[HN Gopher] LLM based agents as Dungeon Masters
___________________________________________________________________
LLM based agents as Dungeon Masters
Author : utiiiD
Score : 112 points
Date : 2025-01-14 15:42 UTC (7 hours ago)
(HTM) web link (studenttheses.uu.nl)
(TXT) w3m dump (studenttheses.uu.nl)
| Aeolun wrote:
| Based on my experiences with this. Keeping context relevant is
| the hardest part. Your human GM will remember that funny remark
| from the session 3 years ago, but the LLM?
| worthless-trash wrote:
| I'd love to see some human & machine co-op for DM. That'd be
| super helpful.
| 2099miles wrote:
| Now this is solid, like an ai enhanced Evernote, but for
| organization, not generation/creation.
| Sanzig wrote:
| I've been meaning to take a crack at doing this - I'd like
| to use Whisper to transcribe session recordings and then
| have an LLM build out a campaign wiki. I enjoy being a DM
| but note taking and organization is my least favourite
| part.
| cdiamand wrote:
| I've used LLM's in this capacity, and it's awesome. It
| quickly becomes a crutch.
| ratedgene wrote:
| I think we just haven't built complex enough architectures to
| allow this. I have a few ideas boiling that would help
| facilitate long term context understanding and recall.
| cloudking wrote:
| Maybe this is a solution https://www.letta.com/
| potatoman22 wrote:
| A context-based retrieval/memory system would be cool, too.
| Pull in relevant events based on the group's location and
| NPCs they're with.
| mirages wrote:
| Also for that same module, is it able to integrate it in a
| broader campaign. I expanded the lore and why the players got
| here with extra quests, fluff and mystery and they only reached
| said dungeon at 2nd session only.
|
| Also the way a PC died due to a rat bite that could only be
| cured by magic (5e of this module is ironically harsher than
| the 3.5) as he was losing max HP every 24H. As the players
| expressed dislike with that character the owning player was
| willing to go for a new character and I had planned a big drama
| scene where the players exit in emergency the dungeon and try
| to rally the nearet village where there's a priestessd and
| happens that I could match the rolls so he would die in the
| priestess hands.
|
| But I made the mistake to allow them to spend the night to get
| their 3rd level which would have allowed the druid to get his
| cure illnesses spell botching the set up.
|
| Happens that I decided to exploit the fact that all other
| character the previous days made an offering to Beshaba to
| curse that character and force rolls during night (and try to
| find a way to make the new character come into play).
|
| How it unfolded : - they were sleeping and it was the bard's
| turn for watch
|
| - the bard was a follower of Tharizdun and was about to
| sacrifice the dieing character as said character was agonizing
|
| - the new character was a Kara-turian enforcer that was chasing
| a yokai (he didn't knew) that used other people as disguise,
| made it happen that the yokai choose the dieing character "by
| coincidence" appearance
|
| - the yokai being chased opens a portal while hiding to the
| dungeon
|
| - the new character litteraly pops through a Wild Magic portal
| that pushed away the bard and tries to bash the old character
| as the old character runes on his skin glow a last time as he
| dies and repels everybody
|
| - made the new character pop naked as I wasn't paying attention
| to what the player was saying when he was listing his inventory
|
| - I let them handle the big mess
| Kuinox wrote:
| Neuro-sama, an AI VTuber streamer, manages to do this. There
| are topics brought along multiple streams and manages to
| remember details of previous streams.
| jacoblambda wrote:
| With soemthing like Neuro-sama I wouldn't doubt that Vedal is
| doing a lot of liftwork behind the scenes to keep sufficient
| context available to Neuro-sama's LLM.
| lemoncookiechip wrote:
| It's that: Spacial awareness, struggling to maintain the
| personas (and often talking for the player/s), difficulty
| improvising, pacing issues, lack of initiative, and just an
| over reliance on prompting to keep going correctly.
| 2099miles wrote:
| This is so interesting that people want this. This is beyond the
| guy saying "people don't like making music so we made ai so it's
| easier and faster to just prompt it to make music" . Like in my
| experience the best part of d&d is the dungeon master who knows
| their friends making a story and details specifically for fun and
| the fun of the group. And the interactions between players and
| the dm is where I derived the most enjoyment, automating that
| sounds insane and peak confusion/self defeating.
| airstrike wrote:
| Some people don't have friends they can play with :sadge:
| foobarian wrote:
| This. At home it's me and my one kid, and having an
| additional party as a DM would be priceless.
| Melomomololo wrote:
| Just that finding a good DM is hard
| dingnuts wrote:
| they think they want it -- that doesn't mean they will actually
| like it if they get it
| prettyblocks wrote:
| I think it's more about the challenge/curiosity of creating the
| implementation. I'm not sure these AI driven text-RPGs will
| find long term audiences.
| pmichaud wrote:
| They are a step on the road to fully responsive rpg worlds
| though, which don't have to be text based.
| JohnMakin wrote:
| It's been written at length here and elsewhere by game
| devs, but this isn't a thing that anyone would truly want.
| A purely AI generated or controlled world would have no
| constraints, and be fundamentally untestable - games aren't
| really games unless they have constraints. Even the
| 'purest' sandboxes have some kind of constraint buried
| within them, and I think you'd find an RPG of this type
| extremely boring, at least with current technology.
| krisoft wrote:
| > this isn't a thing that anyone would truly want.
|
| Citation needed.
|
| > A purely AI generated or controlled world would have no
| constraints
|
| That's a shitty AI then. Make a better one. I can play
| 2000 Vampire: The Masquerade games with 2000 different
| groups. They will each be different, but they will also
| be each distinctly Vampire: The Masquerade ttrpg games.
| If the AI you are thinking about can't do the same, then
| think of a better AI.
|
| > at least with current technology.
|
| Well. Who is the group who will make the "next
| technology"? Should we work on that, or just lay down on
| the ground and wait for it to fall from the sky? Testing
| what are the limits of the current technology (as done in
| the paper we are talking about here) is the way to get
| there. Or at least to systematically answer the question
| of where and what are we lacking.
| JohnMakin wrote:
| > Citation needed.
|
| Lol, a citation of what? This is my opinion statement and
| the rest of my post follows it.
|
| > That's a shitty AI then. Make a better one. I can play
| 2000 Vampire: The Masquerade games with 2000 different
| groups. They will each be different, but they will also
| be each distinctly Vampire: The Masquerade ttrpg games.
| If the AI you are thinking about can't do the same, then
| think of a better AI.
|
| Sure, I'll get right on that.
