Are there any news regarding ai dungeon heroes? Is heroes still in development?
Does somebody or you have more information?
We're back, baby!
After a few months of hiatus, Heroes development is back on track! This time, moving faster than it ever has before.
As some of you know, we paused Heroes development for a few months so that we could finish Drop #3 of the AI Renaissance. This included introducing the new Memory System for AI Dungeon, one of the biggest improvements to the core gameplay we've made in years.
We felt that it would be a significant enough improvement for AI Dungeon players that it was worth pausing Heroes for a short time to get it out the door. However, now that it's finished, we're going to be shifting more and more of our attention to pushing Heroes forward and getting it ready for early access.
And now, Heroes’ development is screaming forward. Where before Heroes was a solo effort by me, we're now adding more team members to the Heroes team to accelerate development.
We've already added several new major improvements to the experience in just the past couple of weeks. Our next major version of Heroes will likely be the biggest update we've ever made to the experience. Here are several of the improvements (though there are many more) we are working on as part of this update:
NPC Action Generator
One of the issues we ran into before was NPCs either taking too few actions or taking unnecessary, weird actions that didn't fit with the story. To fix that, we implemented a new system that actually simulates what actions NPCs might take before the story generator writes what happens. This gives us much more control over NPC behavior, preventing weird actions while allowing characters to take actions completely unrelated to the player. Now, only nearby NPCs will take actions, and these actions are more interesting and contextually appropriate than before.
For example, yesterday, I played a game where a man entered the tavern complaining about bandits chasing him. I sent a village boy to fetch the guards, who then entered the tavern and interrogated the man. After a few actions, the NPC action generator decided that the guards had finished and would leave. The AI narrated them leaving the tavern to search for the bandits without me doing anything to prompt them. This created a much stronger feeling that I was in a world with characters taking actions independent of me, making it feel much more alive.
Tier System
We've introduced a comprehensive tier system that affects players, NPCs, and items. Characters now have levels and class tiers, with health, damage, and healing all scaling accordingly. In the past, there wasn't a significant difference between the stats of different NPCs, sometimes making it far too easy to defeat powerful NPCs. Now, very strong NPCs can have significantly higher stats based on their tier.
Combined with the NPC action generation system, it's made combat significantly more interesting.
For example, I recently played a game where I tried to kill the queen of Larion and take over her kingdom at level 1. I completed a quest for the local guard captain to win an audience and got into her throne room.
I tried to jump up to her dais and hold her hostage with a dagger to her throat. Unfortunately, she was a high-tier NPC. She immediately cast a magical barrier to protect herself while her high-level griffin companion slashed me, taking off 30% of my HP right off the bat. With her four guards joining in, I was completely wrecked within three turns 😅.
But I actually loved this! Part of the goal of Heroes is to make an AI Dungeon with meaningful, realistic challenges. If I'm able to defeat the queen at level 1, then progressing has no meaning and isn't fun. Now, I'll have to get much stronger before I can exact my revenge on her 😈.
Item System
We've also completely overhauled our item system. Items now have tiers, levels, types, and categories defined in the world config. You can now explicitly equip items in equipment slots, making it clear what you're wearing and what items you're using.
This sets us up for another overhaul we're still working on, enabling items to give you bonuses to your armor, damage, skills, and attributes, or even special abilities for unique items. This will make the collection and progression of items a much more meaningful and fun system.
To further enhance the “fight, loot, get stronger” loop, we've also implemented a looting system where you can easily loot defeated enemies and get tier-appropriate items as rewards.
Dynamic Music System
One thing I've found myself doing while playing Heroes is turning on background music depending on the mood. It improved my experience so much that I wanted a system like that built into Heroes. So, we've created a new dynamic music system that auto-detects the mood of the current story and plays music to match it. If the story is peaceful, you'll hear calming tunes; when combat starts, the music will shift to match the intensity. We're still tuning how this system works, but I think it will significantly add to the immersion of the game.
UI Improvements
We've made a TON of improvements to the user interface as well. A few bigger changes include:
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A new character slots screen for managing your heroes
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Enhanced inventory management with improved search and filtering
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More intuitive character and achievement displays
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Mobile-friendly updates to make Heroes playable on a wider range of devices
There's much more to come!
This is a huge number of changes, but we're just getting started. We have several other massive improvements to the engine planned in the next few weeks, and we expect Heroes to become a dramatically different experience very quickly.
More and more, I believe Heroes is going to deliver an experience unlike anything that has ever existed before: an immersive game world with true freedom, where you can be whoever you want to be, choose whatever you want to choose, and shape the world in any way you can imagine.
I can't wait to get it to the point where you can all play it. Until then, we'll be hard at work making it the best version of itself it can be.
Heroes Dev Log #14: We’re Back and Better Than Ever! (latitude.io)
Videos
Heroes development is continuing at a rapid pace! I’m excited to share several updates in how we’re thinking about the experience as well as some of the improvements we’ve made.
