| ▲ | justindz 7 hours ago | |||||||
What a great lunch read! I've been weekend-warrioring a terminal-based CRPG for a bit myself. I was recently exploring ways to use agents to help with balance testing, which is a real scale problem for solo indie dev. So far, all I've created is a fight simulator: essentially, have the current player state (stats, effects, gear, companions, etc.) do this fight, simulated, X number of times using one of the currently-implemented GOAP personalities and report how often it wins, loses, average end turn, stuff like that. I hadn't really thought about trying to create a harness for agents to play the full game interactively. I'd love to explore this. If you don't mind, here are a few questions: 1) Correct to assume that I probably need a text-only harness even though my game is text-based already because I do make use of menu selections made via arrow-key-and-enter interactions? 2) Do you have prompt recommendations for the type of feedback you have found to be useful? I would guess in your case, the objectives of the game are more clear than an open-world RPG. What dead ends have you run into? Maybe a variety of approaches would be good? One agent tries to fight everything. Another focuses on gaining and completing as many quests as possible? 3) How bad is the token burn doing this? Any optimization strategies you've employed? | ||||||||
| ▲ | lubujackson 5 hours ago | parent [-] | |||||||
I did something similar, but instead of having the LLM play the game I had it build an entire bot system to play the game. Bots require much more determinism, but I'd rather burn tokens encoding problem solving approaches and bot decision profiles than using LLMs for every turn of the game. This can be developed rapidly if you create an agent in a loop and say "figure out how to have the bot reach room 3 in under 10 actions" or something like that. It is easy for this to get bloated, but I found it makes a nice feedback loop that allows me to quickly test things like pacing changes and think of the game as a series of user actions that can be sculpted purposefully. | ||||||||
| ||||||||