@Raines_SM@sengpt Had one about 9 yrs ago; it changed me. I started researching for my first novel "The Age of Set" (still a wip, my suno has a playlist)
The sphere was covered in impossible infinite columns of gold heiroglyphs on it's blacker-than-black skin, like some kind of conscious library
@pjwerneck@DanielMiessler Thank you. This clarifies a misunderstanding I had about how models approach CoT internally (intermediate tokens), rather than with a harness.
And you're right, of course, about the metonymy... I should've quoted "reasoning" earlier to make that more clear. h/t
@pjwerneck@DanielMiessler What I think a lot of folks miss in the simplistic explanations is iteration.
Here's a naiive CoT implementation that shows the model is just generating tokens at each stage, but still manages to add reasoning to an otherwise prediction-only model: https://t.co/p8hZ2ovffA
So, to be clear, Trump can talk about annexing our country, and call our PM "governor" but if someone posts quotes of Ronald Regan critical of tariffs it crosses the line into international meddling?
Right, right....
In this thread, we summarize the new types of prompt injection attacks we uncovered.
You can read more details on them in today’s blog: https://t.co/YelADXoTDA
I just had to go with the classic blue & white art style for the automap. And, now players get to enjoy that art too!
⚔️ The Secret of Weepstone ⚔️
When designing a dungeon, I'll first pick a theme (e.g. lava temple), a general layout (e.g. a tower) a key item for solving puzzles (e.g. bow and arrow), and a core dungeon mechanic (e.g. changing water level)
At this early phase I'll also consider some puzzles, enemies, and obstacles that would suit this combination.
I'll then start creating a 2D map/graph (something like the picture below) while also writing a story of the player navigating the dungeon beat-by-beat. E.g. "I used X item to solve a puzzle, which rewarded a key. In this room I also noticed a door I can't reach yet. I suspect it might lead to that room with the chest I saw before. I head East."
If the dungeon is nonlinear, this story can split off in different directions which need to be designed as well.
The goal is to tell the full story of the player navigating the dungeon from beginning to end, in a way that's logically sound, prevents softlocks and frustration, etc. At this point I don't worry about what the obstacles / puzzles / bosses actually are. I'm just focussing on the logical order of their completion.
Once I'm happy with this sequence of rooms, keys, locked doors, barred doors, key items, and puzzles - then I'll move onto 3D modelling. The layout of the dungeon will change drastically when converting to 3D, but I try to keep the big story beats the same.
At this point I can playtest to check my logic actually works.
Then I go through designing each room, adding puzzles, enemies, secrets, etc, always careful to keep the macro-level sequence logic intact. The way I design an individual room would be worthy of its own thread. But then it's just lots of polish and playtesting!
@memeslich@dnd_guru Definitely not yet, but it's probably not far off either. I've partially implemented a *basic* poc that works unreasonably well using small local models... for a while at least. I'll be reorganzing the project soon, but it can be found here if curious https://t.co/zdo4kzFW6s