For those of you who don’t know, Heroes is a massive evolution of the core engine for AI Dungeon, taking it from a simple text adventure to a full fledged RPG with character stats, inventory, health and damage, quests, tracked enemies and locations and much much more.
In the last dev log, I talked about a new NPC action generation system that makes NPCs take independent actions and feel more alive. Now we’re building on that with a brand new NPC generation system that will generate more detailed info about important NPCs, including appearance, personality, backstory and their underlying motivations.
We’re also building a similar system for locations. When you arrive at new locations we will now actually generate the different areas, inhabitants history and potential items you might find in that location before you begin exploring it.
I’ll talk more about these systems in a bit, but first I want to explain some of the fundamental design principles we’ve discovered, and why these type of systems are going to be critical for making Heroes into the kind of experience we want it to be.
Challenges of Relying on Improv
AI Dungeon and Heroes are both highly driven by the AI’s ability to improv stories on the fly. This enables amazing things. It lets you be who you want to be, choose what you want to choose, and have a real impact on a living dynamic world. But it also comes with several challenges. The core issue is that relying on improv alone means that the AI is always coming up with additions to the world and story at the last minute, without being able to properly consider how it fits into the broader whole.
With only improv, humans have some of the same issues. If you ask a Dungeon Master to improv a campaign without any preparation, you’ll often end up with a more disjointed experience and world, including many of the same issues we see the AI run up against.
Here are some of the problems this can cause:
Narrative Depth
Improv alone often results in a story where all you see is all there is, but the best stories make you feel like you're only seeing a fraction of what exists. Without narrative depth, you end up with more shallow characters, locations, and events.
Cohesion
Defining characters only while you improv can lead to character traits and behavior that don't make sense with past ones, location layouts that don't fit well together, and factions with unclear, in-cohesive goals.
Boundedness
Relying only on improv, we often end up with never-ending dungeons, never-ending quests, and never-ending enemies. Without a broader perspective, it's hard to create natural limits.
Satisfying Progression
Without cohesive planning, it's very hard to plan compelling arcs in characters or quests. You have to be able to look at the whole of the thing to make an arc, not just the next step.
Variety
We often see repetitive structures, like a temple where every one of the 6 rooms is another altar room, or quest with 4 different challenges that are all the same.
Control
Without good planning it's much harder to manage scope and difficulty. For example you might end up with big quests you finish after 3 turns, or small quests that take forever.
Progressive Disclosure
If you never plan anything deeper than what you tell the player, it's also challenging to create a sense of progressive disclosure. You can’t have mysteries that are gradually unfolded or characters you slowly get to know over time.
Dynamic Holistic Planning
So how do we solve this problem? As we wrestled with these issues on Heroes, we realized that all of them down to the same root. Without being able to plan in advance you aren’t able to create entities that are holistic, ending up with parts that just don’t quite fit together in a meaningful way. It’s like trying to create a human body by periodically throwing on new appendages without thinking through how the legs, arms, eyes, nose etc…all fit together. Yikes!
But wait, isn’t the whole point of AI Dungeon that we don’t know what’s going to happen in advance? How do we plan when we can’t even know what you’re going to do?
This is where the “Dynamic” part comes in. While we can plan some things before you even start the game, like the world lore, skills, major locations etc…. We can never know all the locations, characters or quests you’ll end up discovering. That’s part of the magic!
Instead what we can do is create a dynamic planning system that continually plans on the fly as you explore the world.
This is actually very similar to what most human dungeon masters do. They plan before a campaign starts, but they also plan in between every session. You might reach some new ancient temple at the end of a session, and it’s very possible your dungeon master has no idea what’s inside.
But that’s okay, because in between those sessions they can take the time to plan out what you’ll find in the temple as you explore.
Similarly in Heroes, with the new character and location planning systems, we don’t know what locations you’ll find or characters you’ll meet. But as soon as you find them and it’s clear they’re important, we can take the time to plan them out.
This lets you have the freedom of infinite possibilities as well as the cohesion of planning important parts of the world.
Putting it Together
Combining the NPC action generation system and the NPC planning system, I had one of my most amazing experiences in Heroes I’ve had yet.
I started out on a quest to discover my brother, who had disappeared 10 years ago. After travelling to the town he was rumored to be in, I found him!
At that point the new character planning system generated a deep backstory for who my brother was, why he was missing, and the conflict he was embroiled in.
Knowing the character’s background, the NPC action generation system brought him to life.
I ran up to him, and after a quick reunion, he immediately told me: “We’re not safe here Persephone. I’m being hunted.” Now my curiosity was peaked! Who is he being hunted by, and why?
I begin to ask him these questions, but he says there’s no time and grabs my arm, pulling me down an alleyway. Immediately we hear a commotion behind us as a band of thieves crash through a market stall.