|
| > Well. Who is the group who will make the "next
| technology"? Should we work on that, or just lay down on
| the ground and wait for it to fall from the sky? Testing
| what are the limits of the current technology (as done in
| the paper we are talking about here) is the way to get
| there. Or at least to systematically answer the question
| of where and what are we lacking.
|
| I'm really unsure of what or who you are addressing here
| but it certainly isn't anything I've written in my post.
| krisoft wrote:
| > citation of what?
|
| Citation that nobody wants what you described? The
| sentence which I was quoting.
|
| > This is my opinion statement
|
| Your opinon can be that "I don't want this." "nobody
| wants this" is refers to things outside of your head. Do
| you see the difference between the two?
|
| > it certainly isn't anything I've written in my post.
|
| Your post is suffused with defeatism. The 3 "no"s it
| contains are: "nobody wants this", "with current
| technology this cannot be fun" and an implicit "we can't
| make the next technology". I believe each of those are
| wrong, and I'm calling you out on the attitude.
| JohnMakin wrote:
| Ok, then what advances are being made in AI technology in
| this gaming that lends you such confidence? Care to make
| any citations yourself here? I don't really care what you
| think of my attitude, nor does it make for productive
| discussion or good posting.
| krisoft wrote:
| > Care to make any citations yourself here?
|
| Happily. I know you are wrong on the "nobody wants this"
| statement because I want it. With a sweeping generic
| statement like "nobody wants this" a single example is
| enough to disprove it. There you have it.
|
| > what advances are being made in AI technology in this
| gaming that lends you such confidence?
|
| There is a ton of experimenting going on. AI Dungeon and
| Deep Realms are the two obvious ones. I don't think
| anyone has found the golden solution yet, but that is
| also not evidence that no such thing exists.
| int_19h wrote:
| There's no reason why an AI-driven sandbox cannot have
| constraints, as well.
|
| Now it's true that, with the current crop of LLMs, a
| persistent enough player would always be able to break
| through them. But if it takes conscious and deliberate
| effort, I think it's reasonable to say that whatever
| experience the person gets as a result, they were asking
| for it.
| sentimentscan wrote:
| I mean this isn't it fun to generate ancient rome/alice
| in wonderland/medivial Poland kind of the world?
| michaelcampbell wrote:
| > I think it's more about the challenge/curiosity of creating
| the implementation.
|
| Totally this, at least for me, in some circumstances.
|
| TOU's be damned, I've written bots for some online games I've
| played, not because I want the XP or money or whatever that
| the bot could do without me working for it, but rather
| because I found writing the bots fun and engaging.
|
| Before anyone gets in an uproar, I didn't sell them, nor any
| of the in-game resources gained from them. I was watching
| them basically all the time, because that's what I was there
| for - to see my creation work. And I purposely didn't
| interfere with other "real" players.
| esafak wrote:
| The modern thing to do would be to automate the game, watch the
| bots play each other, and make a reaction video for TikTok.
| michaelcampbell wrote:
| Isn't this a modern take on the yarn that ended up with
| students all just bringing a tape recorder to the lecture
| hall after the lecturer just played a pre-recorded tape as
| the lecture?
| variaga wrote:
| That was a scene from the movie "Real Genius"
| ge96 wrote:
| I was watching a video on YT, heard a cool song, tried to
| soundhound it, turns out it was an AI generated song, I felt
| like I was "owned" damn.
| JohnMakin wrote:
| > This is so interesting that people want this
|
| I love being a DM but it is no mystery to me. Being a DM is a
| _lot_ of work. And occasionally, a lot of annoyance. You not
| only have to facilitate (and sometimes create from scratch) an
| engaging story that keeps people coming back, you have to
| wrangle busy schedules and personalities that is often
| annoying. Lots of times you 'll have a bunch of people willing
| to play, but no one willing to DM. So to me it's not surprising
| at all, and I experimented with AI in running a game, and
| quickly concluded it could never be good at it because it's so
| insanely suggestible and has poor memory.
| erosivesoul wrote:
| That would be my takeaway too. There is room for AI DMs, but
| they need to get a lot better before they're really fun to
| play with. I tried a few AI RP just to see how it works and
| it was pretty boring.
| PaulHoule wrote:
| Personally I can't stand to run a D&D game as players take it
| all too seriously.
|
| I will run _Toon_ , _Call of Cthulhu_ or _Paranoia_ any day,
| the latter without a scenario as I can kill off their all
| their clones in my very dangerous Alpha Complex and have them
| rolling on the floor laughing the whole time with a help of a
| stack of prerolled character sheets and some random encounter
| tables. (I 'd expect an LLM to be able to do the same)
|
| Contrast that to the famous _Bloodstone_ campaign which is
| the pinnacle of D &D scenarios but can't really be
| challenging to the players because players have to win over
| and over again if you're going to use most of the material.
| thom wrote:
| I DM for early teens and I would kill for a D&D party that
| took it all too seriously. :)
| PaulHoule wrote:
| Try a simpler game. I think a lot of people think TTRPG =
| D&D and the world is worse off for it.
|
| There are numerous tactics that work to face the "not
| serious" problems you have in a game for "young adults".
|
| For instance, serious players get resentful when somebody
| not serious comes in late, forgets their character sheet,
| etc. You could lose either or both of them, but with a
| little prep you don't have to. In _Paranoia_ it 's easy
| to shove a preroll into their hands, give them a 1-2
| minute briefing from "The Computer" and build up tension
| around this character who mysteriously appears (and if
| the new player complains that they don't know the rules
| tell them they're not allowed to know the rules!)
|
| _Toon_ is the epitome of "not serious" and, like the
| other two games I've mentioned, is a game where you can
| buy one book and have everything you need, including your
| first scenario.
| thom wrote:
| I think whatever rules we tried to play, the nob jokes
| would persist.
| BerislavLopac wrote:
| Try Tales from the Loop --
| https://freeleaguepublishing.com/games/tales-from-the-
| loop-r...
| scudsworth wrote:
| i mean this is on point regarding the effort needed to run a
| game, but also llms don't really solve any of the problems
| you listed, so while people want _something_ it doesn't seem
| like they're crying out for this. also, would love an example
| of the suggestible ai DM if you have one handy lol
| klik99 wrote:
| I think the previous posters point was that an LLM DM is
| boring due to it's generality and lacks the specific quirks
| of having a human DM with their own viewpoint and
| understanding of the players, which I agree with. I did some
| experiments with earlier ChatGPT models for world building
| and DMing and found it to be so boring, getting it to do
| anything interesting or giving any kind of push back was so
| hard. Since they are an averaging of all knowledge / previous
| creativity you end up with a smooth surface, but part of what
| makes stories interesting are the rough edges.
