Re:Show HN: Hypersplit – Like Infinite Craft but in Reverse
by SamBam on Tuesday March 19, 2024 @10:15AM
(#39755946)
The Infinite Craft game was sending queries up to ChatGPT to make the new items, if I recall correctly. This one is happening so quickly it must be happening locally. Is that right? Is it using a local Javascript LLM?
Re:Show HN: Hypersplit – Like Infinite Craft but in Reverse
by hobofan on Tuesday March 19, 2024 @10:20AM
(#39756001)
Infinite Craft was only sending queries to ChatGPT when it encountered a new combination. Otherwise it was hitting a remote cache, and I think also a local cache before that.
I am assuming that this game can fully pre-load everything, as all splits are predictable.
Re:Show HN: Hypersplit – Like Infinite Craft but in Reverse
by DannyPage on Tuesday March 19, 2024 @10:20AM
(#39755996)
There aren't any network calls; It's all pre-fetched and stored in the javascript file. The file itself seems to be tagged to the build, but it's in the ./hypersplit/assets/index-<ID>.js file.
Re:Show HN: Hypersplit – Like Infinite Craft but in Reverse
by xnx on Tuesday March 19, 2024 @10:20AM
(#39756002)
There are no network requests when splitting, so I believe it's all local. Not sure a local LLM would be necessary if all the splits are deterministic and pre-computed.
Re:Show HN: Hypersplit – Like Infinite Craft but in Reverse
by hopfog on Tuesday March 19, 2024 @10:26AM
(#39756053)
Getting the second resource (can't post emojis here) means you hit a quark, loop or a dead-end. I have a version where it continues splitting to up/down quarks and then fantasy matters but it quickly derails into chaos.
Re:Show HN: Hypersplit – Like Infinite Craft but in Reverse
by dspillett on Wednesday March 20, 2024 @10:22AM
(#39766992)
> BTW, calling LLM shit out for what it is
Calling things out for what you interpret them as falls on a spectrum of “politely raising concerns” and “just being unnecessarily dickish”. You were definitely towards the wrong end of that initially, with the added dimension of being wrong due to assuming things instead of actually taking a second to look at what you are commenting on, and your edits have not improved the impression you are giving of yourself.
Re:Show HN: Hypersplit – Like Infinite Craft but in Reverse
by hopfog on Wednesday March 20, 2024 @12:08PM
(#39768514)
Sorry about that! I realized too late that the game is really badly optimized once you hit higher levels and start getting chain reactions. Turning off Effects helps for some things.
I wonder how far you can push the DOM. It gets crazy with so many element updates after a while but there are probably many performance improvements that can be done.
Re:Show HN: Hypersplit – Like Infinite Craft but in Reverse
by joshstrange on Wednesday March 20, 2024 @12:11PM
(#39768561)
I understand, it would be nice if it periodically wrote out the score/etc to localStorage or similar. I got reset to the level I was on but I was up to ~$2K gold if I had gone to the next level that was reset. Far from the end of the world.
Re:Show HN: Hypersplit – Like Infinite Craft but in Reverse
by AlexErrant on Wednesday March 20, 2024 @01:21PM
(#39769518)
Game idea for someone with more time than me: an LLM powered "roguelike".
You fine-tune the LLM to spit out RPG skills based on the player's chosen class. (Dwarven princess = summon dwarf minions, has a rare bloodline magic, whatever). The classes could get _real_ weird, like a school bus character could summon school children minions and skill up to flying a la The Magic School Bus. (Or that could be a prestige class haha.)
A second model would match the RPG skills to a known/finite set of game mechanics supported by your game. This is ultimately a simple classifier - not really an LLM (though the skills on the input side are language, okay pedants). Determining the set of game mechanics to support shouldn't be too hard - how many different ways of doing damage and (de)buffs could there be? (Okay there can be a shit-ton.) Balancing the game could be done live via reinforcement learning. To constrain the search space, it'd follow the old Zelda format of limiting you to one room/screen until the enemy is defeated (or like Binding of Isaac for those too young.)