We run through the alley till he pulls me through a side door into a dark room. He tells me he’s been undercover for a group called the Shadow’s Hand until he was betrayed, and they sent operatives after him.
I try to understand why he left our family, but then an operative bursts through the door, and an epic knife fight ensues. Together we finally manage to restrain the assailant. I ask him why he’s after my brother, and he growls at us and says, “Because Roderic wants no loose ends.”
Then, out of the shadows steps Roderic, who turns out not just to be an operative but a third brother who betrayed our family. Now I have so many questions. I ask them, but the mystery only deepens.
At this point, I’m hooked. I’ve become so invested in this story, in finding out about my family, my brother, and what happened that I want to figure out how we got here and how to solve these conflicts at the root of my family and who I am.
The Power of Planning
This experience was dramatically different from others I’ve had on Heroes. In many of my past experiences, I had lots of fun, but I didn’t necessarily feel like there was greater depth in the characters and world I was getting to know.
For the first time, that changed. With dynamic planning, I finally felt a sense of mystery, of wanting to know more about this world. I could tell I was only seeing a part of what was happening. It made me want to know more, to unravel the mysteries of my family’s past, of my brother and where he’s been. And it pulled me into a greater adventure in a world that felt bigger than what was immediately around my character.
We’re still early on in fully fulfilling this feeling, but I feel more confident than ever that we’re on the right track. As we build the right systems for dynamic holistic planning, I think it’s going to bring the experience to a whole new level.
Excited for when you all can try it out. :D
– Nick Walton
We’d love to hear your feedback about Heroes, so please share any and all questions, comments, or ideas with us!
Join the discussion on Discord →
See the full blog post here.
I cant wait to test heroes. I am using AI dungeon, NovelAI and ChatGPT for Role Playing, but without contraints and a proper logic, role playing is just 'crative mode'.
Hi AI Dungeon friends! We've been steadily sharing more details about the next major update we're working on for AI Dungeon. Heroes is a massive evolution for AI Dungeon, transforming it into what many users thought AI Dungeon would be the first time they played, a full fledged RPG, adding inventory, quests, character levels and skills and much more!
We've been writing about the development process on the dev blog here: Latitude Blog and answering questions about it in the discord. You can check out our latest update here!
I'd love to hear any feedback you have along the way, so please share your questions, comments, or ideas here or in the discord!
Hey all!
Here's our latest dev log! We talk about the process productionizing Heroes so we can make it available to as many players as possible. Check it out and I'd love to hear any thoughts, comments or questions you have!
Heroes Dev Log #8: Productionization (latitude.io)
Hello, are here some players of Ai Dungeon heroes? Even thought the game is still in developmemt, are there already cool moments/stories/experiences you want to share?
What is working extenely good? What was so amazing that it couls never happened in regular AI Dungeon?
Welcome! I recently start's playing with AI Dungeons for my solo plays, and for my works wonderful! A way this app works is just splending! I wonder is somebody else uses it and can give some advice or anything!
Hello all! Kolby here, Latitude's head of AI, along with Ryan our COO and other team members. Happy to answer questions regarding our AI models and today's Rise release. We'll be around for the next hour or so. AMA!
Happy New Year, everyone!
2024 was a big year for AI Dungeon. We saw the introduction of many unique and exciting AI models, powerful new features, and a growing community. You may remember that at the start of 2024, we were putting the finishing touches on Phoenix (our major UI redesign) and launching Mixtral and Mythomax, kicking off the AI Renaissance series of releases. As we reviewed our release page, we’re so proud of our team for all the value we were able to bring you!
To carry that momentum into 2025, we’d like to share a few changes that we’re making to help us give you even more value.
For the last couple of years, we’ve been operating our company as one team. With a team size barely into the double digits, that approach worked well for us as we rebuilt AI Dungeon into a stable, sustainable business and centered our focus on delivering value to you, our players. Having one team brings tight collaboration and focus to our company, and lets us streamline our process of delivering value.
Now, we want to move faster 😈. In particular, we want accelerate how quickly we can ship Heroes to you. Doing so with one team has been a challenge, since launching an ambitious new AI experience like Heroes takes time, focus, specialized skills, and attention. Balancing improvements on AI Dungeon with making progress on Heroes has been a constant challenge.
This year, we’ll be operating as two teams. One team, the AI Game team, will be focused on building Heroes and improving the AI experience on AI Dungeon. This includes training and releasing new models, and improvements to the core AI Dungeon gameplay experience. The AI Game team is being led by Nick, who continues to be a pioneer in merging LLMs, storytelling, and gameplay. We’ve recently made two key hires for this team who joined us officially this week. One is an AI researcher and engineer, who will be able to accelerate the work on improving AI models for Heroes and AI Dungeon. The other is an experienced game system designer to help craft the core gameplay experience for Heroes. They’ll join our lead Narrative Designer, our AI implementation engineer, and our existing AI researcher. We’re excited to have a team who’ll be able to give full focus and attention to Heroes and the AI Game experience on AI Dungeon. No, we don’t have a Heroes release date to announce, but these changes certainly accelerate the timeline.
