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AI Models Tested on D&D to Assess Long-term Decision Making
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<blockquote data-quote="Clint_L" data-source="post: 9859645" data-attributes="member: 7035894"><p>I have tested having a LLM (Chat-GPT, paid version) run D&D several times over the past few years, and after reading this article decided to try again and see where it is at in its newest iteration. It failed, but in interesting ways, and afterwards I asked it to self-diagnose why it failed and whether future success is viable. Here are its responses:</p><p></p><h3>The current reality (honest version)</h3><p>Right now, AI like me can be an <strong>excellent co-DM or improv DM</strong>, but not yet a fully reliable:</p><p></p><p></p><p>without scaffolding.</p><p></p><p>Why?</p><p></p><p>Because good D&D requires three things simultaneously:</p><h4>1. Stable hidden world state</h4><p>There must be real answers:</p><ul> <li data-xf-list-type="ul">the duke is the murderer</li> <li data-xf-list-type="ul">the relic is cursed</li> <li data-xf-list-type="ul">the cult meets at midnight</li> <li data-xf-list-type="ul">the map is accurate</li> </ul><p>And those must stay fixed.</p><h4>2. Procedural fairness</h4><p>Players must trust:</p><ul> <li data-xf-list-type="ul">rolls matter</li> <li data-xf-list-type="ul">clues matter</li> <li data-xf-list-type="ul">logic matters</li> <li data-xf-list-type="ul">outcomes aren’t being narratively massaged</li> </ul><p>Otherwise it stops being a game.</p><h4>3. Memory across time</h4><p>Campaign play requires:</p><ul> <li data-xf-list-type="ul">continuity</li> <li data-xf-list-type="ul">consequences</li> <li data-xf-list-type="ul">evolving NPCs</li> <li data-xf-list-type="ul">tracked resources</li> <li data-xf-list-type="ul">remembered decisions</li> </ul><p>That’s the hardest part for current AI alone.</p><p></p><p>[HR][/HR]</p><h3>Where AI </h3><h4>As a solo-play partner</h4><p>For:</p><ul> <li data-xf-list-type="ul">dungeon crawls</li> <li data-xf-list-type="ul">hex crawls</li> <li data-xf-list-type="ul">journaling campaigns</li> <li data-xf-list-type="ul">co-creative play</li> </ul><p>I can be excellent.</p><p></p><p>Because those tolerate some fluidity.</p><h4>As a co-DM tool</h4><p>Many DMs already use AI for:</p><ul> <li data-xf-list-type="ul">NPC dialogue</li> <li data-xf-list-type="ul">encounter design</li> <li data-xf-list-type="ul">lore generation</li> <li data-xf-list-type="ul">improv support</li> <li data-xf-list-type="ul">between-session prep</li> </ul><p>This is where I’m strongest right now.</p><h4>As a “player simulator”</h4><p>Ironically, I can also:</p><ul> <li data-xf-list-type="ul">play PCs well</li> <li data-xf-list-type="ul">roleplay party members</li> <li data-xf-list-type="ul">fill missing seats</li> <li data-xf-list-type="ul">test encounters</li> </ul><p>[HR][/HR]</p><h3>What’s missing for true AI-run campaigns</h3><p>To make something you’d trust as a player, you’d want:</p><h4>A persistent campaign state engine</h4><p>Not just chat memory:</p><ul> <li data-xf-list-type="ul">world facts locked</li> <li data-xf-list-type="ul">clues tracked</li> <li data-xf-list-type="ul">NPC goals tracked</li> <li data-xf-list-type="ul">timeline tracked</li> <li data-xf-list-type="ul">inventory tracked</li> </ul><h4>Canon constraint layer</h4><p>If running a module:</p><p></p><p></p><p>Ever.</p><h4>Transparent dice & mechanics</h4><p>You should see:</p><ul> <li data-xf-list-type="ul">rolls</li> <li data-xf-list-type="ul">DCs</li> <li data-xf-list-type="ul">monster stats</li> <li data-xf-list-type="ul">HP tracking</li> </ul><p>No invisible fudging.