|
| However I also agree with you that being a DM is a
| prohibitive amount of work for someone, say, with kids and a
| job. It would be awesome to have an LLM as an assistant,
| maybe feeding in parts of the story and querying it for ideas
| when you're in a bind. But having it run as a full DM, at
| least right now, will likely lead to a boring experience.
| thom wrote:
| Yep, my experience using ChatGPT as a helper is very good.
| It can very quickly cook up a custom monster, give it
| relevant stats, and create some flavourful actions and
| attacks to make it unique. Lately I've been trying to hook
| this up to D&D Beyond, as it's just some fairly simple POST
| payloads. If I can get to the point where I can describe a
| vague encounter, and run it in the Beyond encounter tracker
| with zero effort, that would be amazing, and a lifesaver
| when the party goes off and does nutty stuff. Beyond that,
| its story ideas are fairly generic but fine if you really
| have no time, and it can do a decent job of the occasional
| flowery monologue if you need it.
| klik99 wrote:
| If you make progress on the api part, would be awesome to
| see a write up on HN about it, I'd be really interested
| in how this develops!
| loudmax wrote:
| I tend to agree. I used to run Call of Cthulhu in high
| school, and there was a lot of preparation involved in
| running a good scenario. Some people are good at winging it
| and making stuff up as they go along. I never was. The best
| experiences for me and my players was always when I'd
| meticulously designed my own scenario, or used a store-bought
| scenario and read it thoroughly. Either way, hours of prep.
|
| I would love to have an AI as an assistant Dungeon Master (or
| game master, or Keeper, or what have you). That is, one
| person in a group of players maintains the role of a master
| storyteller, but the AI is ready to fill in details or
| suggest ways to get the players back on track. This would
| probably be tedious if you're interacting with the LLM
| entirely through text, and having to manually keep it up to
| date with the story. But it could work well if you have a
| model that understands spoken language listening in on the
| game and generating cool images and making private
| suggestions to the game master.
| derektank wrote:
| DMing is, in my opinion, very time consuming. Prepping an
| adventure, familiarizing yourself with the rules, trying to
| incorporate character backstory in to the narrative, all takes
| time. As someone that can only play D&D if I am DMing, because
| none of my friends have the desire or inclination to do so, I
| would be very happy to pay money for an LLM dungeon master that
| lets me just play the game without all the prep time. I just
| don't have 4 extra hours a week like I did in college.
| empath75 wrote:
| Try doing this while you're driving with the gpt4o advanced
| audio mode. It's a nice way to kill 40 minutes or so without
| having to look at a screen. Just tell it you want to play an
| RPG with it, give it a setting, describe your character and go.
| It'll mostly be more of a choose your own adventure than a real
| RPG, but it can sometimes be quite entertaining.
| utiiiD wrote:
| Agreed on DM making the experience special. The cognitive load
| on a DM is very high though. They have to digest information on
| the game setting and the monsters, synthesize scenes and react
| to players' interactions all the while staying true to the
| narrative. I think LLM's can play a big part in assisting human
| DMs by either providing low-fidelity ideas for "inspiraton",
| commonsense based on their training on D&D texts and literature
| or high fidelity text in some cases to be directly presented to
| the players.
| moralestapia wrote:
| >This is so interesting that people want this.
|
| Go outside. There's people for everything.
| michaelcampbell wrote:
| He said it was interesting, not baffling.
| moralestapia wrote:
| And I said what I said.
| michaelcampbell wrote:
| And all tautologies are tautological.
| moralestapia wrote:
| At least make an effort to understand what a tautology
| is.
| krisoft wrote:
| > Like in my experience the best part of d&d is the dungeon
| master who knows their friends making a story and details
| specifically for fun and the fun of the group.
|
| Sure.
|
| There are two reason why I can think of someone making a
| Dungeon Master LLm.
|
| One is that when there is no cake we eat bread.
|
| Don't get me wrong. I'm a DM, and I love playing d&d with my
| friends. I totally agree with the sentiment you are sharing.
| But people who are willing, and able to DM for others are not
| evenly distributed. There is a lot more people who would like
| to play TTRPGs than people who is willing to step into the DM
| role.
|
| So in that sense think of this as a substitutions for those
| games which would not happen otherwise, because they don't have
| a DM. Or the only person who would DM them is an ass. Or their
| DM has burnt out.
|
| Is some game better than no game? Sometimes. Depends on how
| good that game is. And we won't know how good the substitute
| can be without trying. Heck maybe more people will play, and
| they will realise how easy is to DM actually.
|
| The other reason is the sheer challenge of it. Dnd has a lot of
| rules. There are the obvious ones you can read in the book. But
| there are also un-written rules. Like object-permanence. If a
| goblin steals a diamond ring from us, and we slay them within
| minutes they damn well have the diamond ring on their bodies
| somewhere. If three displacer beasts ambush us and we slay 2
| there damn well be 1 more accounted for in some sense.
|
| There are also "story-writing" rules. If we went through hell
| and high-water to obtain an arrow of dragon slaying after the
| blacksmith told us about the legend of it, he better not just
| pull one out of his ass the next time we see him. If the whole
| lore of goddess X is that they are kind and caring then they
| should better be at least not cruel when we meet them. These
| are all hard for an LLM. They are also easy for a human to
| evaluate. Because we just feel when they are not right.
| Therefore it is a good challenge to evaluate how good we are at
| this "making a bucket of sand smart" task.
| wintermutestwin wrote:
| I am an "everything is custom tailored to my players" DM and I
| use LLMs quite a lot as an assistant. Speeding up prep time is
| always welcome. Using an LLM directly as a DM? Oh hell no.
|
| Also, I ran a session over Zoom and their AI summary was so
| useful!
| mumbisChungo wrote:
| Preparing a campaign is an awful lot of work, which at least in
| my case is why my friend group almost never plays.
| TeMPOraL wrote:
| Two reasons:
|
| 1) "LLM DM" isn't merely mean substituting for human DM in a
| D&D session. The same capability can be used as a component in
| a video game, to breathe life into the game world, have it
| interactively react and evolve along with the player.
|
| EDIT: Take a game like Rimworld, that relies on a scripted RNG
| dubbed a "storyteller", to decide what random events to hit you
| with and how hard. It's fun early on, but if you're into role-
| playing, you'll quickly realize there's no evolving story
| behind it, just stateless RNG. An LLM DM is exactly what could
| add that story, make overcoming challenges feel meaningful and
| allow for player decisions to actually impact the world deeply.
