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Re:Making a text adventure game with GPT2 by duskwuff on Thursday December 05, 2019 @02:03PM (#21715230)
There's definitely not enough training data being used here. In particular, the GPT2 output:

> YOU ARE IN THE PIT, SO TO SPEAK, BELOW THE RAMPARTS. THERE IS A NARROW PASSAGE FROM EAST TO WEST AND A STONE STAIRWAY LEADING DOWN. THE ROOM IS DEAFENINGLY LOUD WITH AN UNDETERMINED RUSHING SOUND. THE SOUND SEEMS TO REVERBERATE FROM ALL OF THE WALLS, MAKING IT DIFFICULT EVEN TO THINK.

is largely copied from the Loud Room in Zork 1:

> This is a large room with a ceiling which cannot be detected from the ground. There is a narrow passage from east to west and a stone stairway leading upward. The room is deafeningly loud with an undetermined rushing sound. The sound seems to reverberate from all of the walls, making it difficult even to think.

Similarly, the response to "kill the spirits":

> THE SPIRITS, SENSING A GREATER POWER, FLEE THROUGH THE WALLS

is a direct quote from a similar (and much more dramatic) scene in Zork 1:

> Each word of the prayer reverberates through the hall in a deafening confusion. As the last word fades, a voice, loud and commanding, speaks: "Begone, fiends!" A heart-stopping scream fills the cavern, and the spirits, sensing a greater power, flee through the walls.

And a lot of the more original output from GPT2 (like "ROAD NEAR BRIDGE" and "THE SHAPEK FAN") is simply incoherent. So this isn't really a very good showing, overall.

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