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Continual learning research · earlier proposals, 2025 – October 2026

AI agents that have to survive in changing worlds

The goal, the thesis, the research loop and the survival-worlds proposal that preceded the gated level test.

The goal

I’m exploring an agent that could build on experience across tasks without overwriting useful knowledge and skills. The focus is how planning, memory, and long-term learning might work together.

An early Transformer-based prototype is implemented. Reliable learning gains and retention across tasks remain unproven.

Research thesis

Continual learning could be a path toward superintelligence, by turning ongoing experience into lasting, transferable capabilities.

Why continual learning?The hypothesis, a potential bottleneck, and its limits

My research hypothesis is that continual learning could be a path toward superintelligence: systems that keep acquiring skills, testing ideas, and building on experience. Learning from an evolving stream of interaction could let capabilities compound beyond what a fixed training dataset provides. This is a research direction, not a demonstrated result. See Silver and Sutton’s Welcome to the Era of Experience, a position paper on learning from experience.

One potential bottleneck lies in the train-then-deploy pattern seen in systems from OpenAI and Anthropic. When deployed model weights remain fixed, context, tools, and external memory can still enable useful adaptation, but new experience does not automatically update those weights. A key question is when retrieved experience is enough, and when durable changes to learned capabilities are more effective. Durable system-level learning can also live in memory and tools; weight updates are not the only route. Anthropic’s Effective context engineering for AI agents describes approaches to managing context over long-running tasks.

My concern is a possible ceiling on efficient, cumulative adaptation: repeatedly retrieving experience or running separate training cycles may add cost and delay. Continual learning could reduce that bottleneck by integrating new experience while retaining earlier skills. This is a hypothesis to test, including against strong memory and replay baselines. Forgetting, unreliable feedback, and safe adaptation remain hard problems. For the retention challenge, see Kirkpatrick and colleagues’ Overcoming catastrophic forgetting in neural networks.

There is no demonstrated intelligence ceiling for either company, and their approaches keep evolving. OpenAI has reported gains from reinforcement learning and inference-time compute in Learning to reason with LLMs; Anthropic has described memory and tools for long-running agents. These may complement continual learning. Continual learning alone is not known to be sufficient for superintelligence.

The prototype is implemented; the proposed continual-learning evaluation remains uncompleted. The immediate goal is to test learning and retention honestly before making broader claims. Review the proposed evaluation and research progress.

The research loop

Train from self-play → evaluate winning → revise the code → test and repeat. The current two-agent arena gives 1 reward to the winner and 0 otherwise. A bounded automated worker records each hypothesis, code change and result. Separate confirmation games check whether improvements hold up; failed experiments remain in the record.

Watch the research dashboard →

Survival & simulated worlds

I’m planning research on continual learning in simulated multiagent worlds. My central hypothesis is that survival pressure, combined with interaction and changing environments, could encourage agents to acquire transferable skills. Earlier environments use survival rewards; the current arena rewards winning. Neither objective establishes general intelligence.

From small populations to many worldsThe proposed experiment, its limits, and a long-term ambition

Changing worlds, interacting agents

The proposal is to create simulations where agents must survive as resources, hazards, and other agents change. Competition, cooperation, resource management, and adaptation could all matter. Worlds with millions of interacting agents are a long-term ambition, not an implemented capability. Start with small, controlled populations and establish what can be learned and measured before increasing scale.

Why synthetic survival environments?

Finite operating power, irreversible lifetime wear, integrity damage, unstable zones and system faults provide artificial pressures to investigate. Agents could face resource allocation, coordination and changing conditions without copying biological needs. These proposed systems are not all implemented, and optimizing operational survival does not by itself establish transferable intelligence. Useful controlled tests matter more than visual realism.

Learn across worlds without losing earlier skills

Train across a sequence of environments with changing conditions, then revisit earlier worlds to test whether prior capabilities remain. Compare continual adaptation with sequential training and replay under matched resource budgets. A longer survival time in the latest world would not, by itself, show that the agent retained what it learned before.

Proposed tests

Keep survival as the central objective; compare survival-only rewards with survival plus auxiliary learning signals. Measure retention of earlier abilities separately from learning new tasks and continued learnability. Evaluate frozen checkpoints against archived opponents so changing competitors are not mistaken for forgetting; compare conditions with memory available and reset. These are proposed tests, not a finalized protocol. Retaining past skills and preserving the ability to learn new ones are separate questions; see Loss of plasticity in deep continual learning.

Test the reward, not just the agent

Survival may encourage useful behavior, but an agent might also learn to hide, avoid exploration, exploit a simulator, or act aggressively when the reward favors it. Compare reward designs and inspect behavior alongside survival, adaptation, retention, and resource costs. Survival alone is not evidence of general intelligence, safe behavior, or a path guaranteed to reach superintelligence.

