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Show HN: I built an AI that turns any book into a text adventure game

kathaaverse.com

51–60 of 115 posts

Re: Show HN: I built an AI that turns any book into a text adventure game

#51
Interesting, I'll take a look when the rate limit issue is sorted. There are loads of projects springing up around using LLMs for text adventures. My prediction is that at some point soon one of them is going to get good enough to gain mainstream appeal, but we're not there yet. I suppose Death By AI was a breakout AI text hit, but I'm not sure that really counts.

The people behind AI Dungeon have been making AID: Heroes for ages, maybe that will turn out to be great when it's finally released. There's also Friends and Fables that seems to be making rapid progress. And a thousand side projects on GitHub and Steam.

I briefly started my own, hoping to build something more like a traditional visual novel choose-your-own adventure with set paths, dice rolls, and limited AI elements. However, I soon realised that if you show people a large amount of text and only occasional user interaction they rapidly check out. The alpha version is here for the time being: https://prismaticnoun.xyz but I'm unlikely to do any more work on it.

Re: Show HN: I built an AI that turns any book into a text adventure game

#52
post #22

How do tools like this avoid what I see in many of these types of narrative chat bots: the user becomes the only one steering the narrative, and the AI ends up just an obedient responder? Whenever I try these things it ends up very predictable, shallow, and repetitive, especially as time goes on. And if I have to prompt the AI to be creative or act differently... is that really acting different?

Back before ChatGPT was publicly available, there was AI Dungeon. It was such a yes-man though. You could be in a scene with a king and a princess, then write "I eat the demon", and it would just invent a demon in the scene, and then describe how you unhinge your jaw and gobble it down.

Re: Show HN: I built an AI that turns any book into a text adventure game

#53
post #44

From what I've seen, it doesn't seem like AI is very good at keeping track of events in a way that makes a logical narrative. I tried "The Hobbit" and it started with me having tea with Gandalf the wizard. There was a knock at the front door so I opened it and outside was Gandalf the wizard!

of course, it didnt have context lengthy enough for that I mean human sometimes forgot about the state inside the game often

A context of a few things characters? No, it definitely does.

Beyond that... Would you forget that the guy you were having tea with was sitting in your living room? Anyone I know would definitely go "how the hell are you outside" not "nice to see you today".

Re: Show HN: I built an AI that turns any book into a text adventure game

#54

If art is communication- and i believe it is- why would i want to read or listen to anything AI generated? Once you are done with consuption there is no point in reflecting on it nor having a conversation about it with other fellow humans. People are not even interested in each others dreams most of the time. Unless the machine is of godlike intelligence there is just zero point.

[deleted]

Re: Show HN: I built an AI that turns any book into a text adventure game

#55
post #44

From what I've seen, it doesn't seem like AI is very good at keeping track of events in a way that makes a logical narrative. I tried "The Hobbit" and it started with me having tea with Gandalf the wizard. There was a knock at the front door so I opened it and outside was Gandalf the wizard!

Well, he is a wizard

He is never late, nor is he early. He arrives precisely when he means to.

Re: Show HN: I built an AI that turns any book into a text adventure game

#57
post #22

How do tools like this avoid what I see in many of these types of narrative chat bots: the user becomes the only one steering the narrative, and the AI ends up just an obedient responder? Whenever I try these things it ends up very predictable, shallow, and repetitive, especially as time goes on. And if I have to prompt the AI to be creative or act differently... is that really acting different?

I've experimented with this and one approach is to avoid the simple chat interface. Let the game be the "user" and have it relay the player's text. Something like

>>

Then the LLM is directing the obedience towards the game master and the rules, rather than the player.

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