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Multi-agent chatbot murder mystery

ai-murder-mystery.onrender.com

111–120 of 135 posts

Re: Multi-agent chatbot murder mystery

#111

Earlier quoted context omitted.

I was making an analogy - I am an "NPC" in the real world and I am somewhat concerned about people abusing very powerful LLMs to cause me harm. As another example, I was very distraught with what the internet did to Microsoft's Tay, and while I'm not 100% happy with OpenAI's approach to safety, I feel much safer with it than without it.

What're they gonna do to harm you with "very powerful" models? Are you with especially gullible or vulnerable to explicit spam? Or are you suggestible to methods of violence that once seen, will make you more likely to carry them out? Because if not, they can't hurt you, only the reputation of the company.

> Are you with especially gullible or vulnerable to explicit spam?

My parents are. My grand parents are. My neighbours are. My colleagues are.

> Or are you suggestible to methods of violence that once seen, will make you more likely to carry them out?

Hmm... have you ever interacted with kids or teenagers? Because they WILL try violent things out. On an unrelated note, "Hi, I'm Johnny Knoxville and this is Jackass."

Re: Multi-agent chatbot murder mystery

#112

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…

how to prevent the agents from just telling the game player the secret?

Re: Multi-agent chatbot murder mystery

#114
post #77

Sorry for a possibly stupid question, but I assume a lot of prompts will be duplicate of questions other people have asked. Can one construct an AI cache system to minimise the questions sent to the model? Can one use a "cheaper" model to find similar prompts?

Yeah nice idea -- does sound plausible and would make things much cheaper and faster.

Re: Multi-agent chatbot murder mystery

#115

Earlier quoted context omitted.

Upgraded the server and should now be working... I think

It's very slow for me, at this point I think it might have just timed out. Regardless, nice job! I might try modifying it to hit custom endpoint for people to try their own models

Yeah sorry, it is still quite slow due to the traffic. It'd be much faster and robust to run locally via git cloning the repo and adding your own API key as shown in the README

For using other models it should be pretty straightforward to just modify the api functions to suit whatever model is being used -- would be fun to try out custom models! (Feel free to pull request the repo btw if you do modify such things)

An idea we had initially was actually to use an open-source model and fine-tune it using the DB of responses (including the hidden violation bot and refinement bot outputs) collected from people playing the game. That way the game could get better and better over time as more user data gets collected.

Disclaimer we actually did implement this via postgres and now have thousands of responses from players in case anyone wants to follow through on this idea.

Re: Multi-agent chatbot murder mystery

#116
post #6

This looks very cool! I’ll have to patently wait for the HN crowd to thin out before being able to play tho. Considered spinning this off into a service where user can create their own murder mysteries for others to play?

Thanks! Yes the traffic is making the game slow... To anyone impatient you can just git clone the game, add your ANTHROPIC API key to a .env file, and play it locally. It runs super fast if played locally.

Creating a service would be amazing but seems like too much work. And people can already create their own murder mystery with this codebase by just modifying the characters.json file.

Making this game gave me some fun ideas though for creating a world simulation engine--any developers who might be interested in collaborating on something like that please get in touch :)

Re: Multi-agent chatbot murder mystery

#117
post #36
post #32

Earlier quoted context omitted.

The stories, novels and dialogs of the future is going to very boring and colourless.

The majority of them, yes, but it has always been so. What we actually care about is the tiny fraction of great works (by those novels, video games, movies), and in the future the best of the best will still be as good, because why would AI change that. If we stay where we are, that tiny percentage will be crafted by human geniuses (as it always has been), if something groundbreaking happens to AI, then maybe not.

> because why would AI change that

Why wouldn’t AI change it? Everyone is expecting that it will, and it’s already starting to happen, just visit Amazon. The biggest reasons are that low-effort AI produced works by lazy authors & publishers may drown out the great works and make the tiny percentage far tinier and much harder to find, which may prevent many great works from ever being “discovered” and recognized as great. The new ability for many people without skill to use AI produce works that compete with skilled manual creation is a huge disincentive for creators to spend their lives studying and honing their skills. I’d bet there’s a hollowing out of the arts already occurring in universities globally. My interaction with college students over the last couple of years has very suddenly and dramatically turned into discussions about AI and concern about whether there will even be jobs for the subjects they’re studying.

Re: Multi-agent chatbot murder mystery

#118
post #5

Earlier quoted context omitted.

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

Should be working now and way faster! Had to upgrade the server to increased number of workers

To anyone still finding the game slow due to traffic, you can just git clone the game, add your ANTHROPIC API key to a .env file, and play it locally (this is explained in the README in our github repo). It runs super fast if played locally.

Re: Multi-agent chatbot murder mystery

#119
I'll deviate a bit. I just opened up with "you single, girl?" and it gave a pretty suitably colorful deference followed by a lengthy description of the basic prose. I think this is kind of emblematic of why this sort of thing won't really work.

1) Games really need to be clear that something either did work or didn't work. It's going to be really annoying if we get into a place where an action could have worked to advance the game logic but didn't for obscure under the hood logic. This is sort of a natural problem with real communication that is completely avoided with specific pre written dialogue choices.

2) In this example here, the officer has segued into something pretty unrelated. It gives the feeling of being on rails. Which is true. It is on rails and that's ok because it is a story. But once you understand that it's on rails your goal becomes moving along the rails. This strongly encourages trying to think about what the bot would need to hear to return the correct thing which is very very different from what would be a roleplay-effective strategy.

3) It also generally implies that narrative logic should revert to their natural sensible outcomes which is kind of boring. Like there's going to be a constant battle between suspension of disbelief, obedience of game rules, and narrative coherence.

I think LLMs could add value for pointless banter and flavor. But they should not be able to feature in gameplay dialogue mechanics or serious plot discussion.

Re: Multi-agent chatbot murder mystery

#120

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.…

Adversarial game playing as a way of training AI is basically the plot of War Games.
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