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tracker1 2 days ago

Would be kind of a cool experiment for a mud-style interface, where each npc/avatar was backed by a lower-cost LLM... similar rules for the npcs in the game, but a background feed, and history of interactions with other players as background.

Maybe limiting npc's to only a certain number of moves that aren't a response to other users per day...

It could be a lot of fun.

munk-a 2 days ago | parent | next [-]

A MUD exists as a platform for creative writing - introducing LLMs into one would deprive it of its primary function.

phantom784 2 days ago | parent | next [-]

That sounds very different than my memory of MUDs. The ones I remember were much more a text-based version of "World of Warcraft" or other similar MMOs where you navigate through a world, complete quests, etc. You could chat with other players but it was more about teaming up for quests than a creative writing/roleplaying exercise.

Not to say that what you're describing didn't exist, but I don't think it was defining feature of all MUDs.

egypturnash 2 days ago | parent [-]

There was a distinct split between people there for the grind and people there for the RP. I was there for the RP and I was mostly on MUCKs, MUSHes, and the occasional MOOs (multi-user chat kingdoms, multi-user shared hallucinations, and mud (object-oriented) ). They all had a combat system lurking somewhere in their code but those routines rarely got used.

ButlerianJihad 2 days ago | parent [-]

Firstly, "multi-user chat kingdom" is a backronym that was not envisioned by the original authors of TinyMUCK, but perhaps by the users or developers of some future fork. TinyMUCK is notable for having a "Fuzzball" edition or fork, that powered FurryMUCK itself, as well as related worlds which hosted and catered to people in furry fandom.

Secondly, exactly none of these had a "combat system" of any kind. These were all derived from TinyMUD, written by Jim Aspnes at CMU. https://en.wikipedia.org/wiki/James_Aspnes

TinyMUD was a "social MUD" and its explicit goals were to be a glorified chat room, and a sort of "blank slate" for people interested in building their own extensible worlds, based on a pure textual interface. There was absolutely no "combat system" at all--in stark contrast to the other "MUDs" on the scene in those days, such as AberMUD, DikuMUD, and LPmud, which were arguably way more popular, way more violent, and way more into the "combat" or "PvP" or also PvE type play styles.

There was, of course, a "kill" command to allow one player to kill another. But the results of the kill were quite nerfed: the player was sent to their $HOME, and collected an "insurance policy" of pennies, which was partly based on the killer-determined "cost" to kill them in the first place. This wasn't combat by any means--basically, a way to sort of put an exclamation mark on a conversation.

MOO, though it was not derived from any Tiny* codebase, was also one of those "talkie" muds at its heart: it was an object-oriented, fully-programmable, extensible world-building server, where indeed, any combat system could've been implemented, if the players/programmers of a certain world agreed to include combat. But MOO was unique in giving a "barebones" server to program from first principles. So, no, none of these had combat systems, and that's their chief appeal.

egypturnash 21 hours ago | parent [-]

Thanks for the corrections :)

I sure spent a lot of time on Furry. I think the penultimate time I logged on there was something like a decade ago; the last time was to attend Tugrik's wake.

pigpop 2 days ago | parent | prev | next [-]

In some cases but coming from someone who played MUDs back in the day on a monochrome display and dial-up I know I would have been very interested in playing one with NPCs powered by an LLM had they been available back then. The NPCs as they existed were generally just furniture and the interesting part was playing with and talking to other people.

Kiro 2 days ago | parent | prev [-]

Most people played MUDs for the grind. Levels and loot. They care about the story as much as you care about it in Path of Exile.

munk-a 2 days ago | parent | next [-]

The people who played MUDs for the grind will, genuinely, have a lot more fun playing PoE or some other modern adventure game. MUDs were the only option for that sort of adventure experience for a while but there are other options now that simply have more tools at their disposal than text based communication offers.

If a MUD is going to survive today it's going to be driven by those RP focused players where the freedom to describe actions in text allows a flexibility that's unrealistic in graphical games.

stavros 2 days ago | parent | prev [-]

Even though I didn't play a MUD for the text, it's entirely false to say that the text didn't add a lot. The writing made or broke the game, since it was all text-based.

marknutter a day ago | parent | prev [-]

I'm building this exact thing, actually. Intelligence determines which model powers a mob/npc. Getting neat results so far!