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seanwilson 5 days ago

I won't be surprised when LLMs get good at puzzle-heavy text adventures if there was more attention turned to this.

I've found for text adventures based on item manipulation, variations of the same puzzles appear again and again because there's a limit to how many obscure but not too obscure item puzzles you can come up with, so training would be good for exact matches of the same puzzle, and variations, like different ways of opening locked doors.

Puzzles like key + door, crowbar + panel, dog + food, coin + vending machine, vampire + garlic etc. You can obscure or layer puzzles, like changing the garlic into garlic bread which would still work on the vampire, so there's a logical connections to make but often nothing too crazy.

A lot of the difficulty in these games comes from not noticing or forgetting about clues/hints and potential puzzles because there's so much going on, which is less likely to trip up a computer.

You can already ask LLMs "in a game: 20 ways to open a door if I don't have the key", "how to get past an angry guard dog" or "I'm carrying X, Y, and Z, how do I open a door", and it'll list lots of ways that are seen in games, so it's going to be good at matching that with the current list of objects you're carrying, items in the world, and so on.

Another comment mentions about how the AI needs a world model that's transforming as actions are performed, but you need something similar to reason about maths proofs and code, where you have to keep track of the current state/context. And most adventure games don't require you to plan many steps in advance anyway. They're often about figuring out which item to combine/use with which other item next (where only one combination works), and navigating to the room that contains the latter item first.

So it feels like most of the parts are already there to me, and it's more about getting the right prompts and presenting the world in the right format e.g. maintaining a table of items, clues, and open puzzles, to look for connections and matches, and maintaining a map.

Getting LLMs to get good at variations of The Witness would be interesting, where the rules have to be learned through trial and error, and combined.

jlarocco 5 days ago | parent [-]

Doesn't it kind of defeat the purpose, though?

If you have to train the AIs on every specialized new problem, and then you have to babysit them as you apply them to similar problems, why even bother?

It's not really intelligent in any real sense.

jononor 5 days ago | parent [-]

Automation can be useful and valuable (economically) even if not intelligent. Heck from a big picture view of solving a problem (say to manufacture something), then a solution/process/workflow etc that requires less intelligence may be the preferable one - if such a solution can be found, that is. It can be expected to be cheaper, more robust, repeatable.