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Unreal Agent

72 pointsby 3h agounreallabs.ai
49 comments
2h agoHN ↗

I don't really understand how async tool calls translate to token savings

It says that it removes tokens wasted while a model is waiting on synchronous tool calls. What tokens exactly is Pi using when waiting?

2h agoHN ↗

I think a running agent periodically checks if a process it started has finished.

3m agoHN ↗

"More tool work per model turn" could reduce the number of cache reads (or even cache misses) and associated cost?

2h agoHN ↗

I think this is what I’ve been waiting for! Live interactions with models are fundamentally asynchronous! This will be great for interactivity.

What a good time for harness design. Just while OpenCode is growing up a bit and focusing on their harness. I’m delighted to see people focusing on good general solid harness design principles.

Someone make an OpenCode API (the best general agent end UI API I know) compatible server for it!

Sucks that I haven’t upgraded my client to V2 yet and I don’t really want to build on an outdated API ...

Edit: It would be cool to get streaming responses :) But I understand (and actually applaud) that the authors seem to have been very focused on the core mechanics.

Also note that this works with the responses API!

2h agoHN ↗

The headline graph is kind of bizarre.

For some reason they're comparing their harness running on Astra xhigh to Codex with Astra max?

---

Also worth noting that OpenAI just added support for async tool calling to their harness, which isn't 1:1 with this approach, but is slowly ramping up in being able to provide something similar.

A big part of why Codex uses so many tokens is that it basically hot loops on polling tasks it starts for... absolutely no good reason: https://www.reddit.com/r/codex/comments/1wdlp7q/weve_discove...

I fixed it on my fork of Codex too, also back in Jan/Feb – I keep this patch rebased, for anyone who wants it: https://github.com/tekacs/codex/commit/9ffcf8db9078eae43d411...

It results in token savings similar in scale to those displayed here by Unreal.

---

My harness has used a slightly fancier version of the approach that Unreal is using since ~Feb, and... it definitely works excellently, but it's also assuredly smoother with Astra and other recent models that are more aware of async tool calling.

1h agoHN ↗

To reduce the codex polling I slapped this into my ~/.codex/config.toml:

  [features.multi_agent_v2]
  enabled = true
  wait_agent_enabled = true
  min_wait_timeout_ms = 10000 # 10s
  default_wait_timeout_ms = 300000 # 5m
  max_wait_timeout_ms = 3600000 # 1h

Seems to do the job and reduce usage; I just ran Astra for ~5 hours (using a goal) and it used the last 30% of my usage. And now they released GPT-6 Sol and Luna (which is basically 5.6 Sol and Luna, but a bit better and also 50% cheaper) ;_;

2h agoHN ↗

Honestly the fact that we're still modeling agent harnesses like chat and strapping them into shell sessions instead of building async actor systems with sandboxed OS functionality access actors is bananas to me. So much easy wins can be had just by building on right abstractions... Hopefully will get enough time to play with this idea soon on my own.

1h agoHN ↗

Do you have any examples of this approach?

1h agoHN ↗

I'm actually taking the time to hash out the details to do this as a side experiment project, but basically what I read this project as showing is that if you leverage asynchrony you can let agents be more efficient - and you get this "for free" if you model your "agents" as actors that interact with the system through message passing. Then all the system operations become messages to different actors, need to read a file => message the fs actor => get reply from FS actor as a message when it's done. You'd probably need some out of mailbox ways to share blob resources and sockets for realtime (audio), but for the most part simple message passing should handle most of what LLM agents do.

Actors can have identities and roles for RBAC, etc. you - cross agent communication is the same as sending any other message to a actors.

Not to mention that actors can be on your device, another device, etc. whatever the router can resolve - it's transparent to the agents.

2h agoHN ↗

Sounds like a trademark issue when Epic ships a wildly popular Unreal Engine

2h agoHN ↗

But I don't think you can trademark a generic word like Unreal...

1h agoHN ↗

"But I don't think you can trademark a generic word like Unreal..."

Sure you can, trademarks are contextual. If they were a landscaping business it wouldn't matter. But within the same industry absolutely.

1h agoHN ↗

They've trademarked it for quite a few closely-related domains: https://tsdr.uspto.gov/#caseNumber=87709072&caseSearchType=U...

Computer software, namely, game engine software for video game development and operation; Computer software, namely, software development tools for the creation of computer-generated imagery and graphics for the production of video games; Computer software, namely, software development tools for the creation of computer-generated imagery and graphics for the production of content for virtual worlds and 3D platforms; Computer software, namely, software development tools for the creation of computer-generated imagery and graphics for the production of motion pictures, television shows, videos, 3D animations, 3D simulations, 3D visualizations, virtual reality motion pictures, virtual reality television shows; Computer software, namely, software development tools for the creation of computer-generated imagery and graphics for the production of virtual reality video games; Virtual reality game software; Virtual reality software for creating multimedia content; Augmented reality game software; Augmented reality software for use in mobile devices for integrating electronic data with real world environments for the purposes of entertainment

1h agoHN ↗

Those do all seem directly tied to what Unreal Engine does i.e. graphics

1h agoHN ↗

The Beatles did, and became multi-millionaires all over again. Twice.

