Using generative AI for sub-tasks in text adventures?

My understanding is that this is only good as long as the AI can properly distinguish between implemented and unimplemented commands. When this fails (if there’s another implemented command that it feels more likely than LIFT, in your example) it fails opaquely and confusingly to the player. I am generally an LLM skeptic so I would want to see how this handles edge cases before I’d trust it.

As an aside, what the AI is generated isn’t really what I’d consider “good” writing in the context of a parser game. It’s over-wrought and over-detailed and everything gets the same amount of focus regardless of whether or not it’s actually important to the scene. I’d expect that description to mislead players into searching for usable tools that the LLM described but you didn’t prompt as important.

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