In MUD games there's a "map" that is... basically a bunch of boxes linked together. It's function is to determine "where the player is".
My suggestion is this:
1) add a MUD-style map to the interface.
2) add another function that's called "move"
3) whenever the player "move", he gets a new location (be it hotel room/tavern room/mansion room etc), and it's registered in one of the boxes in the map. The AI remembers it.
This system can keep track of player's location, and it won't take much context space.
Comments: 6
-
05 Nov, '20
Cris... perhaps I should add a picture as an example so people know what a MUD map look like? I forgot. And there is no way to add one in comment.
-
07 Nov, '20
MonobonoSo it's be like a AI-generated version of the maps in Quest? So essentially it would automatically construct environments by generating a location represented by a box whenever you enter a new location connected to the other areas by lines? Examples from quest: https://docs.textadventures.co.uk/quest/showing_a_map.html https://blog.textadventures.co.uk/2012/07/22/automatic-mapping-in-quest-5-3/
-
07 Nov, '20
CrisYes, exactly that. Thanks for adding a picture for me.
-
09 Nov, '20
SydI'm not exactly opposed to the idea, maps would be really cool, but its one of those things that seems simple but is actually difficult. AI Dungeon is only superficially similar to a MUD or text adventure. It is not a static 2-D game, it's a text predictor. GPT-3 is so darn complex and creative, but being good at human stuff makes it really bad at a lot of things computers have been famously good at. Getting it to follow a map would probably be like herding cats. Dragon couldn't be a MUD, but it could *play* a MUD, maybe even code and admin a little, and that is a craaaaaazy difference.
I mostly wanted to comment because when I copy/pasted the suggestion to Dragon (its the thing I do), Dragon said "I'd tell them to try Dungeons and Dragons. It has a map." That's the kind of program you're dealin' with here. Zork it ain't. -
09 Nov, '20
CrisThat shouldn't be a problem.
A) they already tested an "auto-remember/WI feature" (later chopped) that could reasonably update a few things including location. So the mechanism is already there.
B) when the AI gets it wrong, the player can always edit it manually.
C) or if you are really skeptically about the AI's ability to auto update (I really don't see the problem, all location names are either obvious or have uppercase letters at the beginning so it's pretty easy to recognize), player can always shut the auto function down and just construct the map manually.
technically it's quite easy, to achieve a frankly crucial function. -
11 Nov, '20
SydAt best they'd have to write a dungeon crawl RPG to go over top whats there now, and let that build and keep track of maps. (if they do, then I salute them). You can try using World Info to keep a map manually right now. Try it, seriously. If it seems impossible or nearly impossible to keep the map consistent after a while, that's 'cause it is.
I'm not trying to be a party pooper, but this is unlike ANY other game you've EVER played, it just looks like it superficially. It's a text predicting neural network. How would one even begin to explain spatial orientation to it? The traits that make GPT so good at human-y stuff also make it real bad at computer-y stuff. I'd be delighted to be proven wrong tho.