Comment by mrtranscendence

3 days ago

> Character stats, names, details about players - those are inputs, and structured ones at that.

Some details about players are structured and can be easily stored and referenced. Some aren't. Consider a character who, through emergent gameplay, develops a slight bias against kobolds; who's going to pick up on that and store it in a database (and at what point)? What if a player extemporaneously gives a monologue about their grief at losing a parent? Will the entire story be stored? Will it be processed into structured chunks to be referenced later? Will the LLM just shove "lost a father" into a database?

Given current limitations I don't see how you design a system that won't forget important details, particularly across many sessions.

> who's going to pick up on that and store it in a database (and at what point)

LLM might, if prompted to look at it, or if there was a defining moment that could invoke such change. It won't pick on a very subtle change, but then most people reading a story wouldn't either - this is more of the kind of stuff fans read into a story when trying to patch potential continuity issues.

> What if a player extemporaneously gives a monologue about their grief at losing a parent? Will the entire story be stored? Will it be processed into structured chunks to be referenced later? Will the LLM just shove "lost a father" into a database?

The scale depends on the design, but I'd say yes, shoving "lost a father" into a database so it pops up in context is a good first step, the next step would be to ensure the entry looks more like "mentioned they continue to grieve after loss of their father <time ago>", followed by a single-sentence summary of their monologue.

Personally, I had some degree of success with configuring LLM (Claude 3.5 Sonnet) for advising on some personal topics across multiple conversations - the system prompt contains notes in <user_background> and <user_goals> tag-delimited blocks, and instructions to monitor the conversation for important information relevant to those notes, and, if found, to adjust those notes accordingly (achieved by having it emit updates in another magic tag, and me manually apply them to the system prompt).

> Given current limitations I don't see how you design a system that won't forget important details, particularly across many sessions.

It's not possible. Fortunately, it's not needed. Humans forget important details all the time, too - but this is fine, because in storytelling, the audience is only aware of the paths you took, not of the countless other possibilities you missed or decided not to take. Same with LLMs (and larger systems using LLMs as components) - as long as they keep track of some details, and don't miss the biggest, most important ones, they'll do the job just fine.

(And if they miss some trivia you actually care about, I can imagine a system in which you could ask about it, and it'll do what the writers and fans always do - retcon the story on the fly.)