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Model-Based Testing for Dungeons & Dragons

loskutoff.com

1–10 of 78 posts

Re: Model-Based Testing for Dungeons & Dragons

#2
Dungeons & Dragons rules are a spec spanning thousands of pages, not formalized, but thoroughly tested by the community. Moving them to a formal specification language (Quint) was an obvious next step. It worked and proved to also be a great LLM self-checker.

Re: Model-Based Testing for Dungeons & Dragons

#7

Shit like this results from a severe misunderstanding of what's enjoyable in a table-top RPG. It's not a fucking video game.

Agreed, people should only enjoy the features of it that I enjoy the way I like to enjoy them. Enjoying it the wrong way is at best stupid, possibly even evil.

Re: Model-Based Testing for Dungeons & Dragons

#9
Maybe the content is great, but the AI writing style is really grating with its staccato sentences and faux-"profoundness". Can't bear it any more, stopped reading.

"You’re not checking logic. You’re checking shape.". Ugh.

Re: Model-Based Testing for Dungeons & Dragons

#10
post #2

Dungeons & Dragons rules are a spec spanning thousands of pages, not formalized, but thoroughly tested by the community. Moving them to a formal specification language (Quint) was an obvious next step. It worked and proved to also be a great LLM self-checker.

Fantastic, I'd been daydreaming about doing similar for a while!

Do I understand correctly that the Quint code is not needed 'at runtime', that it's there for model-based testing of the XState implementation?

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