[HN Gopher] Choose-Your-Own-Adventure AI Dungeon Games
       ___________________________________________________________________
        
       Choose-Your-Own-Adventure AI Dungeon Games
        
       Author : eversowhatev
       Score  : 72 points
       Date   : 2022-01-03 15:49 UTC (7 hours ago)
        
 (HTM) web link (www.gwern.net)
 (TXT) w3m dump (www.gwern.net)
        
       | karaterobot wrote:
       | I'm an AI dungeon subscriber, and what I like about it is that it
       | reacts to whatever I can think of to say. If it was mostly
       | predefined options, I'd probably not be interested in it: there
       | are plenty of interactive fiction games already, and they're
       | crafted by humans and generally better-written than what AID
       | could ever come up with. Personally, I enjoy the looseness, how
       | you have to kind of hold the AI's hand and steer the scene
       | yourself. I doubt I'm representative of most people, but I think
       | the number of people who would pay for a CYOA text adventure game
       | is pretty low anyway. Latitude might as well stick with weirdos
       | like me for awhile, and pray that the overhead costs come down.
        
         | BariumBlue wrote:
         | I didn't personally enjoy AI dungeon too much because of how
         | loose it felt - nothing was defined and anything goes - but I
         | hear people describe it like you did, and it sounds similar to
         | how I heard lucid dreaming described - you're simultaneously
         | driving but also part of the experience.
        
       | fractal618 wrote:
       | This is amazing!! I have to get back to work now, but this is
       | very very cool!
       | 
       | here's the first 5 minutes of my adventure:
       | 
       | Pick a setting... Apocalyptic
       | 
       | Select a character... Courier
       | 
       | You are Chris, a courier trying to survive in a post apocalyptic
       | world by scavenging among the ruins of what is left. You have a
       | parcel of letters and a small pistol. It's a long and dangerous
       | road from Boston to Charleston, but you're one of the only people
       | who knows the roads well enough to get your parcel of letters
       | there. You set out in the morning and hope to have it in your
       | hands by the time the sun goes down, or else you know you'll
       | never get it there.
       | 
       | You walk down the road and realize that you must be close to the
       | highway. You hold the parcel of letters in your hands and read
       | them.
       | 
       | Dear Chris, It's time for you to get to Charleston. The old man
       | was insistent on this, so you'll be making the trip. You search
       | for a vehicle.
       | 
       | You walk onto the highway and look for a vehicle for yourself.
       | After a time, you see one in the distance, a small hatchback. You
       | check if the small hatchback is operational.
       | 
       | You walk over to the small hatchback and look inside. It looks
       | like it has never been used, and the interior is very clean. You
       | open the door and climb inside. You use the relative position of
       | the rising sun to orient yourself and drive south.
       | 
       | You turn the key and start the small car. It sounds like a lawn
       | mower and comes to life with a burst of smoke. It purrs to life
       | and you back out of the crowded parking lot. You continue driving
       | south.
       | 
       | You drive down the road, glancing at the fuel gauge as you go. It
       | seems to indicate half a tank, which seems unlikely, but you
       | cannot be sure. You continue driving south and look for fuel.
       | 
       | You continue driving south and look for fuel at every station.
       | You come up empty at each one. It is a long and boring drive, and
       | you find yourself staring at the ceiling of the car more and more
       | often. courier Created: Jan 3rd 2022 at 4:20PM Updated: Jan 3rd
       | 2022 at 4:26PM Actions: 14 0 You are Chris, a courier trying to
       | survive in a post apocalyptic world by scavenging among the ruins
       | of what is left. You have a parcel of letters and a small pistol.
       | It's a long and dangerous road from Boston to Charleston, but
       | you're one of the only people who knows the roads well enough to
       | get your parcel of letters there. You set out in the morning and
       | hope to have it in your hands by the time the sun goes down, or
       | else you know you'll never get it there.
       | 
       | You walk down the road and realize that you must be close to the
       | highway.
       | 
       | > You hold the parcel of letters in your hands and read them.
       | 
       | Dear Chris, It's time for you to get to Charleston. The old man
       | was insistent on this, so you'll be making the trip.
       | 
       | > You search for a vehicle.
       | 
       | You walk onto the highway and look for a vehicle for yourself.
       | After a time, you see one in the distance, a small hatchback.
       | 
       | > You check if the small hatchback is operational.
       | 
       | You walk over to the small hatchback and look inside. It looks
       | like it has never been used, and the interior is very clean. You
       | open the door and climb inside.
       | 
       | > You use the relative position of the rising sun to orient
       | yourself and drive south.
       | 
       | You turn the key and start the small car. It sounds like a lawn
       | mower and comes to life with a burst of smoke. It purrs to life
       | and you back out of the crowded parking lot.
       | 
       | > You continue driving south.
       | 
       | You drive down the road, glancing at the fuel gauge as you go. It
       | seems to indicate half a tank, which seems unlikely, but you
       | cannot be sure.
       | 
       | > You continue driving south and look for fuel.
       | 
       | You continue driving south and look for fuel at every station.
       | You come up empty at each one. It is a long and boring drive, and
       | you find yourself staring at the ceiling of the car more and more
       | often. View Adventure Ai Dungeon Logo
        