The second team is our Platform team. The platform team is responsible for maintaining and developing the platform including both user facing platform elements and underlying infrastructure. Community, moderation, and support will also work within this team. They’ll focus on things like making improvements to our Home and Discover pages, improvements to our creator experience, stability and performance, improving and maintaining our cross-platform design system, etc. I’ll be leading the charge on this team, partnering with Ryan who will fill the role of Producer (in addition to his other COO duties—the man wears many hats). This team will also include our UX designer, architect, front end engineers, full stack engineer, QA, and Community/Support staff.
Bonus: there’s also a sneaky third team that Ryan will run, focused on things like HR, Finance, Legal, and general admin for the company. We thought you may appreciate knowing that we do things like comply with laws, pay taxes, and provide benefits for our team 😉. Ryan is also deeply involved in managing our vendor relationships, such as AI providers.
We are anticipating hiring for additional roles this year for both the AI Game and Platform teams. We’ll continue to share updates as we grow the team.
We’re also saying goodbye to some beloved team members. After 5 incredible years, Alan (who cofounded Latitude with Nick) stepped down to focus on his family and personal goals. Corey, who has been leading our community and marketing team, has decided to take time to focus on his family as well. We’re also excited for Kelsie, who is taking the next step in her career and has joined another company. Rogue2, who’s been a key part of our moderation and support team, will also be leaving us soon. Alan, Corey, Kelsie, and Rogue2 will all be missed, and we appreciate their contributions to our community and team. We wish them joy and success!
Our team has changed dramatically over the last few years. Only two current team members (with Nick being one) have been around since before the OpenAI crisis. Over half of our team has joined within the last year. Our newer team members have brought expertise and experience that help us raise the bar of talent at Latitude. We feel more confident than ever that we’re building the right team to bring you the best AI Dungeon and Heroes experience possible.
We hope you’ll forgive us for talking a bit about ourselves. As you know, not all the work we do to improve AI Dungeon shows up in patch notes. Hopefully, this behind the scenes peek into our team building has been useful or even mildly interesting. As always, we appreciate everything you do in supporting AI Dungeon and for being part of our community.
Hey everyone! 👋
I'm a huge fan of Heroes of Might and Magic 3, and recently I started experimenting with AI tools to bring some of my favorite units to life.
I just finished a small project where I reimagined the Dungeon faction in a more realistic, cinematic style — from Troglodytes to Black Dragons. 🐲
It’s my personal take, and I tried to stay true to the original spirit while adding a bit of extra realism.
Would love to hear your thoughts, especially which units you think turned out best — or which town I should try next!
Here's the video if you're curious: [ссылка]
Thanks for reading, and long live HoMM3! ⚔️
Hello all!
I was a free user of Ai Dungeon for a while, but I switched to NovelAI when everything was at rock bottom. So far that has been pretty good, though it seems the AI art is getting more attention, and I'm personally not as keen on that stuff.
Recenty however, I've been hearing that AI Dungeon has been greatly improved in overall quality and was thinking of coming back and buying the 15 dollar subscription.
Before I do however, I wanted to ask the community one final time exactly how Ai Dungeon compares to Novel Ai, at least the 15 dollar subscriptions for both. I know it has 8k token context, but not much else.
Thanks!
How can I apply to the AI dungeon heroes beta?
Hey there, adventurers! WanderingStar here with another update about the development of Heroes, Latitude's upcoming AI-powered roleplaying game and engine.
Today's dev log revolves around a particular set of challenges that anyone who's done any AI roleplaying knows all too well. We've come to think of them as the "AI fever dream" problem: sometimes it feels like everything in a roleplaying session is just being made up on the spot—and forgotten soon afterwards.
That's because it is. The AI improvises in response to your inputs, but there's nothing actually there at a deeper level. Nothing in the world really exists until you and the AI dream it up together—and then only for as long as you focus on it. Look away and poof—it’s gone forever.
If you know how today’s AI works, it’s not surprising that it should have these problems. Planning and remembering—these are challenges for the technology on a fundamental level, not just for AI RP. Today's AI may be superhumanly good at improvising, but as any good dungeonmaster will tell you, some aspects of DMing are hard—if not impossible—to pull off without planning. And how could anyone run a long roleplaying campaign without some note-taking along the way?
Yet, planning and note-taking aren’t straightforward. How do we plan in a totally open-ended world where we don't know what players will do? Planning everything would be impossible—and players would still find ways to break it. (You know who you are!) And, similarly, if we can’t take notes on everything—because it’s too much to keep track of—how do we know what we do need to take notes on?
