Whether or not one likes how current copyright laws exist and authors spend a lot of time writing these books and to me this is not fan fiction
Show HN: I built an AI that turns any book into a text adventure game
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Re: Show HN: I built an AI that turns any book into a text adventure game
#72People keep downvoting the copyright issue but this is a serious problem despite this being a toy app. Are you at risk of being sued for using copyrighted material? Is the AI service provider? Whether or not one likes how current copyright laws exist and authors spend a lot of time writing these books and to me this is not fan fiction
Re: Show HN: I built an AI that turns any book into a text adventure game
#73Re: Show HN: I built an AI that turns any book into a text adventure game
#74I'm curious what happens if you throw something like Ulysses by James Joyce at it.
Re: Show HN: I built an AI that turns any book into a text adventure game
#75Using non-fiction literature leads to surprisingly interesting results.
Time to try "Delphi for dummies!" "You are Julian Miller, a curious programmer, always eager to learn new languages. Delphi has caught your eye, promising rapid application development and a visually intuitive approach. You're excited to dive in, but first, you need to get Delphi installed and running. The first chapter of 'Delphi for Dummies' is open in front of you, ready to guide you through the process."
Re: Show HN: I built an AI that turns any book into a text adventure game
#76It's a pretty cool proof of concept. I did run into some weirdness with it right away when trying the Harry Potter book. The app kept switching between 2nd and 3rd person for Harry. The main thing for me, though, was the feeling of emptiness I got while playing. I love text adventures, having grown up with Infocom games. The thing about them is that you can feel the choices made by the writer / programmer, just like…
But for games to shine they also need carefully considered constraints - when the player bounces off constraints they start to understand how the game's world and systems function, which lets them build a mental model and be able to start thinking the same way the designer(s) thought and come up with solutions for puzzles or decide how to react to a given situation.
What makes a maze engaging as a challenge is that your path is closed off in some places and not in others. Ideally any maze also has one or more concrete solutions, so the player is rewarded for mastering the maze by finding an exit, or maybe finding objectives or creatures hidden at key locations in the maze.
You can probably use modern LLMs to construct this sort of world and set those constraints, but I wonder how far we are from being able to also have the LLM maintain that world state and enforce the constraints?
Re: Show HN: I built an AI that turns any book into a text adventure game
#77How 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?
Unfortunately this is the fundamental flaw. I liken it to playing Minecraft on creative mode.
Re: Show HN: I built an AI that turns any book into a text adventure game
#78Re: Show HN: I built an AI that turns any book into a text adventure game
#79Earlier quoted context omitted.
He is never late, nor is he early. He arrives precisely when he means to.
It's odd he doesn't pop up unexpectedly in more stories!
Re: Show HN: I built an AI that turns any book into a text adventure game
#80From 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