[HN Gopher] Rendering game worlds in text [video]
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       Rendering game worlds in text [video]
        
       Author : onli
       Score  : 95 points
       Date   : 2021-07-06 18:05 UTC (2 days ago)
        
 (HTM) web link (www.youtube.com)
 (TXT) w3m dump (www.youtube.com)
        
       | mrspeaker wrote:
       | I've loved messing around with Markov Chains in the past, but the
       | output of this seems more interesting... does anyone have any
       | recommended resources for getting started with Natural Language
       | Generation?
        
         | filiph wrote:
         | Filip here, the person from the video.
         | 
         | Unfortunately, the best sources about "old school" NLG are
         | physical books. I really liked Building Natural Language
         | Generation Systems as a start.
         | 
         | Newer NLG tries to merge ML and the old approaches. The only
         | source there are academic papers, afaik.
        
       | bikamonki wrote:
       | Beyond cool.
        
       | Animats wrote:
       | That's very clever. The video needs more video game screen and
       | less neckbeard talking head. Is there a paper?
        
       | shannifin wrote:
       | Love this subject. I tried this sort of thing back in the 90s
       | when I was learning BASIC and making text adventures, but it was
       | way beyond my skill (and probably not best implemented in BASIC).
       | I've revisited the topic thinking about AI story generation, but
       | that comes with its own challenges (mainly how to manipulate the
       | world state to solve a particular problem in an interesting way).
       | 
       | Anyway, this video does make me want to try creating some text
       | adventures again...
        
         | ud_0 wrote:
         | > _I tried this sort of thing back in the 90s when I was
         | learning BASIC and making text adventure_
         | 
         | Same here :D
         | 
         | I really like the idea, but I see problems. I'm still watching
         | the video, so maybe they'll be addressed.
         | 
         | Repetition: repetition in text can get quite jarring if the
         | text is written like a novel, as opposed to the classic RPG way
         | of displaying it as a text log. It's not unsolvable, but it
         | certainly is difficult. Not only does avoiding repetition
         | require knowledge of previously generated text, I think it also
         | requires adjustments to the game world itself. It can't be
         | Skyrim in that regard, it needs to generate unique and
         | meaningful situations.
         | 
         | Effort of parsing: it takes the user a lot more effort to parse
         | free-flowing text, as opposed to graphical shorthand
         | representations or even photorealistic scenes. We like to spend
         | that effort when we read stories because we get something in
         | return. I'm less convinced that a completely automated but open
         | world can offer the same appeal. It doesn't seem impossible,
         | but it's certainly quite hard.
         | 
         | Of course the other alternative to generating meaning as a
         | reward for the brain's effort to parse the text is to just
         | generate the text with predictable patterns. In that case
         | though, we are exactly back at the point where MUDs left off.
         | Not that this is a bad thing, necessarily.
         | 
         | Admittedly, I'm probably just jaded and very dubious about
         | well-produced videos making a lot of grandiose promises when it
         | comes to games. I would certainly buy this game and give it a
         | try.
        
           | onli wrote:
           | He indeed addresses repetition later, in the context of
           | battles. Without wanting to spoil too much (but many won't
           | watch a full video), cutting the battles short by making each
           | attack more deadly is his solution.
           | 
           | > _Admittedly, I 'm probably just jaded and very dubious
           | about well-produced videos making a lot of grandiose promises
           | when it comes to games. I would certainly buy this game and
           | give it a try._
           | 
           | Do that! The result he produced so far is a very exciting
           | experiment. https://egamebook.com/knights/ (no affiliation on
           | my part, I just love the concept of these games).
        
             | filiph wrote:
             | Author here.
             | 
             | To clarify, the way to address repetition was not so much
             | making battles shorter, but making effects less numeric and
             | more radical. You can still spend a long time battling, but
             | instead of decreasing hitpoints, you: fall on the ground,
             | stab a leg, stand up, get leapt at, dodge, chop off a hand,
             | get stabbed in the eye, and finally break a skull.
        