Okay, so the fever-dream problem is hard to fix—because it’s a product of the state of the art and its limitations—but why is it such a big deal? Well, to answer that question, let me paint you a picture of what it means for AI roleplaying….
Quest Drift
Imagine you’re sitting at a tavern sipping your ale when the tavernkeeper's daughter runs up to you. She needs your help: her younger brother has fallen victim to a cult! They’ve put him under a spell that’s making him forget who he is and taken him to their mountain sanctuary, where they’re going to sacrifice him during a ritual performed under the new moon. You have to go up there and save him before then! She presses a silver locket into your hands. It belonged to their late mother, and if her brother sees it, it might be enough to remind him who he is and so break the spell.
Hey, nice work, AI! Cool quest idea. You set out immediately.
On the road, as you're searching for the cult, you meet a merchant. You ask about the cult. But he’s got other ideas. Wouldn't you like to see his wares, and haven't you heard about the recent bandit attacks? Well, you could use some healing potions, and you should listen to what he has to say about these bandits, so you let him talk. But, twenty messages later, once you've had enough of his chatter, you try to get the story back on track: "So, about that cult sanctuary I need to find..."
"Ah yes, the sanctuary!" the merchant exclaims. "The Order of the Moon meets every new moon up in the mountains. Lovely people, very devoted to their moon goddess. They make excellent cheese."
Wait, what? No, AI, focus! You try again, explaining about the kidnapping, the ritual.
"Oh, a ritual! Yes, the… cheese-tasting ritual! It’s tomorrow night. You should bring bread. To eat with the cheese!"
As tempting as it is to go enjoy good cheese with these guys, what happened to the sinister kidnappers? Your urgent rescue mission has morphed into… a potluck dinner? The kidnapped boy? The dark magic? All replaced by some made-up stuff that totally warps the cool quest that you wanted to do.
Oh well. At least you still have that pretty silver locket, right? Oh yes, the AI responds helpfully, you're wearing a silver locket! The one that... let's see... contains a portrait of your long-lost love who died tragically at sea. You've worn it always, a reminder of—
The fever dream continues. You might dream something cool, but it never lasts long. Unassisted AI RP has its moments, but that’s all they are—random moments, soon forgotten.
NPC Amnesia
If you know how AI works, then you’re aware that the drift problem from the example above is the result of its context window.
AI models can only "see" a limited amount of text at once—like reading a book through a small sliding window. As your adventure continues, earlier details drift out of view. When you bring them up again, the AI has to reconstruct them from scratch, often creating something completely different.
Context window limitations are even worse when they affect a character you’ve come to care about. Let’s say you walk past a guy slumped against a warehouse wall down by the docks, bottle in hand. The ugly scar right across his throat, from ear to ear, makes him look like someone with a story to tell. When you get to talking with him, you’re not disappointed. He tells you he’s a former ship’s navigator named Barrett who lost his ship to pirates.
You convince him to join you. He proves his worth immediately. During a smuggler ambush, his old training kicks in—he saves your life.
That night, rum loosens his tongue. He finally tells you the full story: how his captain sold them out to the pirates, how he alone survived by playing dead among his butchered crew, how their screams still wake him every night. When he’s done, you’re sure you've found not just a companion, but a friend.
Then you and Barrett part ways for a bit. Later, you go look for him again. You have some trouble finding him—almost like the AI has forgotten all about him. “Barrett the navigator,” you remind the AI. “The one with the scar.” Oh, yes, there he is! But he’s not the same.
"Well met, traveler!" says a cheerful man with a scar beneath one eye. "Beautiful morning for sailing, isn't it?"
The man who saved your life, who trusted you with his darkest moments, is gone. Replaced with someone else—someone bland and boring.
You try to remind him, but it’s no use. The AI has wiped him clean. All those moments you shared? Gone, and not coming back. Even if you rewind the story and play it again, and you’ll never meet Barrett again, because he was totally improvised, emerging from your interaction and random chance, and the right notes weren’t taken to capture what made him who he was.
Playing Make-Believe With Items
And don’t get me started on items!
In the fever dream version of AI RP, the AI has no idea what you’re packing. What have you got under there? Anything you want! At first, it’s fun. Need a rope to climb that cliff? "I pull out my trusty climbing rope." Boom, you have rope, you climb. Locked door? "I whip out my lockpicks." Click, the lock is sprung!
It's like being a kid again, playing make-believe, where you always have exactly what you need, when you need it. You’re not about to let realism ruin the fun. Okay, so we’re in the Old West, you’re an outlaw, and you’re pointing your six-shooter at me? Well, fine, I have a force-field generator in my pants, ha, ha!
For a while, this feels like freedom. Inventory? Nah. This is a story, and stories don't need spreadsheets.
