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Can language models serve as text-based world simulators?

arxiv.org

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Re: Can language models serve as text-based world simulators?

#5
This is neat. In theory, you could hook llama.cpp into into a GOAL-based planner (https://www.gamedevs.org/uploads/three-states-plan-ai-of-fea...) and have much better default bots navigating your nav mesh. Even better, if you record player actions as GOAL actions within the nav mesh, you can use that to fine tune the model. Or even feed it back in realtime so they learn the modus operandi of the player.

Re: Can language models serve as text-based world simulators?

#6
Maybe they can, but they’re trained on conversation and stories (among other things) rather than simulations. These are more general than the log of a simulation run in how they use time. Stories can be chronological, but they can also fill in the details in any order using things like flashbacks. Or they can get really complicated with time travel stories.

So it seems like to understand a story well, an LLM would need a more sophisticated notion of time, where there is a history and events are slotted in as they’re learned from the narrative, and sometimes the whole history gets reinterpreted based on new information. (Plot twist!)

It would be fascinating if some mechanistic interpretability researcher figured out how they actually work with story time. Are there the rudiments of that kind of understanding yet?

Re: Can language models serve as text-based world simulators?

#7
TL;DR: unfortunately the conclusion is, no they can't

> the best recorded performance is 59.9% on accurately simulating state transitions [...] after 10 steps, average simulation accuracy would reduce to less than 1%. Our results indicate that LLMs are not yet able to reliably act as text world simulators

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