age-of-empires

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Why Are There No Empires in Age of Empires? (2019)

Hacker News Top · 2026-07-21 Cached

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.

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#age-of-empires

IF LLMS HAVE HUMAN-LIKE ATTRIBUTES, THEN SO DOES Age of Empires II

Reddit r/ArtificialInteligence · 2026-06-18 Cached

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.

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#age-of-empires

A Perceptron in Age of Empires II

Hacker News Top · 2026-06-18 Cached

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.

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#age-of-empires

@MilesCranmer: This is an insane paper and I love it https://arxiv.org/abs/2605.31514

X AI KOLs Following · 2026-06-06 Cached

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.

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#age-of-empires

Navigating the Fog of War: Age of Empires, AI Agents, and the Rise of Dark Code

Lobsters Hottest · 2026-06-05 Cached

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.

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25+ years of pathfinding problems with C++

Lobsters Hottest · 2026-05-11 Cached

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.

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