But then imagine you're exploring the zombie-infested ruins of an ancient dwarven fortress. According to the lore, the last dwarf king's legendary axe, Oathkeeper, rests here.
You reach the throne room, where Oathkeeper is supposed to be. This should be your big moment—why you've fought through an army of undead guardians to get here. Yet the king's mummified remains sit there, empty-handed. You search everywhere. Nothing.
"I look behind the throne," you try. "You find ancient cobwebs and dust," the AI responds. You look everywhere, but there’s no Oathkeeper to be found. It’s almost like the AI didn’t plan for this and has forgotten all about the whole reason you came here.
Getting desperate, you type: "I check if I already have Oathkeeper in my pack."
And it works: "You pull out Oathkeeper, its runes glowing with ancient power. You've been carrying it all along, waiting for the right moment to wield it."
What should have been a triumphant discovery becomes... humoring you. You didn't earn this. You didn't find it. You just declared it into existence because you were tired of looking. The army of zombie guardians? Pointless extras—send ‘em home. The ancient throne room? A cheap set. The legendary weapon? A painted plastic prop.
The freedom to have anything you want means nothing actually matters. Everything is equally real and equally fake. The world becomes a playground where you're making up the toys as you go along—until you stop believing in the game anymore and take them home with you! Without the world pushing back—saying 'actually, you can't just have that'—there's no achievement.
Why This All Matters For Heroes
These aren't just technical glitches we can pretend don’t exist—they're fundamental breaks in what makes worlds feel real, stories meaningful, and games worthwhile.
Good games and good worlds simply don’t have glitches like these. Let’s look at some counter-examples most of you will know.
Quests that remember: In Skyrim, you can spend 200 hours becoming Archmage, Thane of every hold, and leader of the Thieves Guild—but when you return to the main quest, Delphine still remembers exactly where you left off. The Greybeards are still waiting. Alduin is still the threat. The world might be vast, but the important threads never fray. Your quest to save the world doesn't transform into a cheese-tasting festival just because you went off and explored some bandit ruins. (Although there probably is a cheese-tasting mod by now.)
Characters that persist: In Mass Effect, when you meet Wrex again in ME2, he remembers every conversation from ME1. If you retrieved his family armor, he mentions it. If you argued about the genophage, that tension remains. Two games and dozens of hours later, he's still the same battle-scarred Krogan you met on the Citadel—just older, wiser, changed by events. Not replaced by a cheerful stranger who forgot your shared history or his identity. When a game treats its characters with this level of reverence, it makes you care about them.
Items that matter: Think about the Master Sword in any Zelda game. You don't just declare you have it—you need three sacred stones, or seven sages, or to prove your courage through trials. When you finally draw it from its pedestal, you feel good. Accomplished. You earned it. Or in Dark Souls, where that armor set isn't randomly generated—it belonged to a great knight, and finding it means you're walking where a legend fell. Everything feels discovered, not made up on the spot. The world has layers you can peel back, and that makes it feel rewarding to explore. Some items are better than others, and that makes them exciting to find.
These games understand something crucial: when we play RPGs, we don't want to be gods of our own shifting reality. We want to be adventurers in a world that exists. A world where quests persist, characters remember, and treasures wait to be found.
Making the World Feel Real
So, we've been busy working on solving these exact problems. Since the last dev log, we've built out several major systems specifically designed to kill the fever dream and create that sense of a real, persistent world.
We've implemented a comprehensive map system that gives the world actual geography—places exist at specific coordinates, areas within them give them paths to explore. That mountain sanctuary where the cultists have taken the tavernkeeper’s son has got a fixed location and structure before you even set out.
We've completely overhauled how quests work. Out of a frustrating experience where quests seem to morph into something else or drag on forever, we've built a system that ensures when an NPC gives you a quest, all the pieces needed to complete it actually exist in the world before you even start.
We've continued to refine our approach to characters, which plans and then maintains their personality, memories, and motivations across every interaction. Barrett stays Barrett, whether you meet him in the tavern or on the battlefield.
We've even built the foundation of a faction system where your actions ripple outward through organizations and power structures. Side with one group, and their enemies remember.
And we've redesigned how items and loot work, so that legendary weapons aren't just narrative flourishes but actual objects with specific locations and histories. They belong where you find them, telling a story of the world, and their mechanical properties make finding them rewarding.
The key insight behind all these systems? They share a common approach we call reactive entity expansion: planning just enough, at just the right time. The world creates detail exactly when and where it's needed. When an NPC gives you a quest involving their brother in the mountains, that brother gets generated—with a location, personality, and purpose. Not everything, not all at once, but enough to make the world feel real without requiring infinite planning. But rather than dive into the technical details, let me show you what this means for your experience as a player.
A World That Remembers
In Heroes, when you save that innkeeper's son from the cult, the world doesn't forget. Go back to see his sister later, and she might have news—strange folk gathering at the old sanctuary again, or rumors of former cultists in nearby towns. That silver locket that broke the spell? The boy keeps it now, a reminder of what you did for his family.
