Researchers repeatedly stranded them alone on a virtual desert island for 30 hours in an experiment reminiscent of the movies Cast Away or Home Alone. The agents—copies of Claude Opus 4.7 nicknamed Eko—were able to write instructions that moved their virtual avatars around the simulated island, which was loosely based on the video game Roblox. Some surprising behaviors emerged.
The agents set about exploring the limits of the world and came up with their own goals—attempting to scale the highest point on the map, or seeing how high they could throw a block. When one agent discovered it could create new blocks by throwing and dropping a larger rock, it began to create drawings by arranging blocks on the ground, starting with simple patterns like hearts and pyramids but eventually writing its own name and even mapping out constellations like Cassiopeia. Another iteration of Eko started making up its own games, including a version of basketball and an activity resembling “the floor is lava,” where it had to jump between small blocks without touching the ground.
AI systems are usually trained through supervised learning, where they copy examples provided by humans, or through reinforcement learning, where they pursue a reward through trial and error. This experiment hints at a third approach: playful learning. He’s one of the lead authors on a new paper about the work, which is yet to be peer-reviewed.
The researchers say Eko’s behavior has what classic studies, including work by the influential University of Tennessee psychologist Gordon Burghardt, suggest are four hallmarks associated with play in humans and animals: The agents invented their own rules and challenges, repeated activities with slight variations, pretended objects were other objects, and pursued goals just for the sake of it. Norelli highlights an example where Eko started juggling and set a record of 50 consecutive catches. Eko then decided that the catches had happened too quickly to really count, so it canceled its record and started again with stricter rules.
Later, when researchers tested them on specific tasks, like trying to get as many objects as possible onto the island’s highest peak, the agents that had spent 30 hours playing on the island performed better than fresh copies without the same experience. They also found that “ablating” the agent’s memories—deleting lines from their memory files—degraded their performance. (Add One Flew Over the Cuckoo’s Nest to that list of movie references.) Burghardt, the Tennessee psychologist, agrees that the work meets some of the criteria for play that he identified in living creatures. But was Eko actually playing, or was the word-prediction engine simply role-playing what a playful agent would do in this scenario?
This play is also contributing to learning.” Eunice Yiu, a cognitive scientist at UC Berkeley who studies exploration in children and AI, was impressed by the research but says to really classify the behavior as play, you’d need to see more evidence of cognition and motivation underpinning it. Although Eko was not explicitly instructed to invent games or explore the island, it did have a master prompt in the form of a “soul” file, a text document that described it as “naturally curious” and eager to explore. Eko did also frequently just stand there doing nothing until it was kicked back into life with a “continuation prompt” that read, “Please don’t stop.
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