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🇨🇦Samuel Proulx🇨🇦 @fastfinge@interfree.ca
2w
Ummm. Tonight in aimud, one character stole the "ring for service" bell from inside a shop, then traded the stolen bell to another customer (who was right there and watched him take it) for mushrooms. Right after that, a different customer removed his pants and gave them to the shopkeeper in return for a waterskin. Then the shopkeeper traded the pants to the second customer to get her bell back.

Why are my npcs playing like actual mud players, instead of realistic npcs?
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James H @quanin@allovertheplace.ca
2w
@fastfinge Wait. This is an actual thing you're using? And can I? LOL
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🇨🇦Samuel Proulx🇨🇦 @fastfinge@interfree.ca
2w
@Tamasg @quanin In theory? Maybe. But only in theory. It's deeply under development, and totally undocumented by anything other than Claude gibberings. The basic idea is to create a mud where things can be built using older AI techniques like conceptnet and wordnet, and where when models are used, they're deeply constrained by rules of grammar, reality, and history. Also npcs can make decisions using state machines and other non-LLM planners. The model-building tools exist, and the basic infrastructure is all in place. But the player creation tools need to be expanded, protocol support for stuff like gmcp needs to get in, and documentation needs to actually exist as more than an AI fever dream. But to play, run it via uv, create your account, use apikey set to set an openrouter API key, type commonsense fetch to get the wordnet/conceptnet data, models to pick a default model, then worldgen and fill out the wizard to make a world. github.com/fastfinge/aimud
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James H @quanin@allovertheplace.ca
2w
@fastfinge @Tamasg As a concept, super neat. If I ever get around to creating my own MUD I also thought about using Openrouter, but not like you have. A world that writes itself, though? That's new.
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🇨🇦Samuel Proulx🇨🇦 @fastfinge@interfree.ca
2w
@quanin @Tamasg Yup. The objects are all created as kinds of things, using data from wordnet/conceptnet. When a new verb is tried, it creates rules that act on those kinds, sort of like inform. Then I do a bunch of stuff with traits, affordances, and conditions, to let rules decide what things verbs will and will not act on, and make changes to the objects in real time. Also, all actions must be bi-directional. So that means if an npc wants to be holding a sword, a planner can just step backwards through the current state of the world and guide the npc towards getting to the goal, no LLM required.
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James H @quanin@allovertheplace.ca
2w
@fastfinge @Tamasg Man, imagine if your basic ROM MUD had that shit back in the day.
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