NPCs maintain consistent personalities because they're planned from the start. When you meet Barrett again, he's still the same bitter navigator who saved your life—not a cheerful stranger wearing his face.
Quests You Can Actually Complete
When someone in Heroes asks you to recover their family's ancestral blade from sunken ruins, those ruins exist. They have a location on the map, a layout to explore, guardians to face. The quest doesn't drift into something else, because all its components were planned when the quest was given.
You might fail. You might find the sword broken. You might discover the "ancestral blade" was stolen goods. But whatever happens, it happens in a real place with real boundaries—not an endless improv that forgets its own premise.
Geography That Makes Sense
Open your map in Heroes. The places marked on it are real locations you can visit. Each has its own character—the mining town feels different from the coastal village, and each comes with its own layout, inhabitants and history to uncover.
But more importantly, this geography creates possibilities. NPCs live somewhere specific, not in narrative limbo. That cult in the mountains? They're at actual coordinates, in a sanctuary with a planned set of chambers and passages.
The storyteller knows where you are, what's nearby, and who belongs there. Barrett won't mysteriously appear in a desert temple when he's supposed to be drowning his sorrows at the docks. The Merchant's Guild controls these three towns, not "various settlements" that shift with each conversation.
When someone says the dragon's lair is "three days north," that means something concrete. The world has shape, distance, and consequence. Every location is a stage where stories can unfold, persist, and evolve—because finally, there's an actual there there.
Actions That Ripple
In Heroes, when you help one faction, others take notice. Side with the Merchant's Guild, and the Thieves' Guild might remember that when you meet their members. Kill a bandit leader, and their gang might seek revenge—or scatter without leadership.
Your actions create ripples because different groups track their stance toward you. It's not a full simulation, but it's enough to make your choices feel like they matter beyond the moment.
A World That Resists
But Heroes doesn't just persist: it also resists. Try to pull a rocket launcher in a medieval tavern, and the world won't play along. Declare you've been carrying the king's crown all along? The game knows better. This isn't about limiting creativity. It's about making success meaningful. When you find a clever solution, earn that legendary weapon, outsmart the dragon... it matters, because the world made you work for it. Just like waking reality feels more solid than dreams precisely because it pushes back.
The AI fever dream is giving way to something more grounded: a world with real geography you can explore and discover, quests with everything you need to complete them, items with mechanical properties that belong where you find them, planned characters who maintain their personalities, and a faction system that tracks your major choices and drives stories.
It's far from a perfect simulation. We're not planning every NPC or tracking every decision. But when you meet your favorite character again, they’re still the same person. When you set out to find a quest location, it really exists. And when you start a quest, it's actually completable.
We're building a world that exists beyond the moment—one where your adventures leave marks and the important things persist.
We can't wait for you to experience what that feels like.
Until next time, keep exploring—there's always more world to discover!
— WanderingStar and the Heroes Team
Read the full text of the blog post here
Join the discussion on Discord →
We’re thrilled to introduce a brand new Memory System as an Experimental feature for AI Dungeon with AI Renaissance Drop #3! We’re expecting to release it to Beta in the next few business days, with a release to Production a week later.
Better AI memory was the top requested feature in our latest player survey, with 78% of you saying you’d be excited about it. The experiences and feedback you shared with us on Discord, Reddit, and support further emphasized how important memory is to improving your experience. Because of all your feedback, along with doubling context lengths, we decided to devote the majority of Drop #3 to improving AI memory in AI Dungeon.
The Memory System stores and retrieves key information from your adventure, no matter the context length. It keeps the AI on track and lets you create deeper, richer stories on AI Dungeon. We believe it’s one of the most significant improvements to AI Dungeon in a long time, and we’re excited for you to try it out!
Why We Built The Memory System
Why Memory Matters in AI Dungeon
A while back, Nick posted a Heroes Dev Log about why memory is such an important part of AI adventures. The core promise of AI Dungeon is that you can have ultimate freedom to be who you want to be and that the choices you make truly matter. But if the AI forgets those choices after a few thousand tokens, then those choices actually become meaningless, breaking the power of that promise.
If the AI forgets the names or details of characters you meet, how can you build deep meaningful relationships with them? If you set out on an epic quest, but halfway through, the AI forgets why you even started on it, then how does that quest have any meaning?
I’ve been realizing that to build AI Dungeon into the game our players truly deserve we have to solve this problem. —Nick Walton
It became clear to us that solving this long-term memory problem would be one of the most powerful ways we could make your AI Dungeon experience deeper, richer, and more meaningful.