It'd have to use 2d/sprite based/placeholder graphics because I don't think the rigging/animation AI is currently good enough... but bad graphics hasn't stopped fun gameplay before. Imagine Charizard vs Death Star. Good luck with the DMCAs.
Another problem is that with simple graphics and literally infinitely variable enemies, there's no learning on the player's side so there's no real "skill" accumulation to improve on for the next run. There would be a lot of reading on the player's part if you decide to just show a stats-list for an enemy type. I suppose you could turn it into a zombie game where new enemies are slowly introduced in a horde of other enemies the player's familiar with.
Re:Show HN: Hypersplit – Like Infinite Craft but in Reverse
by jawerty on Wednesday March 20, 2024 @02:21PM
(#39770223)
Hey this is a pretty cool idea. I tried exploring this on a live stream a few months ago where I made an endless RPG with an llm i believe I was using llama 2 at the time. Check it out if you have any ideas to improve let me know --> https://www.youtube.com/watch?v=xPbM5Rs1_8Y
Re:Show HN: Hypersplit – Like Infinite Craft but in Reverse
by garrettjoecox on Wednesday March 20, 2024 @01:56PM
(#39769979)
Love to automate these types of things. Unfortunately there isn't much benefit to automating the shopping/leveling, as this performs far better than any passive bonus those provide
let stop = false;
let play = () => {
const button = document.querySelector('[data-word-button]');
if (stop || !button) return;
button.click();
setTimeout(play, 0);
}
play(); // to play
stop = true; // to stop
localStorage.clear(); location.reload(); // to restart
https://lantto.github.io/hypersplit/assets/index-DhIQc66H.js
I am assuming that this game can fully pre-load everything, as all splits are predictable.
Yeah, it does.
So its a Climate Destroying Cookie Clicker?
-----------------
Edit: Evidently this one is NOT backed by a real LLM (aka: hallucinating terrible use for energy and resources). The older one was, however.
BTW, calling LLM shit out for what it is is the emperor's new clothes, especially in this community.
Calling things out for what you interpret them as falls on a spectrum of “politely raising concerns” and “just being unnecessarily dickish”. You were definitely towards the wrong end of that initially, with the added dimension of being wrong due to assuming things instead of actually taking a second to look at what you are commenting on, and your edits have not improved the impression you are giving of yourself.
I wonder how far you can push the DOM. It gets crazy with so many element updates after a while but there are probably many performance improvements that can be done.
https://ibb.co/S62sY5Z
You fine-tune the LLM to spit out RPG skills based on the player's chosen class. (Dwarven princess = summon dwarf minions, has a rare bloodline magic, whatever). The classes could get _real_ weird, like a school bus character could summon school children minions and skill up to flying a la The Magic School Bus. (Or that could be a prestige class haha.)
A second model would match the RPG skills to a known/finite set of game mechanics supported by your game. This is ultimately a simple classifier - not really an LLM (though the skills on the input side are language, okay pedants). Determining the set of game mechanics to support shouldn't be too hard - how many different ways of doing damage and (de)buffs could there be? (Okay there can be a shit-ton.) Balancing the game could be done live via reinforcement learning. To constrain the search space, it'd follow the old Zelda format of limiting you to one room/screen until the enemy is defeated (or like Binding of Isaac for those too young.)
It'd have to use 2d/sprite based/placeholder graphics because I don't think the rigging/animation AI is currently good enough... but bad graphics hasn't stopped fun gameplay before. Imagine Charizard vs Death Star. Good luck with the DMCAs.
Another problem is that with simple graphics and literally infinitely variable enemies, there's no learning on the player's side so there's no real "skill" accumulation to improve on for the next run. There would be a lot of reading on the player's part if you decide to just show a stats-list for an enemy type. I suppose you could turn it into a zombie game where new enemies are slowly introduced in a horde of other enemies the player's familiar with.