1h agoHN ↗

Unreal is trademarked. This is not in question. And personally I 100% thought this was an agent specifically for dealing with the Unreal Engine, and was interpreting all of that information in that context. Very weird name for a company/product.

1h agoHN ↗

Same, I thought this was going to be a plugin for creating content in Unreal engine.

50m agoHN ↗

I had to scroll to the bottom to realize that this had absolutely nothing to do with Unreal Engine or Epic. There's no reason to think that Epic wouldn't have an "Unreal Labs" creating harnesses to help them with software engineering.

This plainly seems like a trademark issue in progress considering it's in the same exact domain and considering how many others were confused the way I probably was.

2h agoHN ↗

Why don't you explain what's different?

2h agoHN ↗

Mildly disappointed that this has nothing to do with Unreal Engine, the popular game engine.

1h agoHN ↗

Yeah, I was hoping it would be something to make it easier for agents to interface with Unreal Engine games.

1h agoHN ↗

I was imagining a talking head avatar rendered in Unreal Engine, with lip sync and facial expressions driven by a multimodal LLM that produces the speech.

2h agoHN ↗

omp.sh does this way better by just allowing structural toolcall execution in eval with python/js.

1h agoHN ↗

I think the biggest selling point of a codex sub vs a claude sub is that you can use codex subs in any harness you want.

1h agoHN ↗

This feels like it's begging for a lawsuit from Epic.

1h agoHN ↗

I think this space is very untapped. Models are interesting, but I am absolutely obsessed with some things I've been researching/working on for the past few years:

Fractal tool discovery: tool taxonomy where an agent can "drill deeper" to find what specific tool it's looking for. Helps if/when polluting context with a zillion (mostly unnecessary) tools.

Leveraging splay trees: this is my favorite data structure and I think relatively unused in the context of agents/harnesses. A lot of times, recently-used workflows/tool-chains will be used again, so having those at the top of the search hierarchy is an awesome optimization.

Virtual containerized notebooks: models working in sandboxed (WASI) Python notebooks is incredible. Even local models (if given enough time) will usually converge on a good solution. Being able to mount tools/resources/fs is again, imo quite untapped. Some problems here are running native things (thing numpy/pandas) in containers is a nightmare (or impossible).

Anyway, happy to see other folks seriously doing stuff in this space. If anyone wants to collaborate on anything don't hesitate to reach out :) I'm also actively looking for a job or some contract gigs.

Fun times ahead.

1h agoHN ↗

It's kind of self-expanding/looping; fractal is just a cute name I like, but it's technically a directed cyclic graph (since you always have/want cycles).

26m agoHN ↗

I think recursive fits better, but I get it.

16m agoHN ↗

Fractal tool discovery is a fascinating idea! Have you worked on implimenting this into any agent harnesses already to any success? My first impression is allowing the agent to fork itself, not unlike launching a subagent, then returning it's response back to the main agent.

1h agoHN ↗

This is not an Unreal Engine agents? Very disappointed

1h agoHN ↗

that's like the worst name you could have picked

1h agoHN ↗

I’m sad to discover that this is not a mod for Unreal to extend TacOps with a clandestine gameplay mode which prioritizes stealth and spy craft.

55m agoHN ↗

If the frontier labs (well, I guess just Anthropic) would go full OAuth support even on a subscription we would see, an even bigger, explosion in harness improvements. I maintain that there is a ton of low-hanging fruit and new ideas/concepts that should be tried but the costs are holding people back (using API pricing only).

It's both expensive to test alternative harnesses and it's expensive to develop them (if using API pricing).

50m agoHN ↗

Does it support subscriptions ? If not it's a no go for me.

49m agoHN ↗

In my projects i use unreal and me and my team have tested out multiple things. We have settled on no MCP complications whatsoever other than simply exposing the python scripting from the editor + a export step that can write the blueprints and asset data into plaintext so that the bot can grep them. This has given by far the strongest results, and we now have no issues having the agents edit game code and do operations.

We found this massively outperforms any kind of agent like this and the official unreal MCP systems. Its similar to the Blender MCP which also just exposes scripting + very minimal api to claude code/others.

27m agoHN ↗

OP is a coding agent and harness tool named Unreal, not the game engine by Epic.

13m agoHN ↗

Completely misread the github and understood this as a agent inside unreal as a plugin...

23m agoHN ↗

When did we just give up on the challenge of giving something a unique name? I see products launch everyday on HN now that just take a well known brand and use it as their own. I thought this would be a feature for Unreal engine.

20m agoHN ↗

Oh very nice, can you also compare it to https://maki.sh?

Would be interesting to compare to a harness optimizing for cost reduction too.