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2024 · prep.coach
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Smallville can be used to create NPCs with the same level of realism as human players without having to pre-program interactions. The agents store and retrieve past memories which they use to create plans so they can decide where to move, what to say, and how to react to observations. Agents are also capable of interacting with the world around them to change the state of objects on their own. This project was intended to make it easy for anyone to create custom simulations and my attempt to recreate Generative Agents: Interactive Simulacra of Human Behavior. I’ve been working on Smallville…
2023 · github.com
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2023 · rpg-gpt.vercel.app
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Hey HN, My team is open-sourcing the inference stack and fined-tuned models we use to create LLM-powered NPCs: https://github.com/GigaxGames/gigax The generative agents paper [1] pioneered the idea of prompting LLMs to create autonomous NPCs. But existing implementations require multiple calls to an LLM to make the agent plan its day, chat with people, and interact with its environment [2]. Our approach allows NPCs to be stepped at runtime with a single pass on consumer-grade hardware, with reasonable latency. To achieve this, we've fine-tuned open-source LLMs [3] to…
2024 · github.com
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Also inspired by this HN submission: https://www.chiark.greenend.org.uk/~sgtatham/quasiblog/findl... The model is gpt-4o-mini-2024-07-18.
2024 · app4.hc11.org
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2023 · bunch.ai
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I’m experimenting with modeling tabletop RPG adventures as explicit narrative state rather than linear scripts. Everdice is a small web app that tracks conditional scenes and choice-driven state transitions to preserve continuity across long or asynchronous campaigns. The core contribution is explicit narrative state and causality, not automation. The real heavy lifting is happening in the DM Toolkit/Run Sessions area, and integrates CAML (Canonical Adventure Modeling Language) that I developed to transport narratives among any number of platforms. I also built the npm CAML-lint to…
Feb 2026 · github.com
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