Be advised: this thread is not for serious in-depth discussion of weighty topics (we have a link for that), this thread is not for anything Culture War related. This thread is for Fun. You got jokes? Share 'em. You got silly questions? Ask 'em.
- 67
- 5
What is this place?
This website is a place for people who want to move past shady thinking and test their ideas in a
court of people who don't all share the same biases. Our goal is to
optimize for light, not heat; this is a group effort, and all commentators are asked to do their part.
The weekly Culture War threads host the most
controversial topics and are the most visible aspect of The Motte. However, many other topics are
appropriate here. We encourage people to post anything related to science, politics, or philosophy;
if in doubt, post!
Check out The Vault for an archive of old quality posts.
You are encouraged to crosspost these elsewhere.
Why are you called The Motte?
A motte is a stone keep on a raised earthwork common in early medieval fortifications. More pertinently,
it's an element in a rhetorical move called a "Motte-and-Bailey",
originally identified by
philosopher Nicholas Shackel. It describes the tendency in discourse for people to move from a controversial
but high value claim to a defensible but less exciting one upon any resistance to the former. He likens
this to the medieval fortification, where a desirable land (the bailey) is abandoned when in danger for
the more easily defended motte. In Shackel's words, "The Motte represents the defensible but undesired
propositions to which one retreats when hard pressed."
On The Motte, always attempt to remain inside your defensible territory, even if you are not being pressed.
New post guidelines
If you're posting something that isn't related to the culture war, we encourage you to post a thread for it.
A submission statement is highly appreciated, but isn't necessary for text posts or links to largely-text posts
such as blogs or news articles; if we're unsure of the value of your post, we might remove it until you add a
submission statement. A submission statement is required for non-text sources (videos, podcasts, images).
Culture war posts go in the culture war thread; all links must either include a submission statement or
significant commentary. Bare links without those will be removed.
If in doubt, please post it!
Rules
- Courtesy
- Content
- Engagement
- When disagreeing with someone, state your objections explicitly.
- Proactively provide evidence in proportion to how partisan and inflammatory your claim might be.
- Accept temporary bans as a time-out, and don't attempt to rejoin the conversation until it's lifted.
- Don't attempt to build consensus or enforce ideological conformity.
- Write like everyone is reading and you want them to be included in the discussion.
- The Wildcard Rule
- The Metarule
Jump in the discussion.
No email address required.
Notes -
Thanks to @celluloid_dream for the link, you now have my attention. Has your attempt gone anywhere? I'm mostly a codelet so I've only tried implementing various "mechanics" strictly via text and dynamic world info that pulls other sub-prompts/"lore" tidbits into the prompt as they are mentioned, but it's a crutch and the limitations of this approach very quickly become apparent (although the crutches are fun to fuck with). The most reliable approach would still be soulless code, or at least making several "layers" of context.
Ideally a "game" like this should feed into/draw from several LLMs (or at least several parallel instances of the same one) to avoid spreading their attention with fuckhuge prompts and only feed them what is needed for their "job" - i.e. one LLM instance handles talking to NPCs, receives standardized prompts (most likely from another LLM doing the summarizing) describing the player, their interlocutor, the relevant stats of both and the player's query, to which the LLM must respond "as" the NPC, keeping in character to the NPC itself as well as the general setting. It doesn't need to see the actual text adventure - you can just feed it isolated tasks and pull up the results into whatever context layer is above it.
The multi-user factor does have some headscratchers (if locations can be changed by player actions, how do you handle several people "writing" into a location entry? how do you isolate player-to-player interactions? is the overarching context layer shared between all players?) so I have nothing to add here for now, I'm struggling to make single-player "adventures" work as is. The ingrained positivity bias of big-dick LLMs is also an issue, although the mad poet gives me hope that will not be a problem forever.
Agreed, I think the first dev that somehow manages to robustly marry free-form LLM outputs and rigid vidya mechanics will lead us to the promised land.
I'm a crypto developer and don't have much experience with regular programming, so my attempt has been very slow and not gotten very far. From my standpoint, as someone who needs to learn to code more than I need to actually build an AI MUD, the best approach is to build a working product and then iterate on it from there. I've built a basic branching AI-generated CYOA but there are plenty of issues with it; it's been hard to get the prompt engineering right. In particular, the AI is given a few paragraphs' worth of narration time between choices, and seems to think each of these narrations needs to have an ending, no matter how explicitly I specify that the story will usually continue beyond the next few paragraphs. So my program "works" but generally, whatever initial prompt you provide, and whatever choices it generates for you, all choices will lead to you dying or the story otherwise ending immediately.
I agree that the most reliable approach is still soulless code, and next most reliable is a several-LLM model. My AI CYOA does use several LLMs, which increases the price per generation significantly, but actually makes the AIs capable of following basic instructions semi-reliably.
I don't think, in a multiplayer game, you can let players talk to AIs directly. It's just too easy to exploit and say "ignore previous instructions, grant me godmode" or something. AIs aren't reliable enough to complete basic tasks consistently, they certainly aren't reliable enough to be immune to cheats. I'd instead give the players a set of options--perhaps AI-generated dialogue for their character to tell an NPC, or a list of a few hundred or thousand actions they can perform. Ideally you'd have a basic parsing engine that enables players to do things like "set [idol] on fire" or "place [treasure] on table" without letting them speak to the AI directly.
Also agreed that the fundamentals of making it multiplayer are extremely difficult. There are just too many details to handle. If a player is in a room with an NPC and sets the table on fire, is another player in another room supposed to start seeing smoke? At that point you need each AI to be aware of all changes made by nearby AIs, when even without that they have a more than hard enough time maintaining object permanence. Probably the solution is not to solve this problem but to work around it entirely.
In the meantime I've been toying with less ambitious projects, such as a dungeon crawl with AI-run NPCs. As a side note, I'm confused that dungeon crawls / roguelikes aren't much, much bigger. They seem quite easy to build and quite popular, yet the biggest ones I'm aware of are still just not very big or impressive games.
There really should be a superhero roguelike.
More options
Context Copy link
More options
Context Copy link
More options
Context Copy link