[HN Gopher] Gremllm
___________________________________________________________________
Gremllm
Author : andreabergia
Score : 66 points
Date : 2025-07-04 16:42 UTC (6 hours ago)
(HTM) web link (github.com)
(TXT) w3m dump (github.com)
| andreabergia wrote:
| from gremllm import Gremllm # Be sure to tell your
| gremllm what sort of thing it is counter =
| Gremllm('counter') counter.value = 5
| counter.increment() print(counter.value) # 6?
| print(counter.to_roman_numerals()) # VI?
|
| I love this!
| SoftTalker wrote:
| Awesome, now I don't have to write mocks for testing!
| mark_undoio wrote:
| I am appalled and delighted by this.
|
| It feels like an AI cousin to the Python error steamroller
| (https://github.com/ajalt/fuckitpy).
|
| Whenever I see this sort of thing I think that there might be a
| non-evil application for it. But then I think ... where's the fun
| in that?
| femto113 wrote:
| I share your feelings. What it most brings to mind for me is
| the infamous StackSort from the image alt text on XKCD comic
| 1185 (https://xkcd.com/1185/)
| awwaiid wrote:
| I was chatting with Simon Willison (who's LLM library I use to
| power gremllm) on Discord and he suggested D&D use-cases. Kinda
| works!!! >>> from gremllm import Gremllm
| >>> player = Gremllm('dungeon_game_player') >>>
| player.go_into_cave() 'Player has entered the cave.'
| >>> player.look_around() {'location': 'cave',
| 'entered_cave_at': '2025-07-02T21:59:02.136960'} >>>
| player.pick_up_rock() 'You picked up a rock.' >>>
| player.inventory() ['rock']
|
| (further attempts at this have ... varying results ...)
| Fraterkes wrote:
| Just want to say that I'm not an ai guy at all, but this has
| made me more excited about it than anything in a while. Really
| cool! Did you also do the one where you put "spells" in your
| code?
| jmsdnns wrote:
| i helped Chris Callison-Burch design a class at upenn, called
| interactive fiction, which is a similar context to what Simon
| suggested. the real magic is that it reframes hallucinations as
| creative story telling. the usecase is SUPER fun if you imagine
| the LLM as a dungeon master telling a story that gets expanded
| over time.
|
| the framework he and I built kept track of the game state over
| time and allowed saving and loading games as json. we could
| then send the full json to an LLM as part of the prompts to get
| it to react. the most neat part, imo, was when we realized we
| could have the LLM generate text for parts of the story, then
| analyze what it said to detect any items, locations, or
| characters not jn the game state, and then have it create json
| representations of the hallucinated objects that could be
| inserted into the game states. that sealed the deal for using
| hallucinations as creative story telling inside the context of
| a game.
|
| i assure you the D&D context is very fun! the class website
| might give you more ideas too https://interactive-fiction-
| class.org/
|
| i wasnt officially part of upenn at the time, so my name isnt
| listed on the site, but we wrote a paper about some of the
| things we did, such as this one, and you'll see me listed there
| https://www.cis.upenn.edu/~ccb/publications/dagger.pdf
| cudder wrote:
| Thanks, I hate it! Brilliant and absolutely disgusting.
| mpalmer wrote:
| Love it, I am here for exactly this sort of playful boundary
| nudging.
|
| "Wet mode" is such a fantastically awful name. Definitely make me
| think twice about turning it on.
___________________________________________________________________
(page generated 2025-07-04 23:00 UTC)