|
| 2) There are people like me, who would love to participate in
| an RPG session, but for various reasons never got invited to
| those when at school, and now, due to demands of parenthood,
| can't exactly make time to coordinate with the few people
| around who are still playing.
|
| There are more, but those are the two that are apparent to me.
| giantrobot wrote:
| > An LLM DM is exactly what could add that story, make
| overcoming challenges feel meaningful and allow for player
| decisions to actually impact the world deeply.
|
| No it's not. I don't think you're going to find an LLM with a
| large enough context window to have a meaningfully involving
| story spanning multiple sessions.
|
| An LLM isn't going to craft a story element tailored to a
| character, or more importantly, an individual _player_. It 's
| not going to understand Sam couldn't make last week's
| session. An LLM also doesn't really understand the game rules
| and isn't going to be able to adjudicate house rules based on
| fun factor.
|
| LLMs can be great tools for gaming but I think their value as
| a game master is limited. They'll be no better a game master
| than a MadLibs book.
| mlyle wrote:
| His example:
|
| Rimworld is a great universe where we think about
| characters' stories, and there's really just like, a couple
| dozen attributes and straightforward ways they interact
| with the game.
|
| An LLM context window could easily have 20 times as much
| interpersonal state, and make it interact in much more
| unexpected (but plausible) ways. That's going to be a
| surprising and rewarding gaming experience once someone
| figures it out.
| TeMPOraL wrote:
| Context window is arbitrary and can be adjusted on
| demand. When a new random event needs to be generated,
| and then fleshed out, the context can contain e.g. list
| of facts about the story so far, the overall story arc,
| summary of main characters or plot threads. This can be
| used by LLM to decide e.g. which faction will attack, and
| who will be on it, and what their goal will be, etc.
| After the event concludes, it just becomes another line
| in story event history. Meanwhile, that can be fed to a
| differently prompted LLM to evolve the plot arc, update
| motivations of background characters, etc.
|
| I have a feeling people imagine LLMs as end-to-end DMs
| that should somehow remember everything and do everything
| in one inference round. That's not what they are. They're
| building blocks. They're to be chained and mixed with
| classical flow control, algorithms, and data storage (as
| well as the whole interactive game mechanics, in
| videogame context).
| mlyle wrote:
| Maybe. But for something like Rimworld++++, you don't
| need all that sophistication. You need a pile of relevant
| facts and a clear task to determine something about the
| game or write some text for the user. Sure, curating and
| retrieving selectively would probably be even better and
| more flexible.
| TeMPOraL wrote:
| > _I don 't think you're going to find an LLM with a large
| enough context window to have a meaningfully involving
| story spanning multiple sessions._
|
| Sure you will.
|
| > _An LLM isn 't going to craft a story element tailored to
| a character, or more importantly, an individual player._
|
| Sure it is.
|
| > _An LLM also doesn 't really understand the game rules
| and isn't going to be able to adjudicate house rules based
| on fun factor._
|
| Sure it will.
|
| You need to use the tools for their purpose, not for the
| opposite of it. LLMs have finite context, you need to
| manage it. LLMs don't have a built-in loop, you need to
| supply it.
|
| Character stats, names, details about players - those are
| inputs, and structured ones at that. LLMs shouldn't store
| them - that's what storage media are for, whether in-memory
| or a database or a piece of paper. Nor should they
| manipulate them directly - that's what game systems are
| for, whether implemented in code or in a rulebook run on a
| human DM. LLMs are to make decisions - local, intuitive
| decisions, based on what is in their context. That could be
| deciding what a character says in a given situation. Or how
| to continue the story based on worldbuilding database. Or
| how to update the worldbuilding database based on what it
| just added to the story. Etc.
| sentimentscan wrote:
| I have solved it in my two games by using two systems in
| my future game: 1. LLM "text" info ,about world, player,
| text descriptions of world/decisions and so one. 2.
| Typical D&D stuff with rolls, names, details, decisions
| that are simple logic.
| gwern wrote:
| > I don't think you're going to find an LLM with a large
| enough context window to have a meaningfully involving
| story spanning multiple sessions.
|
| First, you don't need much of any context window because
| you can finetune the LLM. Don't mistake specific
| engineering choices and tradeoffs and deployment
| convenience for intrinsic limitations of the technology.
|
| Second, LLMs like Gemini now have context windows of
| millions of tokens, corresponding to millions of words.
| Seems like enough for 'multiple sessions'.
|
| > An LLM isn't going to craft a story element tailored to a
| character, or more importantly, an individual player. It's
| not going to understand Sam couldn't make last week's
| session. An LLM also doesn't really understand the game
| rules and isn't going to be able to adjudicate house rules
| based on fun factor.
|
| An LLM can do all of that, and you definitely do not know
| that they can't.
|
| > They'll be no better a game master than a MadLibs book.
|
| They've been better than a Madlibs book since AI Dungeon 1
| which was like 6 years ago.
| someone3876 wrote:
| Have you actually used Gemini? I use it a lot for
| translation, and its context window is more like 150k
| tokens, rather than the 2M context window they say it
| has.
| Der_Einzige wrote:
| Be that as it may, long context window models which are
| good are not a mirage. By say late 2027, when the LLM
| providers figure out that they're using the wrong
| samplers, they will figure out how to get you 2 million
| output tokens per LLM call which stay coherent.
| sentimentscan wrote:
| >I don't think you're going to find an LLM with a large
| enough context window to have a meaningfully involving
| story spanning multiple sessions
|
| You don't need to provide every single previous information
| to llm, use LLM to summarise previous ones and it gets
| really compact. It works quite well.
| fonix232 wrote:
| I can totally see the appeal of using LLMs to _help_ the DM.
| Not to replace it.
|
| I DM a few games of The Expanse, and using LLMs to plan ahead
| was a godsend. No, I didn't utilise it to write the story for
| me - instead I used it to test my planned story and see which
| way my players might strafe off the road, so I can plan for
| those. Basically simulated a game using an LLM that acted in
| place of multiple characters, allowed those to run free (within
| certain limits, obviously you can't have the LLM players do a
| dozen actions without the DM having a say), and essentially
| mapped the potential "off branches", story pathways I didn't
| plan for initially. This has allowed me to be prepared for the
| usual dumbass things players might do, such as heading for a
| strip club in the middle of a total disaster where they
| (figuratively) have dozens of arrows pointing to the goal of
| the chapter.
