This is really cool! I'd like to understand how you're dealing with the costs. Since you're using an LLM and this is getting viral on HN, aren't API costs getting higher? I'm working on some LLM project myself and trying to figure out how to make the demo accessible without spending too much.
I'm not from the era of these games, but I remember trying them and finding them frustrating for the same reason.
But when I tried this, I literally couldn't stop. I could just write some random action.
It's actually amazing to me how many situations they were able to consider in the game, but having the LLM translate my language into the right action made the game feel way more natural.
I'd be interested in seeing how people can dress up these games with images, or more complex interactions. It could be a whole sub-genre.
Or even make new games with the LLM translating what you write into a restricted set of in-game commands.
One thing I noticed about the linked page: I said something like "what's in the mailbox?" and the answer was "That mailbox is closed." I think the next level would be able to string together multiple commands like "open mailbox" + "look in mailbox"
In MOOLLM Adventures, you can have NPC characters with entire game mechanics, rules, and playing piece prototypes embedded in them, that can run cooperatively in parallel in the same game!
Very interesting project! I cannot resist mentioning an old project of mine that was made in a very similar spirit, but way before any LLM: wrapping a classic Lone Wolf gamebook around a very crude text parser: https://projectaon.org/staff/christian/gamebook.js
I had written an entire "framework" for it, in JS (so in theory more books could be supported), but it never went anywhere: https://github.com/cjauvin/gamebook.js
I really enjoyed Zork. I am enjoying your creation and the ability for it to translate instructions into multiple steps makes it much more enjoyable than the original.
Makes for a fascinating principal/agent problem: which role is the LLM playing? If I just tell it "Try different things until you solve the game", it tries to do just that until it reaches 15 tool calls.
This is really cool! I'd like to understand how you're dealing with the costs. Since you're using an LLM and this is getting viral on HN, aren't API costs getting higher? I'm working on some LLM project myself and trying to figure out how to make the demo accessible without spending too much.
Great job.
I'm not from the era of these games, but I remember trying them and finding them frustrating for the same reason.
But when I tried this, I literally couldn't stop. I could just write some random action.
It's actually amazing to me how many situations they were able to consider in the game, but having the LLM translate my language into the right action made the game feel way more natural.
I'd be interested in seeing how people can dress up these games with images, or more complex interactions. It could be a whole sub-genre.
Also cool: make your own RPG!
https://www.rpgprompts.com/
Or even make new games with the LLM translating what you write into a restricted set of in-game commands.
One thing I noticed about the linked page: I said something like "what's in the mailbox?" and the answer was "That mailbox is closed." I think the next level would be able to string together multiple commands like "open mailbox" + "look in mailbox"
You can, my first prompt in Zork 3 was “pick up the latern, light it, and walk down the dark path”, and it did all that.
In MOOLLM Adventures, you can have NPC characters with entire game mechanics, rules, and playing piece prototypes embedded in them, that can run cooperatively in parallel in the same game!
The Grue — The Darkness That IS The Game:
https://github.com/SimHacker/moollm/tree/main/examples/adven...
Hint: GET LAMP
https://github.com/SimHacker/moollm/blob/main/examples/adven...
MC Frontalot - It Is Pitch Dark:
https://www.youtube.com/watch?v=4nigRT2KmCE
Snorax the Patient — The Wumpus Who IS The Game
https://github.com/SimHacker/moollm/tree/main/examples/adven...
Bottomless Pit:
https://github.com/SimHacker/moollm/blob/main/examples/adven...
Superbats:
https://github.com/SimHacker/moollm/blob/main/examples/adven...
Hunt the Wumpus BASIC source code from 1973 to resolve any rule ambiguities:
https://github.com/SimHacker/moollm/blob/main/examples/adven...
With a classic Zork mailbox integrated with the postal system, including junk mail, stamp collecting, chain mail, and offers you can't refuse:
https://github.com/SimHacker/moollm/blob/main/examples/adven...
Postal System:
https://github.com/SimHacker/moollm/tree/main/skills/postal
Not to be confused with the Postel System:
https://github.com/SimHacker/moollm/tree/main/skills/postel
Very interesting project! I cannot resist mentioning an old project of mine that was made in a very similar spirit, but way before any LLM: wrapping a classic Lone Wolf gamebook around a very crude text parser: https://projectaon.org/staff/christian/gamebook.js
I had written an entire "framework" for it, in JS (so in theory more books could be supported), but it never went anywhere: https://github.com/cjauvin/gamebook.js
This is cool. I wonder what it would like today with LLMs?
I really enjoyed Zork. I am enjoying your creation and the ability for it to translate instructions into multiple steps makes it much more enjoyable than the original.
I am working on an Adventure Compiler!
https://github.com/SimHacker/moollm/blob/main/skills/adventu...
The idea is to turn my blog into an interactive adventure so you can "Play My Blog"!
Makes for a fascinating principal/agent problem: which role is the LLM playing? If I just tell it "Try different things until you solve the game", it tries to do just that until it reaches 15 tool calls.
Yeah made me wonder if you could speedrun the game by giving it a lot of complex instructions and then just let it run...