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standardly 5 days ago

LLMs work really well for open-ended role-playing sessions, but not so much games with strict rules.

They just can't seem to grasp what would make a choice a "wrong" choice in a text-based adventure game, so they end up having no ending. You have to hard-code failure events, or you just never get anything like "you chose to attack the wizard, but he's level 99, dummy, so you died - game over!". It just accepts whatever choice you make, ad infinitum.

My best session was one in which I had the AI give me 4 dialogue options to choose from. I never "beat" the game, and we never solved the mystery - it just kept going further down the rabbit hole.. But it was surprisingly enjoyable, and repayable! A larger framework just needs written for it to keep the tires between the lines and to hard-code certain game rules - what's under the hood is already quite good for narratives imo.