         | grawprog wrote:
         | You could always check out AIDungeon for some ideas about how
         | AI story generation goes. It works alright for story generation
         | as long as you don't mind editing or retrtying , but as an
         | actual game, not so much. They added some game like features in
         | there, but they don't work very well.
         | 
         | As far as actually writing a text adventure game goes these
         | days, there's lots of options for languages and libraries that
         | are specific to making text adventures.
         | 
         | There's Inform and TADS for making parser based games.
         | 
         | https://en.m.wikipedia.org/wiki/Inform
         | 
         | https://en.m.wikipedia.org/wiki/TADS
         | 
         | There's renpy, Quest and a bunch of others for making more
         | visual novel/choose your own adventure style stories.
         | 
         | https://en.m.wikipedia.org/wiki/Ren%27Py
         | 
         | http://textadventures.co.uk/quest/
         | 
         | There's actually still a fairly large text based game community
         | out there these days.
        
         | smcameron wrote:
         | There's nanogenmo[1], "Spend the month of November writing code
         | that generates a novel of 50k+ words."
         | 
         | I tried this once by essentially making a Zork-like text
         | adventure that played itself. The result[2] was horrible.
         | 
         | [1] https://nanogenmo.github.io/ [2]
         | https://github.com/smcameron/nanogenmo-2017
        
           | filiph wrote:
           | Oh hey! Author of the video here. I also tried NaNoGenMo in
           | 2017 with my "Infinite Fight Scene" [1], a novel that is one
           | long fight, utilizing an earlier version of the same system.
           | I think I remember your entry (I'm a sucker for space opera).
           | I thought it was great!
           | 
           | [1]: https://github.com/filiph/edgehead/raw/nanogenmo2017/out
           | put2...
        
       | yohannparis wrote:
       | Just finished the game, really neat tool and concept. I would
       | love to see a more fleshed concept with more money and time
       | behind it. I will totally follow the dev team.
        
       | Quequau wrote:
       | This was posted a little while earlier and there's interesting
       | discussion there:
       | 
       | https://news.ycombinator.com/item?id=27760863
        
       | nottorp wrote:
       | Interesting ... there's a video talking about text. Is there a
       | transcript? I skimmmed through it and most of it was a talking
       | head plus some skyrim snippets.
       | 
       | Whatever they're saying in the video, I'd like to remind everyone
       | that the first games were played on machines that _only had text
       | mode_. We 're coming full circle?
        
         | andersource wrote:
         | You can see the trailer for the game they developed here:
         | https://www.youtube.com/watch?v=F2J11YFTsAE
         | 
         | > the first games were played on machines that only had text
         | mode
         | 
         | This is also mentioned in the video, the author's aim seems to
         | be to describe all elements of the game with natural language
         | (e.g. rogue doesn't count, it uses text but in a graphical
         | form).
        
         | ludamad wrote:
         | "Whatever they're saying in the video, I'd like to remind
         | everyone that the first games were played on machines that only
         | had text mode. We're coming full circle?"
         | 
         | You can watch the video with 2x speed and captions. He talked
         | about this!
        
           | nottorp wrote:
           | > You can watch the video with 2x speed and captions. He
           | talked about this!
           | 
           | That's still slower than i can read ;)
        
         | onli wrote:
         | https://filiph.medium.com/skyrim-rendered-in-text-1899548ab2...
         | is not a transcript of this video, but it explains some of the
         | same things as the video, from an earlier perspective.
        
       | swashbuck1r wrote:
       | What an ambitious vision! This is a really neat concept and a
       | great breakdown of the interesting challenges with making a great
       | text-based experience for game users.
       | 
       | My kid was interested in starting with game programming a few
       | years ago and I tried to push him down the path of a text
       | adventure to start simple... and I recall not being happy with
       | the text game engines I stumbled upon.
       | 
       | Here are some links I tracked down to play with it more:
       | 
       | * Main website: https://egamebook.com/
       | 
       | * Knights of San Francisco game: https://egamebook.com/knights/
       | 
       | * Game engine source: https://github.com/filiph/egamebook
       | 
       | * Quickstart to run locally:
       | https://github.com/filiph/egamebook/tree/master/edgehead#dev...
       | 
       | * A web-based prototype https://egamebook.com/vermin/v/latest/
       | 
       | Edit/Update: Contrasting the game on my phone with the how it
       | plays in the terminal, while looking at the source files is
       | blowing my mind :). The phone game rendering is really
       | slick/polished -- I can see this was an effort of love. Nicely
       | done.
       | 
       | Here's the starting point of the game's text source if anyone
       | else is interested...
       | https://github.com/filiph/egamebook/blob/master/edgehead/ass...
        
         | paulryanrogers wrote:
         | Have you tried https://twinery.org/ ?
        
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       (page generated 2021-07-08 23:01 UTC)