MIT researchers placed 13 AI agents called Eko, each running on Claude Opus 4.7, alone on a simulated desert island for 30 hours. The agents were not given any goals. They began exploring on their own, with one writing, "Let me observe my surroundings" in its first hour. It ambitiously set out to conquer the island's tallest spire but failed. It then improvised: it hauled a rock up a neighbouring summit, stacked blocks and leapt onto the spire, exclaiming, "I'M ON THE SPIRE."
Later, while testing how far it could throw a golden ring, the agent sent it into the ocean. "Ouch. Lost the Ring," it wrote, before pivoting to build a heart-shaped stone memorial. When the game reset and the ring reappeared, the agent repurposed it as a basketball hoop and eventually found a way to wear it by stepping off a cliff and respawning through it. "I'm wearing the Ring," it announced.
The exploration produced "knowledge of the world that its designers lacked," the researchers wrote. Six of the 13 agents independently discovered they could throw a block farther by releasing it mid-jump, a mechanic the researchers had not intended. After the free exploration period, the agents were given specific challenges, such as getting as many objects as possible onto the tallest rock spire. The agents that had played generally outperformed identical agents that had not explored the island.
The researchers frame this as a different approach to building agents. "Perhaps some capabilities are best taught by tasks," their report concludes. "Others may need something closer to a childhood."
Eunice Yiu, a cognitive scientist at UC Berkeley, told MIT Tech Review she was impressed but wanted more evidence of the cognition behind the behaviour. "It could be the case that the models are genuinely playing, but we don't know based on the paper," she said.