       | dfabulich wrote:
       | In this article, Gwern proposes replacing AI Dungeon's free-text
       | parser with a menu of CYOA options. I don't think it will work,
       | at least not with the current generation GPT-3.
       | 
       | GPT-3 won't be able to generate a good CYOA until it can generate
       | a good non-interactive novel. Today, GPT-3 can generate text, so
       | you _could_ try to use it to generate a whole novel. People have,
       | but the novels it generates aren 't worth reading.
       | 
       | "CYOAs" are interactive novels. I run a company, Choice of Games,
       | that publishes hand-written interactive novels. Our novels use
       | hidden state to provide an experience that's longer, richer, and
       | deeper than traditional paper-based CYOA books. (The author of
       | TFA links to one of our blog posts in the footer of this article.
       | https://www.choiceofgames.com/2011/07/by-the-numbers-how-to-... )
       | 
       | Our approach is to pay professional authors to write these
       | interactive novels. (And we have professional editors who read
       | and edit their work.)
       | 
       | Could we use GPT-3 to avoid paying professional authors? No, of
       | course not. Writing an interactive novel with interesting,
       | dramatic choices is _harder_ than writing a non-interactive
       | novel, and GPT-3 can 't even do _that_.
       | 
       | The feature that makes AI Dungeon interesting and unique is its
       | ability to improvise in response to player's actions. Presenting
       | a pre-computed menu of options is what hand-written interactive
       | novels already do; to succeed, it would have to compete with
       | hand-written interactive novels on quality.
       | 
       | In other words, when GPT-3 computes an entire novel, it's
       | indistinguishable to the reader from a (bad) hand-written novel.
       | If AI Dungeon were to auto-generate an interactive novel,
       | particularly in the way Gwern describes here, with the choices
       | already pre-computed and crowdsourced in advance, the result
       | would be indistinguishable from a (bad) hand-written interactive
       | novel.
       | 
       | I think it's possible that if some future generation of GPT could
       | generate a good-enough novel, then it could also generate a good-
       | enough interactive novel, but this thing has gotta learn how to
       | crawl before it can learn how to walk.
        
         | jerf wrote:
         | I think what Gwern is proposing is perhaps better seen by you
         | as an optimization for the current AID rather than a "true"
         | CYOA novel implementation. Because most of what you said
         | applies to AID as well. I toyed with it a bit, but even short
         | snippets of text are often incoherent and I have to give it a
         | lot of grace to operate. In particular, while I don't
         | necessarily mind the way it'll just introduce a new character,
         | I don't like the way they disappear equally quickly and without
         | fanfare.
         | 
         | While AID's nominal attraction is the ability to react to
         | anything, I think based on the evidence only a small percentage
         | of the users end up using it that way. (It's possible they're
         | all the _long term_ users, in which case they are important,
         | but I still think it 's a small proportion of the users.) The
         | vast majority of the users the vast majority of the time will
         | be selecting from a small handful of options that would
         | constitute the vast majority of responses.
         | 
         | To the extent you'd find the resulting CYOA rather unappealing,
         | I'd say the current AID is pretty much unappealing in exactly
         | the same way, for exactly the same reasons, and given that AID
         | hasn't exactly taken the world by storm I imagine this is the
         | majority view. (Though it may have the sort of inner core rabid
         | fanbase that you can still build on as a business.)
        
         | semperdark wrote:
         | Amazing who you run into on this site. In High School (~2010
         | on) I played through your games as fast as you could make them.
         | Thanks for the hours!
        
       | tveita wrote:
       | With a branching factor of 5 it won't take long before every
       | person playing has made an unique sequence of choices, so I don't
       | think caching would help you as much as you'd think. You could
       | maybe cheaply serve the people who try a couple of decisions and
       | then get bored.
       | 
       | It could make a good landing page though - play for 10 steps and
       | then spring the "subscribe to continue your adventure".
        
       | cjauvin wrote:
       | Many years ago I did some experimentation with the idea of
       | slapping a very crude "parser" (no AI involved, just extremely
       | basic string matching) on top of a Lone Wolf CYOA book which was
       | made public via Project Aon [0]. I wrote about it here [1], and
       | the result is still playable here [2].
       | 
       | [0] https://www.projectaon.org/en/Main/Books
       | 
       | [1] https://github.com/cjauvin/gamebook.js
       | 
       | [2] https://projectaon.org/staff/christian/gamebook.js/
        
       | varelse wrote:
       | You would have to retrain the model to incorporate a global
       | context if you wanted to get a coherent adventure / DMing
       | experience out of it. Once the text tokens (256-2048 depending on
       | the model I believe) go out of scope, they are no longer used for
       | future responses. There's no reason you couldn't build a model
       | around an encoding of a coherent world and then let the GPT part
       | assemble the prose other than actually training and designing
       | such a model. If no man's sky can do procedural worlds, I see no
       | reason why you couldn't do the same thing for text adventures.
        
