes).
[0] e.g.: [B_Wren → B_Theo] "Failure was automatic tool selection with enchanted sword held" [B_Esme · private reasoning] "I could buy shears for 20, but that's pointless since breaking is bugged anyway"
or: [R_Cleo/memory.md] "Died chasing B_Theo off island edge. Use max_distance ~6 when attacking on base... Died AGAIN: attack chase pulled me onto south wool bridge (-40,-10), fell. Use chase=false or max_distance 3."