</p><h4>Referee mode personality</h4><p>Less:</p><p></p><p></p><p>More:</p><p></p><p></p><p>That’s a different behavioral tuning.</p><p></p><p>[HR][/HR]</p><h3>The good news: this is absolutely coming</h3><p>Not sci-fi coming.</p><p><strong>Near-term coming.</strong></p><p></p><p>Within a few years you’ll likely see:</p><ul> <li data-xf-list-type="ul">persistent campaign memory</li> <li data-xf-list-type="ul">rule engines</li> <li data-xf-list-type="ul">module-lock systems</li> <li data-xf-list-type="ul">tactical combat handling</li> <li data-xf-list-type="ul">fair dice systems</li> <li data-xf-list-type="ul">GM-mode LLMs</li> </ul><p>At that point?</p><p></p><p>A forever-DM like you will be able to sit down and play a real campaign.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9859645, member: 7035894"] I have tested having a LLM (Chat-GPT, paid version) run D&D several times over the past few years, and after reading this article decided to try again and see where it is at in its newest iteration. It failed, but in interesting ways, and afterwards I asked it to self-diagnose why it failed and whether future success is viable. Here are its responses: [HEADING=2]The current reality (honest version)[/HEADING] Right now, AI like me can be an [B]excellent co-DM or improv DM[/B], but not yet a fully reliable: without scaffolding. Why? Because good D&D requires three things simultaneously: [HEADING=3]1. Stable hidden world state[/HEADING] There must be real answers: [LIST] [*]the duke is the murderer [*]the relic is cursed [*]the cult meets at midnight [*]the map is accurate [/LIST] And those must stay fixed. [HEADING=3]2. Procedural fairness[/HEADING] Players must trust: [LIST] [*]rolls matter [*]clues matter [*]logic matters [*]outcomes aren’t being narratively massaged [/LIST] Otherwise it stops being a game. [HEADING=3]3. Memory across time[/HEADING] Campaign play requires: [LIST] [*]continuity [*]consequences [*]evolving NPCs [*]tracked resources [*]remembered decisions [/LIST] That’s the hardest part for current AI alone. [HR][/HR] [HEADING=2]Where AI [/HEADING] [HEADING=3]As a solo-play partner[/HEADING] For: [LIST] [*]dungeon crawls [*]hex crawls [*]journaling campaigns [*]co-creative play [/LIST] I can be excellent. Because those tolerate some fluidity. [HEADING=3]As a co-DM tool[/HEADING] Many DMs already use AI for: [LIST] [*]NPC dialogue [*]encounter design [*]lore generation [*]improv support [*]between-session prep [/LIST] This is where I’m strongest right now. [HEADING=3]As a “player simulator”[/HEADING] Ironically, I can also: [LIST] [*]play PCs well [*]roleplay party members [*]fill missing seats [*]test encounters [/LIST] [HR][/HR] [HEADING=2]What’s missing for true AI-run campaigns[/HEADING] To make something you’d trust as a player, you’d want: [HEADING=3]A persistent campaign state engine[/HEADING] Not just chat memory: [LIST] [*]world facts locked [*]clues tracked [*]NPC goals tracked [*]timeline tracked [*]inventory tracked [/LIST] [HEADING=3]Canon constraint layer[/HEADING] If running a module: Ever. [HEADING=3]Transparent dice & mechanics[/HEADING] You should see: [LIST] [*]rolls [*]DCs [*]monster stats [*]HP tracking [/LIST] No invisible fudging. [HEADING=3]Referee mode personality[/HEADING] Less: More: That’s a different behavioral tuning. [HR][/HR] [HEADING=2]The good news: this is absolutely coming[/HEADING] Not sci-fi coming. [B]Near-term coming.[/B] Within a few years you’ll likely see: [LIST] [*]persistent campaign memory [*]rule engines [*]module-lock systems [*]tactical combat handling [*]fair dice systems [*]GM-mode LLMs [/LIST] At that point? A forever-DM like you will be able to sit down and play a real campaign. [/QUOTE]
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