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Comment by kqr

12 hours ago

What makes you believe people haven't tried? I have yet to find an example that actually works.

The language models have a tendency to not stick to the script (inventing world state that does not exist), be too helpul (provide spoilers), or get stuck on the same confusions as a human would.

You want the language model in the interface -- to parse the input text and convert it to a more structured command language internally.

That would solve the main UX problem with the genre.

  • If you can build something like that and get it to work, I'd be impressed and very excited! People before you have failed.

    • I have recently attempted to build out games for myself and others.

      I have done 100% state using AI context which works well.

      The hard part about a game is the world-rules must be predictable and enforced.

      Role play for example requires a target (and limits) but how do you enforce it?

      If the paths are too open fashion a shovel and dig around the door.

      The problems I have encountered:

      1. AI is nerf'ed, helpful, restrictive, annoying, repetitive. 2. AI doesn't understand the difference between halting and blocking. 3. People want to know that a human or their proxy is making decisions. Not AI. 4. Difficult and Impossible - AI does not know the difference.

      I have not tried to build a full harness to guide the game but game theory and rules have proven to be quite difficult.