• PhilipTheBucket@ponder.catOP
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    3 days ago

    So I observed this talk, which I thought was quite good:

    https://www.youtube.com/watch?v=Jeb_mSOgrVg

    And I started thinking that it would be cool to put the magic system of a game in the control of an LLM. Pivotal decisions of what’s going to happen at some given point get passed to the LLM in a particular type of markup, with the answer of what happens in the world coming back in the same markup. You can give it guidelines, but skilled players can get around the guidelines or learn how to trick the system, and also, there is inherent fuzziness to the edges of how things happen, and inherent jank and risk to the system because you can never completely sure what is going to happen based on what you thought would happen.

    All the things that make modern AI not a good thing to put into your systems suddenly become advantages from the perspective of immersing the player into the magic system without it being completely systematized. The magic goes back to being magical. You can literally have someone type something for what the incantation they’re using is, and it may get more powerful if they put a lot of emoting into the box, or they can literally try something that isn’t anywhere in the system and just “see if it works”… but also, you can’t quite be sure even what common stuff is going to do, 100% of the time.

    I never got serious enough about the idea to try it out but I thought it had the potential to be super-cool.