|
| Another interesting aspect of using AI for TTRPGs is to create
| atmospherics. For Expanse based games, I've bought a number of
| tile packs and such, to appreciate the artists who put work
| into it, but I simply don't have the funds to commission a few
| dozen acrylic matte style scenery images (which I usually put
| up on my projector, combined with some Hue lights to create the
| visual atmosphere). With AI, I can even generate them on the
| fly, should my little gremlins stray off the path. Same for
| music - AI can incredibly easily generate an atmospheric
| soundtrack that fits the current scenery, with just a few
| words, while I can still pay attention to the players.
|
| But fully replacing the DM? That's silly.
| calibas wrote:
| Consider video game RPGs. They're largely based upon D&D, yet
| they remove the dungeon master entirely. They are enormously
| more popular than D&D itself.
|
| Now imagine something in between, where you have a video game,
| but the NPCs and parts of the story are controlled by an LLM.
| You can give the players much more freedom, and the creators
| don't have to write thousands of lines of dialog to account for
| every possible choice a player can make. The game doesn't have
| to be "on rails" so much, the LLM can help speed the story
| along when the player gets confused, and you can have NPCs with
| much more depth than just several lines of static dialog.
|
| How well this will work in practice remains to be seen. In my
| experience, ChatGPT itself is a painfully generic DM that
| relies upon repetitive fantasy tropes. You still need an actual
| human being to create an interesting story and add depth to the
| world.
| tjakab wrote:
| I largely see it as the digital next step up from something
| like the Mythic Game Master Emulator, which is popular for solo
| play and things like trying out new systems.
|
| And there's quite a lot of us that like to play but because of
| life commitments, getting together with a group on a regular
| schedule is difficult.
| johnfn wrote:
| This is nothing new. Bringing ideas from DND into video games
| is as old as video games themselves. In interviews, John
| Carmack talks often about how he used to play DND with his
| friends and then try to take that experience into the games he
| made. And it goes back even further than that - Rogue, the
| primogenitor of all roguelike games, was inspired by DND as
| well. I could find a bunch more examples, but you get the idea.
| noodletheworld wrote:
| Alas, I was desperately keen to read transcripts of actual
| gameplay and all we got was user surveys?
|
| Was there a structured combat system as sort of this or was it a
| talking only kind of thing? Who knows?
|
| Trying to get empirical evidence that an LLM can even remotely
| plausibly work as a DM with no social aspect and (as far as I can
| tell, reading the paper) no programmed system of stats, rolls,
| combat etc. seems impressive.
|
| ...but was it that? Or just a DnD themed chatGPT conversation? Or
| a text adventure with an LLM describing each "room"?
|
| Did the LLM actually have _agency_ to make decisions and perform
| tasks, or was it not an agent at all, just a conversation?
|
| Without a transcript, all you can really say for _sure_ is yeah,
| I agree; more research is needed.
| empath75 wrote:
| The main problem with doing this on chatgpt is that it is
| _relentlessly_ cheerful and it's almost impossible for it to
| produce any kind of interpersonal drama or threat or danger.
|
| I tried to get it to run space opera about a diplomatic mission
| to a newly recontacted planet, full of Game of Thrones-style
| intrigue and plotting and scheming, and it was like playing with
| a cheerily optimistic new UN intern that completely believes in
| the power of compromise and diplomacy to solve all problems.
|
| It was always like: "And so the two of you hashed out your
| differences over a glass of Dubranian Forblik, and peace reigned
| forever and ever after."
|
| That's true of how it does role playing games and any kind of
| fiction at all -- it always wants to tie a neat bow on it at the
| end of every few paragraphs with a moral and everything.
|
| You also have to ask it to use python to dice roll for anything
| you want to potentially fail on, or it will always make
| everything you do succeed wonderfully.
|
| I will say this -- the advanced audio mode for D&D is amazing and
| it really does act out the characters and it will occasionally
| slip into different voices or even add sound effects, even though
| it's not "allowed" to. It will also sometimes copy your voice and
| act out what it thinks you should do instead of letting you talk,
| though.
| erehweb wrote:
| Reminiscent of the Twilight Zone episode where a criminal ends
| up in the afterlife. Spoilers in link
| https://en.wikipedia.org/wiki/A_Nice_Place_to_Visit
| empath75 wrote:
| The old gpt2 engine that used to drive AI Dungeon had the
| opposite problem, it was obviously trained on a ton of really
| bad fan fiction and would frequently either shift into filthy
| erotica or some kind of hyper violent serial killer story, no
| matter how innocently the story started.
| jgalt212 wrote:
| The researchers encountered this.
|
| > raised by 3 out of 7 players was the perceived lack of danger
| for their characters. Participants noted that the gameplay did
| not present sufficient threats or challenges, which diminished
| the sense of urgency and excitement typically associated with
| D&D adventures.
| int_19h wrote:
| Indeed. But for stuff like this, ChatGPT is overkill. It's
| better to get a dedicated RP finetune of LLaMA, Qwen, or some
| other open weights model (you can still run it in the cloud if
| you don't have hardware to do so locally). There are enough
| finetunes around by now that you can "dial in" how dark you
| want it, but for some examples:
|
| https://huggingface.co/jukofyork/Dark-Miqu-70B
|
| https://huggingface.co/SicariusSicariiStuff/Negative_LLAMA_7...
| sentimentscan wrote:
| Yep, in my game it tried always to "save" player it was
| impossible for LLM to jail or kill a player to end a game. I
| had to explicitly end it by game logic, not by LLM.
| cmpalmer52 wrote:
| Yeah, completely automatic DMing just makes it like an open-ended
| computer game. On the other hand, the AI generated NPC responses
| are better than I could have come up with quickly, which makes me
| think co-DMing with an AI partner might be fun, particularly if
| they get better at remembering the details. That would let the
| human DM control the flow of the story without worrying that Thug
| #4 has taken 3hp of damage and is Dazzled. Of course, I most
| often use Foundry or Roll20 these days and they do a lot of that
| for you.
|
| I wonder how well it could do for game summaries and recaps?
| short_sells_poo wrote:
| I find this idea fascinating, and I think a lot of very
| interesting emergent behavior can be added to video games by
| having something like an LLM act as a Dungeon Master. Rather than
| having to pre-program a bunch of choices that the player is
| allowed to pick between, have an AI model evolve the story and
| just move the pieces on the story board based on what the player
| actually does. Story driven games these days are still very much
| railroaded. They are like interactive movies. The player has very
| limited agency. They can't really pick any choice which the
| designers haven't thought to implement upfront.
