Infinite Craft
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Re: Infinite Craft
#822Re: Infinite Craft
#823Earlier quoted context omitted.
Some of my favorite first discoveries: - Cactus Missile - Mammoth Marula - Super Lizard Wizard - Cheesethorn Bush - Cheesnado Lizard Wizard - Cheesnado 2: Cheesnado Strikes Back - Cheesewolftrap
I got Gay Bachelorette Party, first discovery
Re: Infinite Craft
#824Earlier quoted context omitted.
The request looks like " https://neal.fun/api/infinite-craft/pair?first=Phoenix&secon... " so it's probably typically caching the combination of phoenix+seeds but if there is no cache entry it would use llama to make up something. If there's a lot of attention on the site the llm service might be down or overloaded. And given the exponential/factoral (?) amount of combinations this may be reached surprisingly quickly…
>As an aside, the game is technically interesting, being a really simple example of using llm generation for game mechanics. But it is not engaging at all and feels nonsensical to me You just gotta make a game out of it. For example challenge yourself to try to craft "pizza". Can even try to do it in as least number of crafts as possible. Point is, just crafting random things to see what it spits out is OK, but tryin…
So to me it feels like playing against a soulless vector database rather than something engaging and well-crafted. I think what gives me this impression is that things are commonly related to each other using words rather than their meaning -- getting from "pirate" to "captain crunch" to "serial killer" is obviously following lines of language rather than the core concepts that relate objects. This is directly opposed to the actual act of crafting which is 100% rooted in the material world and has no relationship to language.
Maybe I'm losing my imagination, but doing it like you suggest, creating challenges, is makes it more fun. I think I'm just tired of thinking in language.
I'm also seeing a lot of my favorite game creators on twitter enjoying the toy and I'll trust their taste over mine :)