Anthropic’s Fable 5 can make weirdly fun video games with the click of a button
Anthropic’s Fable 5 can make weirdly fun video games with the click of a button
Anthropic 的 Fable 5 只需点击一下按钮,就能制作出奇妙有趣的电子游戏
Anthropic has released Claude Fable 5, the first publicly available version of its closely watched Mythos model. What can Fable actually do? All kinds of things, it turns out. Anthropic 发布了 Claude Fable 5,这是其备受关注的 Mythos 模型首个公开发布的版本。Fable 到底能做什么?事实证明,它无所不能。
Ethan Mollick, a notable AI researcher and University of Pennsylvania scholar, has been playing around with the model and seems to be having a lot of fun. In his testing, Fable consistently “outperformed basically every other public model I have used by a considerable margin,” Mollick wrote Tuesday on his Substack. He added that it was “capable across many problems and produced some startling results — it would work up to a dozen hours executing on multi-page specifications.” 知名人工智能研究员、宾夕法尼亚大学学者 Ethan Mollick 一直在试用该模型,并且似乎乐在其中。Mollick 周二在他的 Substack 上写道,在测试中,Fable “在很大程度上持续超越了我使用过的几乎所有其他公开模型”。他补充说,该模型“能够处理各种问题,并产生了一些令人震惊的结果——它甚至可以连续工作长达十几个小时来执行多页的规范说明。”
Perhaps most strikingly, Mollick used Fable to create a variety of video games — all of which were generated via “one initial prompt” in Claude Code, the researcher says. Among these, Snake is exactly what it sounds like. You’re a Pac-Man-like snake and you roam around eating apples. The snake never stops moving, and if you run off the screen, you die. It’s very 1980s arcade but, like many of those old games, it’s weirdly addicting. I played it longer than I’d like to admit before remembering I am a gainfully employed writer and not, in fact, a serpent who likes fruit. 最引人注目的是,Mollick 利用 Fable 制作了各种电子游戏——据这位研究人员称,所有这些游戏都是通过 Claude Code 中的“一个初始提示词”生成的。其中,《贪吃蛇》(Snake)正如其名。你扮演一条类似吃豆人的蛇,四处游荡吃苹果。蛇永远不会停止移动,如果你跑出屏幕,就会死亡。这非常有 1980 年代的街机风格,但就像许多老游戏一样,它有一种奇怪的魔力,让人上瘾。我玩的时间比我愿意承认的要长,直到想起我是一名有正经工作的作家,而不是一条喜欢吃水果的蛇。
Then there was Strata, where you’re roaming around in a seemingly endless network of subterranean tunnels and the goal is just to light as many lanterns as possible. The graphics look like a degraded version of Myst — they aren’t great — but the fact that the game exists at all, generated from a single prompt, is impressive. 还有一款名为《Strata》的游戏,你在一个看似无尽的地下隧道网络中漫游,目标是尽可能多地点亮灯笼。图形看起来像是《神秘岛》(Myst)的降级版——虽然算不上精美——但这款游戏竟然能从一个单一的提示词中生成出来,这本身就令人印象深刻。
Mollick even managed to create Duino, a game based on the Duino Elegies, the celebrated cycle of poems by poet Rainer Maria Rilke. I like the animation here best — the player is a lone figure in a nocturnal landscape — although there isn’t much to the gameplay other than walking around while Rilke passages materialize on the screen. Mollick 甚至成功制作了《Duino》,这是一款基于诗人莱内·马利亚·里尔克(Rainer Maria Rilke)著名诗集《杜伊诺哀歌》(Duino Elegies)的游戏。我最喜欢这里的动画——玩家是夜景中的一个孤独身影——尽管除了在屏幕上浮现里尔克的诗句时四处走动外,游戏玩法并没有太多内容。
Aside from the variety of instant games Mollick produced, he also used Fable to create an isochronic map — a visualization showing how long it takes to travel between any two locations. The accuracy and detail is arresting. 除了 Mollick 制作的各种即时游戏外,他还利用 Fable 创建了一张等时线地图——这是一种可视化工具,可以显示在任意两个地点之间旅行所需的时间。其准确性和细节令人惊叹。
The implications are pretty clear. Software projects that once required entire teams — games, mapping tools, highly complex specifications — are now being spun up from a single prompt. It’s reason for vibe coders of the world to rejoice. As for founders and operators watching AI capability curves, it’s a useful data point about how quickly the floor is rising. 其影响显而易见。曾经需要整个团队才能完成的软件项目——游戏、地图工具、高度复杂的规范说明——现在只需一个提示词就能启动。这对全世界的“氛围程序员”(vibe coders)来说是一个值得欢呼的理由。对于关注人工智能能力曲线的创始人和运营者来说,这是一个关于技术门槛提升速度有多快的重要数据点。