|
| At the same time, I'm personally not super enthusiastic about
| using LLMs for a pen and paper game. Let's assume for a moment
| that we have free will, then the most fun aspect of PnP dungeon
| mastering is the fact that the DM has agency. It adds an (IMO)
| very fun mini-game where the players try to get away with as much
| shenanigans as they can, and the DMs job is to try to thwart
| these shenanigans in the most entertaining ways possible. The
| keyword is on "try" - the GM has to put entertaining obstacles in
| front of the players to keep the game fun, but ultimately the
| players should have an avenue of success. Even if they don't
| always succeed, they need to succeed enough and when they fail
| they need to feel that it was fair.
|
| I feel that with an AI DM, this goes out the window. At least
| with the current crop of AI, I would never feel that I'm facing
| an agent with it's own free will, rather just a machine. As such,
| it cannot replace a human DM for the PnP purposes.
| cdiamand wrote:
| Last year, I built a DM for myself using the OpenAI api and an
| elevenLabs voice generator. I asked it set my character in
| Baldur's Gate, so it could pull upon the huge amount of DnD
| source material it had been trained on.
|
| A few takeaways:
|
| 1. An LLM based DM can give the player essentially infinite
| richness and description on anything they ask for.
|
| 2. There is difficulty in setting the rules for the LLM to follow
| that match the DnD rulebook. But this is possible to solve for.
| Also, I found the LLM to be too pliable as a DM. I kept getting
| my way, or getting my hand held through scenarios. Maybe this is
| a feature?
|
| 3. My conversation quickly began to approach the context window
| for the LLM and some RAG engineering is very necessary to keep
| the LLM informed about the key parts of your history.
|
| 4. Most importantly, I found that I most enjoy the human
| connection that I get through DnD and an LLM with a voice doesn't
| really satisfy that.
| coder543 wrote:
| > My conversation quickly began to approach the context window
| for the LLM and some RAG engineering is very necessary to keep
| the LLM informed about the key parts of your history
|
| Assuming we're talking about GPT-4o, that 128k context window
| theoretically corresponds to somewhere around 73,000 words.
| People talk at around 100 words per minute in conversation, so
| that would be about 730 minutes of context, or about 12 hours.
| The Gemini models can do up to 2 million tokens of context...
| which we could extrapolate to 11,400 minutes of context (190
| hours), which _might_ be enough?
|
| I would say GPT-4o was only good up to about 64k tokens the
| last time I really tested large context stuff, so let's call
| that 6 hours of context. In my experience, Gemini's massive
| context windows are actually able to retain a lot of
| information... it's not like there's only 64k usable or
| something. Google has some kind of secret sauce there.
|
| One could imagine architecting the app to use Gemini's Context
| Caching[0] to keep response times low, since it wouldn't need
| to re-process the entire session for every response. The
| application would just spin up a new context cache in the
| background every 10 minutes or so and delete the old one,
| reducing the amount of recent conversation that would have to
| be re-processed each time to generate a response.
|
| I've just never seen RAG work particularly well... and fitting
| everything into the context is very nice by comparison.
|
| But, one alternative to RAG would be a form of context
| compression... you could give the LLM several tools/functions
| for managing the context. The LLM would be instructed to use
| these tools to record (and update) the names and information of
| different characters, places, and items that the players
| encounter, important events that have occurred during the game,
| as well as information about who the current players are and
| what items and abilities those players have, and then the LLM
| would be provided with this "memory" in the context in place of
| a complete conversational record. The LLM would then just
| receive (for example) the most recent 15 or 30 minutes of
| conversation, in addition to that memory.
|
| > I found the LLM to be too pliable as a DM.
|
| I haven't tried using an LLM as a DM, but in my experience,
| GPT-4o is happy to hold its ground on things. This isn't like
| the GPT-3.5 days where it was a total pushover for anything and
| everything. I believe the big Gemini models are also stronger
| than the old models used to be in this regard. Maybe you just
| need a stricter prompt for the LLM that tells it how to behave?
|
| I also think the new trend of "reasoning" models could be very
| interesting for use cases like this. The model could try to
| (privately) develop a more cohesive picture of the situation
| before responding to new developments. You could already do
| this to some extent by making multiple calls to the LLM, one
| for the LLM to "think", and then another for the LLM to provide
| a response that would actually go to the players.
|
| One could also imagine giving the LLM access to other functions
| that it could call, such as the ability to play music and sound
| effects from a pre-defined library of sounds, or to roll the
| dice using an external random number generator.
|
| > 4. Most importantly, I found that I most enjoy the human
| connection that I get through DnD and an LLM with a voice
| doesn't really satisfy that.
|
| Sure, maybe it's not something people actually want... who
| knows. But, I think it looks pretty fun.[1]
|
| One of the harder things with this would be helping the LLM
| learn when to speak and when to just let the players talk
| amongst themselves. A simple solution could just be to have a
| button that the players can press when they want, which will
| then trigger the LLM to respond to what's been recently said,
| but it would be cool to just have a natural flow.
|
| [0]: https://ai.google.dev/gemini-api/docs/caching
|
| [1]: https://www.youtube.com/watch?v=9oBdLUEayGI
| pbronez wrote:
| I did something similar, but tried to get several agents to
| play a DnD round together. It basically worked, but was
| insipid.
| int_19h wrote:
| > Also, I found the LLM to be too pliable as a DM. I kept
| getting my way, or getting my hand held through scenarios.
| Maybe this is a feature?
|
| LLMs are fine-tuned to be "helpful assistants", so they're
| basically sycophantic.
| Deukhoofd wrote:
| Using a fine-tuned GPT-3.5 model is definitely a choice, why not
| pick one of the newer models? The methodology only states they
| use "ChatGPT" as LLM, but doesn't clarify the model until way
| later, nor why they picked that model over other existing models.
|
| The methodology also barely explains how they did their baseline
| experiments with human DMs. Did they do them face-to-face, or via
| text? Did they have different DMs in the 3 games they used as
| baseline, or was it the same person? As it stands the research is
| barely reproducible.
| noufalibrahim wrote:
| This is fascinating.
|
| I don't have any experience with D&D but wanted to learn it to
| play it with my kids. I used claude to learn the basic rules and
| then had it help me create the scenario. Then I played as the dm
| while it simulated being the players and then vice versa.
|
| Really nice experience
| bnetd wrote:
| So speaking of sex dolls...
