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

kathaaverse.com

31–40 of 115 posts

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

#31
Well done! I’ve built this same sort of thing for my family to play with. My advice for the best results:

1) Structure the choices offered by the LLM; add “choice_type” and add instructions to the LLM on what those choices should do. E.g. action, dialogue, investigation, whatever makes sense for the genre—the LLM can even generate these at story start—then “choice should direct the narrator to focus on an action-oriented moment”, “choice should direct the narrator to focus on a dialogue between two or more characters in the scene”, etc.

2) Use reasoning whenever making tool calls for choices, summarize the reasoning, and include it in narrative summaries provided as part of the context for future narrative requests. For example, the combined summary might be: “In the last narrative I wrote for the user, Harry and Luna were startled by the noise coming from the edge of the forest. Important scene developments: 1) Luna and Harry had been approaching the edge of the forbidden forest for the last three narrative turns, and in the turn I just wrote they arrived at the edge. 2) Harry seemed to be the more courageous of the two in previous narrative turns, but in the most recent one, the user’s choice resulted in Harry becoming more deferential to Luna. 3) In the most recent narrative turn, the noise that had been emanating from the forest was now accompanied by a flickering light. I then suggested paths that would allow for character development through dialogue between Harry and Luna (I gave two options here), a path to move the story forward by having Harry take Luna’s hand before running into the forest, and another path that would slow the pace by having Luna investigate the flickering light accompanying the sound. The user’s choice: ‘Have Luna investigate the flickering light.’

3) Add an RNG weighted by story length or whatever works for you that will result in choices that lead the story to a conclusion. Include that direction in the tool call for generating choices, along with a countdown to the finale choice.

This is a rough mental sketch of what worked the best for me, i purposefully left out implementation or application details, as I don’t know what you’re wanting to do next.

Good luck, looks great!

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

#33
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?

Anecdote on my side, but Grok 4 was the first model that didn't feel like that to me. Maybe my conversations were just not long enough for it to fallback to sycophantic behavior.

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

#34
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?

The core problem here to solve is sense of time. You can't build good long term experiences without building agentic systems that understand time and chat bots that are simple wrappers around LLMs are terrible at this because LLMs don't have a good sense of time.

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

#35
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 had similar experiences with vanilla ChatGPT as a DM but I bet with clever prompt engineering and context window management you could solve or at least dramatically improve the experience. For example, you could have the model execute a planning step before your session in which it generates a plot outline, character list, story tree, etc. which could then be used for reference during the game session.

One problem that would probably still linger is model agreeableness, i.e. despite preparation, models have a tendency to say yes to whatever you ask for, and everybody knows a good DM needs to know when to say no.

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

#36
Now this is going to be amazing if we somehow get a structured thing for Dungeon Crawler Carl, I would imagine myself as a crawler wandering around that would be epic, but this requires a lot of options to be made consistent with everything.

Awesome job and idea!

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

#37
It'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 you can feel the human author behind a book.

I'm sure part of what feels empty to me is because I know it was autogenerated. But I feel that even if I was shown this without knowing an LLM was behind it, the gameplay wouldn't be as rewarding as something written by a human using Inform.

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

#38

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.

> Once you are done with consuption there is no point in reflecting on it nor having a conversation about it with other fellow humans. If you believe that art is communication (and I do) why _wouldn't_ you want to reflect on it or discuss it post 'consumption'?

Because there is no point. If the author is a stochastic people machine it is simply not interesting to reflect on it. The fact people make artefacts turns them into art. A stone is not a work of art without some human doing something with it.

You may argue that stones can be interesting without beeing works of art. But the generator above takes works of art as input and somehow takes the art out if it to some degree.

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

#39
post #29

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.

You're making a false assumption that other people cannot enjoy what you're talking about unless they've experienced it themselves. If one has good storytelling skills and a solid theory of mind (concern for the listener), almost anything can be interesting. Even dreams. I also disagree with your conclusion that an activity only has a point if discussed with others. A good deal of the best experiences in my life are…

I neither made this assumption nor the conclusion.

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

#40

It'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…

This is true for me as well. Once you realise that with the right prompts you can get the LLM to go off on any tangent you want, it starts to ring really hollow. Add to that the inability of LLMs to maintain world simulations of any fidelity at all, and it becomes difficult to motivate spending time with them in that way.
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