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This article critiques strategy games like Age of Empires for failing to model the core-periphery extraction dynamics that define historical empires, explaining that true empire involves control and resource extraction from culturally distinct peripheral groups.
This paper argues that attributing human-like attributes to large language models is problematic because similar claims could be made about simpler systems, such as an AI trained on Age of Empires II, and proposes a null assumption of non-uniqueness to avoid circular reasoning.
This article demonstrates building a perceptron and NAND gates inside the game Age of Empires II, arguing that changing the substrate of an LLM alters perception of attributes and critiquing research on LLM anthropomorphism.
This paper argues that anthropomorphic attributes often ascribed to LLMs are not unique, demonstrating that simpler systems like Age of Empires II can exhibit similar perceived traits, and calls for explicit measurement criteria in AI behavior analysis.
A roundtable discussion with CTOs on navigating modern software organizations using lessons from Age of Empires, focusing on 'dark code', AI agents, and the importance of system visibility.
The Engineering Director of Age of Empires provides an in-depth analysis of the technical debt in the series' pathfinding system over the past 25 years, pointing out that legacy code, dynamic map mechanics, and floating-point errors caused by SIMD instruction sets replacing x87 extended precision are the root causes of classic bugs such as units clipping through walls.