| wuliwong wrote:
| A while ago I was playing with chatgpt and had it create me a
| text based game. It took some coaxing but eventually it actually
| created a pretty compelling beginning to a game at least. This
| wasn't D&D, I had chatgpt just make the rules but the interesting
| part was creating a compelling story. Maybe it would have fallen
| apart after a little bit of game play but it was neat. I could
| see the fun of having completely unique and instantly created
| modules to run through.
| bsenftner wrote:
| I've made several DMs for a variety of entertainments. It's as
| much fun to create them as it is to play a scenario with them.
| I've experimented with a few methods, such as providing them with
| an ASCII map that looks like a hack/rogue map, giving them a
| famous book as the scenario, giving them multiple books and or
| famous fictional characters and then just letting them loose in a
| DM/AI guided narrative the user is making decisions.
|
| Of course, I have a "classic" DM that happens to be visiting here
| on vacation from the dungeons & dragon's multiverse, where his
| real job is being a DM for visiting tourists. There's a "Shaggy"
| and his talking dog one can take LSD with when going to Woodstock
| in '68. There's a StarTrek strategic tactical simulations
| instructor. I quite like a Underground railroad "conductor" that
| guides escaped slaves to freedom before the US Civil War.
|
| I think these DM / interactive narrative applications have a huge
| future in education and training.
| SubiculumCode wrote:
| I try to variance of this where I was the DM and the llm played
| the player characters. It went okay but it was also a bit lame.
| drak0n1c wrote:
| An ideal entry role for LLM in tabletop may be NPC
| companions/followers in the party that players/DM don't care
| for roleplaying or find tedious. Set it to listen in on
| conversations or VTT chat, and interject dialog on a rate-
| limited basis. Could lead to unusual situational ideas or at
| least humorous moments.
| kelseyfrog wrote:
| Last year, during a period of recovery, I hosted a ChatGPT game
| with my nieces and newphew. I played the role of being a bride
| between them and the LLM. I read aloud the text, and translated
| their actions into queries.
|
| With slight nudges, GPT performed well. It excelled at NPC
| dialog, location description, and to some extent improvisation.
| However, eventually the campaign fell apart on session four or
| five. There was a disagreement between the players over exactly
| how many maps we had acquired. As you know, answering this
| question is a needle in a haystack problem and asking the LLM
| proved to illicit conflicting responses. It ultimately led to me
| concluding that pausing the campaign was the right choice and
| accepting that we all still had an amazing time up to that point.
|
| Which leads me back to the questions in the paper: > We believe
| that with the above evaluation methods we can try to answer the
| following questions: * How consistent is a LLM Agent in its
| generative dialogue? * How well can a LLM Agent keep a user
| engaged in a narrative plot? * How creative is a LLM Agent when
| generating complex story driven narratives?
|
| None of these are exactly relevant to my personal experience
| running a TTRPG game using ChatGPT and what makes it succeed or
| fail. What would make such a system an improvement is being able
| to store and retrieve facts about players (HP, stats, inventory),
| NPCs(names, location, history), and Places(items, descriptions,
| inhabitants) in order to solve the needs-haystack problem.
| Creating a world ontology and being able to CRUD facts against
| such an ontology would be a game changer(literally).
|
| Despite the ultimate demise of the game, the experiment was a
| success. I'd highly encourage anyone with a laptop, a handful of
| dice, and a group of interested friends to give a shot. It's fun,
| memorable, and a unique way to pass the time and bond.
| TeMPOraL wrote:
| > _What would make such a system an improvement is being able
| to store and retrieve facts about players (HP, stats,
| inventory), NPCs(names, location, history), and Places(items,
| descriptions, inhabitants) in order to solve the needs-haystack
| problem. Creating a world ontology and being able to CRUD facts
| against such an ontology would be a game changer(literally)._
|
| Curiously, those are the exact things LLMs can't do well, and
| are not really supposed to. This is all stuff you (or an
| external system) should keep track of and supply to LLM in
| context "just in time". This is to say, LLMs are an important
| component, but alone they won't work. They need their tools :).
|
| In short, LLMs are pure "system 1", the complete solution still
| needs "system 2", which fortunately is more amenable to
| classical computing approaches.
| jrpt wrote:
| I made something like this to let people explore the lore of my
| game. It has an AI act like a dungeon master as you play through
| a story. You can try it for free at:
| https://orbsccg.com/adventures
|
| The main game is a strategic collectible card game, but the
| "adventure mode" is just for fun AI-powered stories.
| karaterobot wrote:
| This is a student thesis, which doesn't mean it's bad, but is
| worth keeping in mind. I see that their control group size was
| three people (in three different sessions), but I don't see how
| many people they ran through the AI part of the experiment.
|
| I was wondering the other day whether there were good services
| for running tabletop games over AI. I don't know about good,
| because I haven't tried them, but there are certainly a few
| products like this today. Given that ChatGPT plus some fine-
| tuning was comparable to a human GM in this experiment, I'd be
| interested in another experiment that looked at whether these
| products (which charge more money) offer any benefit over just
| using ChatGPT. For them to be better than ChatGPT, it seems like
| they'd almost have to be better than a human GM to be worth the
| money.
| devmor wrote:
| Like others, I don't really understand why anyone would desire
| this.
|
| D&D is a social activity, why would I want to remove the most
| core human component of a social activity. It'd be like someone
| who enjoys going to a sports bar with friends deciding they'd
| rather sit next to a vending machine.
| bongodongobob wrote:
| Do you take issue with Baldur's Gate 3? Video games in general?
| Why not?
| devmor wrote:
| Baldur's Gate 3 (and other games of its nature) are narrative
| experiences crafted by writers to convey a story. I don't
| play BG3 when I want to play D&D, and when I do want to play
| something like BG3 I certainly wouldn't be interested in a
| machine generated amalgamation of other people's ideas with
| no thought or emotion behind it - that would be fundamentally
| pointless and a waste of my time - like reading Lorem Ipsum
| instead of a novel.
| lowsong wrote:
| I am baffled as to why anyone would want this, or anything like
| it.
|
| Sure, it's a cool technical demo. But... the point of D&D is a
| social game played with others. Even if you play a D&D-like video
| game such as Baldur's Gate 3 (which I'd argue is a fundamentally
| different experience to playing a tabletop RPG anyway), you're
| experiencing a world and a story that someone else has crafted.
|
| What's the point of replacing that social interaction, or that
| connection to another person's creative vision through their art,
| with an LLM? What value can it ever provide?
| mog_dev wrote:
| I imagine for people like me who do not have anyone nearby
| willing to play D&D
| samwiseg wrote:
| Right, but why not play BG3? You know that an LLM is not
| going to provide any meaningful narrative, or craft a thought
| provoking story.