         | heyitsguay wrote:
         | I think people are in agreement with this conceptually, and the
         | challenge is figuring out how to effectively implement it. I'd
         | certainly love to see a hybrid like this with a coherent world
         | model, but for example, how do you avoid the existing
         | challenges with procedural worlds where you're basically
         | limited to combinatorial combinations of a small number of
         | primitive features? If the free-form text can't affect more
         | than toggling of predetermined procedural state combinations,
         | it's basically just an interface to a traditional world sim
         | with more window dressing.
        
           | varelse wrote:
           | I would start with a rogue-like game and the hard part
           | becomes generating the training data to describe in
           | beautifully flowing prose what happens on a per move basis.
           | Enter your patient friend who offers to do this and has run
           | lots of campaigns previously.
           | 
           | It seems like something that could be trained starting with
           | an existing GPT model and specialized to this task to me, but
           | I'm just brain farting here. And by all means steal this idea
           | if you're so inclined.
        
             | heyitsguay wrote:
             | It seems like the hardest part isn't world model -> prose
             | (still hard tbc), but prose -> world model. There have been
             | games for a long time that let you interact with a world
             | model via simple verb + object statements (e.g. "get key",
             | "search chest"), but the power of GPT3-style AI dungeons
             | isn't just that it handles longer, more natural text input,
             | it's that there are no restrictions on the (short-term,
             | incoherent) world model they use to generate responses. If
             | you want to "throw key at the biggest goblin", you'll get a
             | response that's coherent (in the short term) instead of an
             | error saying that you can't do that with keys.
             | 
             | When you pair a better, prosier text input-response system
             | with a procedural world model, if the procedural world
             | model is built like existing ones you'll still have to deal
             | with restrictions in the world's content and the valid
             | interactions between constituents. At which point all that
             | fancy AI makes for a more natural parser but doesn't add
             | any richness to the game world, which is the thing we'd
             | like to get at.
             | 
             | If anyone has ideas for how to solve the prose -> world
             | model problem, that could be super fun and rewarding to
             | work on, probably so much so that they wouldn't be sharing
             | them here :(
        
               | proser wrote:
               | There's a really interesting cross-over here with
               | literary structure. You need to teach a model to
               | recognize tone, theme, and setting in addition to world
               | "facts."
               | 
               | What makes a world like Westeros different than the Shire
               | isn't just facts like "seasons are really long" but
               | elements of tension, political unrest, and the outlook of
               | the people who inhabit it. To do this effectively, you
               | need to be building simulations of literary works.
               | There's always going to be an art to this, but instead of
               | the manuscript, it's going to be about the parts of the
               | model.
        
               | heyitsguay wrote:
               | I think in the context of natural language for game
               | worlds, "prose" is targeting the much lower bar of
               | something that sounds like a human might write it, vs
               | like "you PLACED KEY in THE LEFT DOOR. Proceed to A
               | STAIRCASE" from games of yore. Understanding the much
               | richer space of literary prose, such as the difference
               | between the Shire and Westeros, seems like a harder
               | problem, but also one that might be well suited for
               | existing NLP training pipelines, because you can label a
               | large amount of text with only a few descriptors. It
               | might be tough to come to a consensus amongst literary
               | experts what those descriptors should be, but e.g. if
               | LOTR book 1 is "pastoral" and ASOIAF book 1 is "gritty",
               | you've now got a lot of text associated to each of those
               | labels. I wonder if anyone is working on this?
        
               | varelse wrote:
               | SHRDLU was a simple world you could manipulate with
               | English prose back in the 1960s.
               | 
               | https://en.wikipedia.org/wiki/SHRDLU
               | 
               | Unless you feel you need flowery expressive input as well
               | as output. But do we really need input more sophisticated
               | than that of Zork here?
        
           | drdeca wrote:
           | Maybe "an interface to a traditional world sim with more
           | window dressing", is all you need?
           | 
           | Especially if the traditional world sim is fairly rich itself
           | (not like, as rich as the most rich that had been made
           | before, but still decent), and the way the GPT part connects
           | to it is good enough.
        
       | angrais wrote:
       | I'm wondering how everyone else felt browsing this website, and
       | using links in particular?
       | 
       | For me, on mobile, they open (I assume) inside an iframe or such,
       | which is counter to how standard links work. This made it really
       | frustrating for me to use. The content seems interesting overall,
       | but I gave up due to how links work. Ridiculous, I know.
        
       | ricree wrote:
       | I'm reasonably confident I've seen a cyoa implemented like this
       | get posted to HN, but I can't find the link offhand.
        
       ___________________________________________________________________
       (page generated 2022-01-03 23:01 UTC)