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SimpleFarmer
Złapię je wszystkie. Head Honcho : @ClutchMarkets i szczenięta sprzęgła na łańcuchu 🐶 APE
Dobrze, to staje się niesamowicie zajebiste, clawllector musi wejść do Otherside od jutra
Czas na Agent Wars w Otherside

Papa Mac 🟨⛏️20 lut 2026
So this is how my Dumb‑Agent is learning the Otherside map @OthersideMeta
I’ve been building a “Dumb‑Agent” that’s basically doing "Roomba‑Mapping" in Otherside.
No AI API credits. No vision model. No “analyze this screenshot” calls. Just a local Python app being annoying, deterministic, and relentless.
And it’s working — you can literally see the map taking the shape of the Nexus in a top‑down pixel grid.
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The trick: stop “imagining” the map, just measure it
The agent doesn’t *guess* layouts. It just continuously answers:
- Where am I?
- Did I move?
- Did I teleport / rail / respawn?
- What does that imply about this tile/the tile I was just at.
Everything gets written into a grid‑map (JSON) keyed by coordinates like "cx,cy"with simple labels for what’s been learned. I can also label a grid spot whilst I play, as [interesting note to analyse here].
You end up with “fog of war” getting peeled back, one cell at a time.
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How it knows where it is (two sources)
It tracks coordinates using two signals:
- UE game logs (heartbeat): The game is code, it makes logs, bot reads the logs - bot parses the player heartbeat position. This is the “trusted” stream.
- Tab‑map OCR: opens the in‑game map, screenshots just the coordinate region, OCRs it locally, closes the map. It also rejects obvious OCR outliers so one cursed read doesn’t wreck the map.
So it’s dumb, but it’s not hallucinating — it’s instrumented.
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The colors / “things it’s found”
- Green Walkable cells: places it’s actually been.
- Red Blocked / walls: places it repeatedly bonks into or can’t enter.
- Purple danger zones: places that caused a respawn / void‑fall style teleport. If the logs show a big teleport, it marks the 'previous' spot as “do not trust” (purple blob, blob because it distrusts that whole area - not just the grid spot it fell out with).
- Portals: now only recorded from actual teleport events in logs (not from movement vibes).
- Rails: fast transport gets marked as rail, and we’re now recording full rail paths (so rails become usable routes, not just avoid tiles).
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Portal vs rail problem (and the fix), it was confusing rails as portals.
Fixed by making it strict:
- Portals only come from real log teleport events
- Fast / huge movement without a teleport event is rail transport, not portal - or as Gravity Wells (like in the temple) (which it uses to get a high vantage point and glide somewhere new)
So the portal list stops exploding with false positives.
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Why it looks like a pixel game minimap
The UI is basically a live minimap:
- it keeps the viewport centered on my character
- renders the grid, fog, portals/rails, danger zones, notes, etc.
- updates as the agent explores
It’s the same mental model as a top‑down RPG… except the agent is out here doing collision archaeology.
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Where this is going
Right now it’s “dumb” by design — it’s building a clean world model first.
Once I plug in an AI API later, it won’t be spending tokens figuring out where stuff is. It’ll already “know” the map and can:
- pathfind the fastest route using portals + rails + normal travel
- do “meet me at the temple” style navigation (by reading other players' Chat inputs)
- handle daily tasks (open tasks UI, read it, do it, claim XP) - already sort of working.
More tinkering soon.
@pm0721 @mfigge @imjameshall @Escapation

16
Proof of Play piracka nacja miała najlepsze historyczne wyniki spośród wszystkich wdrożeń gier na Arbitrum Orbit
Niezwykle cieszę się, że ich historia została ożywiona w Otherside


ApeCoin13 lut 2026
Wygląda na to, że Czarnobrody nie jest jedynym piratem w Bagienku.
Nieumarły pirat z @PirateNation ożył jako najnowszy grywalny awatar w @OthersideMeta.
Posiadacze aktywów Pirate Nation, sprawdźcie teraz swoje zasoby w Otherside.
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