| lowsong wrote:
| I've been in a weekly D&D game for over a decade. I don't
| keep playing it because of the _game_ of D &D (certainly not,
| I could rant for a long time about the game's myriad
| shortcomings across many editions). I play it because of the
| friends I play it with, because of the social connection that
| exists in and around the game.
|
| To play a tabletop RPG without that isn't the same thing, and
| to play with LLM is bankrupt of meaning. You'd be better off
| picking up one of those old-school choose your own adventure
| books or a video game like BG3. At least those were written
| by someone with intent, at least there's meaning in the story
| and setting. Or, finding an online group.
| enasterosophes wrote:
| Would it be fair to say that you also don't appreciate solo
| rpgs?
| mywittyname wrote:
| People play games for a variety of reasons. While you enjoy
| the social aspect, others may find that to be the worst
| aspect of the game (or just don't have a social circle).
|
| I grew up playing D&D alone in my room using LEGO. It was
| great and I still have some of the sets I built as dungeons
| and monsters that I built from reference pictures in the
| Monster Manual.
|
| Video games are different from solo role playing. It's like
| trying to substitute shooting hoops in the driveway with
| NBA '24.
| Kiro wrote:
| I would love a fully generated D&D campaign where I just input
| some parameters, like a writing prompt, and get a tailored LLM
| Dungeon Master organizing it. Whether it's the result of
| someone's creative vision or not is irrelevant to me.
| enasterosophes wrote:
| I've found chatgpt useful for trying out D&D settings that I
| don't normally get to experience in my usual group. It loses
| the plot after a while, but it's enough for me to figure out
| whether I dig the setting enough that I would want to pitch it
| for a real game.
| soneca wrote:
| I am not interested in this, but an AI DM that allow human
| players to play would keep the social aspect. Since being DM is
| a higher threshold of knowledge and time investment, this could
| unblock a social gathering, rather than substituting it.
|
| Also, if it doesn't try to keep the story to strict guardrails,
| the creativity and story creation would come essentially from
| the human players.
|
| I don't think those arguments are enough to make _me_ want to
| use it, but I see the point and possible interesting use.
| drak0n1c wrote:
| For those averse to LLM defeating the social aspect of tabletop
| roleplaying, perhaps a better entry role for an LLM agent is as
| NPC party companions/followers. Set up the agent with a detailed
| character sheet and hidden backstory/motivations and set it to
| listen in on conversations or VTT chat, and interject dialog on a
| non-spammy basis. Could lead to unusual situational ideas or at
| least humorous moments.
| bongodongobob wrote:
| This is what our DM does. It works really well for NPCs and
| saves him a shit ton of time and effort.
| HanClinto wrote:
| This is extremely interesting to me. I understand why so many
| people are surprised that people would want this, but for
| whatever reason, I'm very much in the target audience.
|
| I'm a "perpetual DM" in most of my roleplaying groups, having led
| campaigns spanning years, but very rarely do I get to participate
| as a player. My kids love me running adventures and one-shots,
| and while I enjoy it, people don't always recognize how much work
| it is -- both the prep, as well as the mental effort of being
| "on" for the entire duration of the adventure. I like afternoon
| one-shot adventures, but I dislike reading through long
| sourcebooks. I enjoy crafting puzzles and presenting challenges
| to the players, but also recognize the mental effort that this
| takes, and sometimes I just want a copilot to handle the lore and
| the setting. I already rely on the rules-nerds in my group to act
| as copilots for the specifics of game mechanics -- I don't have
| time to read through that many tables and commit them to memory.
|
| Re: datasets, the paper authors used a dataset that they created
| by scraping Critical Role transcripts -- I doubt they had
| permission for that. I like contributing to open datasets for
| training open-source LLMs, and I think it would be really sweet
| for a playgroup to be able to contribute their play transcripts
| for such a thing. I would love to see a standard open-source
| dataset be collected for this, and perhaps even a standardized
| benchmark for quantifying the performance of particular LLMs in
| RPG contexts -- rules compliance, needle-in-haystack fact
| finding, consistency of roleplaying, understanding user intent,
| challenge creation / resolution, etc.
| c6o wrote:
| My experience with D&D and LLM is that is a cheat sheet and a
| great helper, specially for newbies like me, I'm a Dad of 4 that
| plays DnD to teach some lessons and to get my kids out of the
| screens
| alasdairking wrote:
| A good use for this is people wanting to try an RPG, but not
| having a bunch of people to do that with. A parent wanting to try
| out this D&D thing so he or she can run it with the kids, for
| example.
| gunalx wrote:
| I found it to be a pretty OK first draft character creator, scene
| described and occasional lore/world builder. Not really anything
| more. Kinda a DM assistant more than a DM.
| sentimentscan wrote:
| I've created two AI LLM D&D-style games. The second one will soon
| be released as a D&D-style game with Visual Novel elements (AI-
| generated images_. Here's how I can address some common concerns
| from comments above: Lack of Human and Social
| Interactions: This is a significant drawback when you look it as
| the social thing, however, they require scheduling. For me I
| wanted to venture beyond the typical fantasy/sci-fi settings and
| good bored of those D&D/warhammer world. LLM
| Versatility: LLMs can take you on wild (now non-NSFW) adventures.
| I wanted to play a D&D-style game set in the Venetian Renaissance
| and GPT delivered with accurate locations, families, and artists.
| It can do the same with medieval settings from my country,
| ancient Rome, surrealist landscapes, and whatever your favorite
| books, movies, or games involve. Customization: Want
| a game master who replies in poetry, slang, in style of you
| favourite author? No problem. Context: This is a
| tough one, but there are two approaches: Retrieval-
| Augmented Generation (RAG) Summarization, and then
| summarization of the summary. I've used this approach in my
| previous startup and in this game. Characters: I
| utilised the randomness of different character styles. You might
| meet smart/beautiful/evil/good characters with predefined styles,
| and the LLM quite effectively supports roleplay.
|
| Cons: Lack of Continuity: The biggest downside
| is the lack of continuity. Even if I generate a world and
| scenario, after a few rooms, it doesn't come together like a game
| would, where previous events feed into current ones, even when I
| provide again LLM with previous details. I kinda lack big picture
| design of story. I am working on that
|
| I'm currently running a private beta and looking for co-founders
| (game/design/coding) in the EU, preferably Poland. Please email
| me at contact@sentimentscanner.com for more information for beta
| membership and so one.
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