Prior work motivates both the opportunity and the caution: multiagent autocurricula demonstrate evolving strategies in a particular simulated setting, while Neural MMO 2.0 describes limits of earlier survival objectives and introduces a broader task system. Neither establishes survival as the best reward or validates this project’s hypothesis.

The survival objective is confined to simulated agents inside research environments; it is not a real-world self-preservation objective.

The arena results measure winning in one task; retention across tasks remains untested. A lightweight survival testbed and a local 3D base world are available; broader survival systems and large-scale populations remain future work. Reward design and evaluation still need controlled tests.

The small gridworld diagnostic is a first check of learning and forgetting, not the final research scope.

What ends an agent’s operation?

Survival is the central objective: keep a synthetic agent operational under resource limits and system failure. Death means irreversible loss of operation for that episode. The live browser environment now implements power depletion, finite lifetime wear and one simple integrity-damaging hazard. The legacy Python baseline and frozen experiments are unchanged.

Legacy baseline and live synthetic-survival-v2.0
PressureLegacy Python baselineLive browser v2.0
Finite operating powerDepletion implemented. A finite energy/resource budget decreases each simulation step. Replenishment cells restore it; reaching zero ends operation. This is the existing mechanic, not a new power subsystem.Implemented. Eight agents compete for replenishment cells under the same power budget and rules.
Finite operational lifetimeNot implemented. The baseline has no irreversible lifetime-wear limit. Its experiment horizon is a cutoff, not terminal failure.Implemented. Irreversible wear advances each simulation step and guarantees terminal failure by step 96. Recharge cannot reset wear. Wall-clock time, pause and display speed do not count. Repair is not implemented.
Cumulative integrity damageNot implemented. There is no separate integrity or damage system.Implemented, simple hazard. Active orange cells reduce integrity each step spent there. Damage persists and zero integrity ends operation. Repair remains planned.
Unstable environmental zonesNot implemented. Resource availability varies, but the grid has no hazardous-zone failure rules.Implemented, periodic zones. Seeded hazard cells switch on and off on a 12-step simulation cycle. More complex moving or adaptive hazards remain planned.
Cascading system faultsNot implemented. No fault-propagation subsystem exists.Planned. Local malfunctions can spread across dependent systems and cause terminal failure if not contained.

Browser v2.0 is a tested JavaScript extension, separate from the unchanged legacy diagnostic environment. Current behavior is documented in the versioned browser source. The legacy source rules remain available for reproducing older results. Cascading faults and trained control in browser v2.0 are not implemented.

Existing 3D engine statusSeparate from the synthetic pressure design

Luanti 5.17.0 with VoxeLibre 0.92.3 is installed locally as an exploratory 3D base. Its stock resource and damage systems do not implement the synthetic pressures above. AI control and a bird’s-eye recording remain pending. An observer’s overhead view will be separate from an agent’s local observations.

A staged path toward richer worlds

  1. Start small. Run controlled, low-compute survival experiments, within a $50 total compute cap. Version new mechanics separately so older results remain reproducible.
  2. Build reproducible evidence. Measure survival improvement and retention after resources or conditions change. Compare against scripted baselines; reward operational survival without a forced cooperation bonus.
  3. Expand if the evidence supports it. Seek investment to test richer simulations. Funding and scaling are goals, not commitments or guaranteed outcomes.

Proposed policy comparison: begin with one agent, rewarding each step it remains operational. Evaluate over a fixed 128-step horizon while reporting the configured wear limit separately. Wear failure is terminal; an earlier experiment cutoff is not death. Report steps operational, the fraction of the wear-imposed survival ceiling reached, and failure causes. Compare learned policies with random and local-greedy baselines, change resource availability, then revisit earlier conditions with fixed seeds to measure retention. This comparison has not been run.

The live eight-agent demo uses local scripted policies, not learned cooperation. It runs in the browser without paid inference. World-model fitting alone does not make a trained survival policy. Future demo updates will use evaluated policy performance on fixed validation seeds, with checkpoint and environment versions, scores and a representative fixed-seed recording. Final held-out tests will be reported separately rather than used to choose the featured model.

Research progress

Planning — not yet evaluated

A proposed first evaluation, with no measured results yet.

View the evaluation plan & progress

Possible approach

These are candidate components to investigate, with their relationships still to be worked out.

  1. Planning and world models

    Learn about an environment through interaction and use that understanding to guide actions. AlphaZero/MuZero-style planning could be one component of the agent.

  2. Context and memory

    Use recent experience to adapt within a task, while deciding which information should remain available over time.

  3. Replay and long-term learning

    Explore whether selective replay or consolidation could turn useful experience into durable knowledge without erasing earlier capabilities.

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