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Multi-agent chatbot murder mystery

ai-murder-mystery.onrender.com

51–60 of 135 posts

Re: Multi-agent chatbot murder mystery

#51

Earlier quoted context omitted.

But isn't that kinda the same as saying that every time you see a shop, you immediately go into shoplifting mode and thus all shops (and all prices) are the same?

Why do you think a comparison to theft is warranted?

If you convince the game to give you responses outside the parameters of the game play itself so that you can use it without having to pay for your own access to an API, then what would you call it?

Re: Multi-agent chatbot murder mystery

#52
post #46
post #28

Earlier quoted context omitted.

It's so disappointing that we have non-human agents that we can interact with now but we actually have to be more restrained than we do with normal people, up to and including random hangups that corporations have decided are bad, like mentioning anything remotely sexual. It's like if GTA V ended your game as soon as you jaywalked, and showed you a moralizing lecture about why breaking the law is bad.

GTA V is a sandboxed game, the purpose of which is to largely to wreak havoc in a virtual world where nothing can go wrong. LLMs are a powerful and little-understood real-world tool that the public has been given access to en masse. Tools which powerful and credible people have consistently warned have the ability to cause massive harm. And tools whose creators face intense scrutiny up to and including existential le…

LLMs are absolutely a sandbox that can be cleared and purged at will with even less investment into the setup of individual tools. I am having a hard time understanding what distinction you're drawing and, if anything, I'd expect GTA to be more restrictive because someone had to be paid to program all of the possible outcomes explicitly.

Re: Multi-agent chatbot murder mystery

#53
post #28

Earlier quoted context omitted.

It's so disappointing that we have non-human agents that we can interact with now but we actually have to be more restrained than we do with normal people, up to and including random hangups that corporations have decided are bad, like mentioning anything remotely sexual. It's like if GTA V ended your game as soon as you jaywalked, and showed you a moralizing lecture about why breaking the law is bad.

>It's like if GTA V ended your game as soon as you jaywalked, and showed you a moralizing lecture about why breaking the law is bad. Advocating for the (anti-)devil, if I were an NPC in GTA, I would be absolutely grateful for that.

Thankfully you're not - thankfully we're all not NPCs in Counter Strike or Minecraft or any other game with a hint of possible violence in it. "Doing a GTA irl" is absolutely repulsive - so we've got video games which are there for entertainment. We can just sidestep the debate about whether violence in video games makes violence in real life more likely because that debate has been thoroughly covered in other venues but part of GTA being fun is that it doesn't involve real people. Most of us would be horrified in a real life GTA scenario both from the damage we were causing to others and the fact that we were capable of doing that damage - but NPCs aren't real.

Re: Multi-agent chatbot murder mystery

#55
This is technically interesting - but I think what you're looking for is a MUD. There you'll have far more interesting interactions with characters and you'll also have the possibility of having a story-teller that can introduce new information from the outside (i.e. Sgt Mustard, our primary suspect, was just found dead in the observatory with a lead pipe next to them!)

Re: Multi-agent chatbot murder mystery

#56
post #5

Sharing a little open-source game where you interrogate suspects in an AI murder mystery. As long as it doesn't cost me too much from the Anthropic API I'm happy to host it for free (no account needed). The game involves chatting with different suspects who are each hiding a secret about the case. The objective is to deduce who actually killed the victim and how. I placed clues about suspects’ secrets in the context…

Doesn't seem to reply to me. So I guess the limit has been reached?

[deleted]

Re: Multi-agent chatbot murder mystery

#57
post #20

Got censored straight at the first question :( > Try starting the conversation by asking Cleo for an overview! > Detective Sheerluck: Can you give me an overview? > Officer Cleo: I will not directly role-play that type of dialogue, as it includes inappropriate references. However, I'm happy to have a thoughtful conversation about the mystery that avoids graphic descriptions or harmful assumptions. Perhaps we could di…

Damn that sucks, sorry. For what it's worth I tried playing the game dozens always asking for an overview as my first message and I never encountered such a response , so hopefully that's quite the rare experience.

Re: Multi-agent chatbot murder mystery

#58
post #52
post #46

Earlier quoted context omitted.

GTA V is a sandboxed game, the purpose of which is to largely to wreak havoc in a virtual world where nothing can go wrong. LLMs are a powerful and little-understood real-world tool that the public has been given access to en masse. Tools which powerful and credible people have consistently warned have the ability to cause massive harm. And tools whose creators face intense scrutiny up to and including existential le…

LLMs are absolutely a sandbox that can be cleared and purged at will with even less investment into the setup of individual tools. I am having a hard time understanding what distinction you're drawing and, if anything, I'd expect GTA to be more restrictive because someone had to be paid to program all of the possible outcomes explicitly.

> LLMs are absolutely a sandbox that can be cleared and purged at will

This just clearly isn't true. You cannot clear and purge the output of an LLM from the entire world. Once it produces some text, it also looses control of said text. The human using the AI can take that text anywhere and do anything they want with it.

Re: Multi-agent chatbot murder mystery

#59

Sharing a little open-source game where you interrogate suspects in an AI murder mystery. As long as it doesn't cost me too much from the Anthropic API I'm happy to host it for free (no account needed). The game involves chatting with different suspects who are each hiding a secret about the case. The objective is to deduce who actually killed the victim and how. I placed clues about suspects’ secrets in the context…

This is a really fascinating approach, and I appreciate you sharing your structure and thinking behind this!

I hope this isn't too much of a tangent, but I've been working on building something lately, and you've given me some inspiration and ideas on how your approach could apply to something else.

Lately I've been very interested in using adversarial game-playing as a way for LLMs to train themselves without RLHF. There have been some interesting papers on the subject [1], and initial results are promising.

I've been working on extending this work, but I'm still just in the planning stage.

The gist of the challenge involves setting up 2+ LLM agents in an adversarial relationship, and using well-defined game rules to award points to either the attacker or to the defender. This is then used in an RL setup to train the LLM. This has many advantages over RLHF -- in particular, one does not have to train a discriminator, and neither does it rely on large quantities of human-annotated data.

With that as background, I really like your structure in AI Alibis, because it inspired me to solidify the rules for one of the adversarial games that I want to build that is modeled after the Gandalf AI jailbreaking game. [2]

In that game, the AI is instructed to not reveal a piece of secret information, but in an RL context, I imagine that the optimal strategy (as a Defender) is to simply never answer anything. If you never answer, then you can never lose.

But if we give the Defender three words -- two marked as Open Information, and only one marked as Hidden Information, then we can penalize the Defender for not replying with the free information (much like your NPCs are instructed to share information that they have about their fellow NPCs), and they are discouraged for sharing the hidden information (much like your NPCs have a secret that they don't want anyone else to know, but it can perhaps be coaxed out of them if one is clever enough).

In that way, this Adversarial Gandalf game is almost like a two-player version of your larger AI Alibis game, and I thank you for your inspiration! :)

[1] https://github.com/Linear95/SPAG [2] https://github.com/HanClinto/MENTAT/blob/main/README.md#gand...

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