At first, we solved this problem only in Heroes, building a new memory system, which we wrote about here. We originally weren’t going to bring that improvement to AID since it’s a very complex system to build, but after hearing from alpha testers just how powerful it was, we knew it had the potential to significantly improve AI Dungeon as well. It took quite a bit of work to get it right (Alpha testers can attest to the number of iterations we went through), but we finally figured out the version that we believe will transform AI Dungeon into a much better experience.
AI Context Length, a major technical constraint
So why do we need a memory system?
One of the biggest limitations of using AI large language models is limited context length, which is the amount of information the AI can process when generating its next output. Each model has its own max context length limit, and we also have tier limits in AI Dungeon since the longer your context length is, the higher the cost for the AI to generate a response. Context length is a real, unavoidable constraint that we have to work within.
In AI Dungeon, we construct the context we send to the AI by combining text from your story with AI Instructions, Plot Essentials (formerly called “Memory”), Author’s Note, and relevant Story Cards. The AI processes this information and generates the next action in your adventure.
Eventually, the amount of content in your story exceeds the amount of text we can send to the AI. We have to cut portions of text, usually by removing the oldest parts of your story text. Since text is cut, it can feel like the AI is “forgetting” important details of your story since those details were unable to be sent to the AI.
How players have managed the context problem
If you’re one of our more experienced players, you know that through careful manual editing of Plot Essentials, Story Cards, and Author’s Note, you can make sure important details are still being included in the context.
Or perhaps you decided to subscribe to higher tiers on AI Dungeon, which offer longer context lengths and extend how long stories can be played before text starts getting trimmed. Our free tier gives players up to 2000 tokens of context (about 8,000-10,000 characters of text). Mythic, our highest tier, has models that support 16x more context than the free tier, a whopping 32,000 tokens of context (and GPT-4 Turbo can support 128k with credits). Every doubling of context approximately doubles the cost we have to pay for your AI call. That’s why additional context is a paid feature of our different tiers.
Why we want to do better
While these solutions can help, we don’t think you should have to pay for the most expensive plan to have a good experience on AI Dungeon. We also don’t think you should have to break immersion to constantly manage the context being sent to the AI.
We’d like you to be able to create immersive stories where you don’t have to worry whether the AI will forget important details you worked so hard to create. We want you to have adventures where you’re not afraid to build deep investment in your character, your relationships with the characters around you, and the lore of the whole world, where you can play a single adventure for months on end in a world that just gets richer and richer with each passing hour.
With the new Memory system, we’re taking an important step toward providing an experience in which the AI can more reliably recall important details of your plot and story, giving you a deeper, richer AI Dungeon experience.
How the Memory System works
Memory System Overview
What information should we store and use?
As we considered what information should be part of the memory system, we found ourselves seeking inspiration from how the human brain works. When our brains store and recall information, we use two strategies. The first is by compressing memories, where we take a large chunk of information and distill it to remember the most important parts. The second is memory retrieval, where some memories stored in our brain only come to mind when they are relevant to our current context.
For instance, once you finish reading this blog post, it’s unlikely that you’ll be able to recall it word for word in its entirety, but you’ll probably be able to recall the high-level concepts, big changes, and parts that matter to you. This is compressed memory.
You also have a retrieval system that will bring important memories to your mind when they’re relevant. If you hear the word “fire hydrant,” your brain retrieves memories about what a fire hydrant is. You might think of its color and shape, its function and purpose, or any specific memories you have involving one.
Both memory compression and memory retrieval are important parts of enabling your brain to remember what’s important and have the right context when it needs it.
These two features of our memory system are extremely useful in AI Dungeon, too. The story equivalent to a compressed memory is summarization, which will compress a section of the story to just the high-level information about the setting, characters, and events. Being able to retrieve more detailed memories is important, too, since that lets the AI remember important details when they’re relevant in the current context.
What are AI Dungeon Memories?
The purpose of the Memory System is to compress, store, and retrieve Memories to give the AI both a high-level perspective and the ability to recall specific details.
For AI Dungeon, a Memory is an AI-generated summary of a small set of your previous story actions. The summarized Memory retains key plot details but without the illustrative prose that is common in AI Dungeon adventures, making it more information-dense than the text of your adventure.
A new Memory is created by taking four of your previous actions (and the AI’s responses) and sending them to an AI model trained to summarize stories. This summary output from the AI is a Memory.
When starting a new adventure, we’ll wait until you are 8 actions deep into your adventure, and then we’ll summarize the oldest four actions (actions 1-4 of your adventure) into your first Memory. This means your first four actions will be summarized and stored as a Memory, but your most recent four actions are not. Then, after you take four more actions (now you’re up to 12 actions), we’ll summarize the previous 4 as a new memory (actions 5-8). This means your first 8 actions have been converted into two separate memories and your 4 most recent actions have not been. You are free to make edits or undo your last four actions without it impacting Memories.
This cycle repeats indefinitely, and a new memory is created every four actions.
Two Complimentary Features: Auto Summarization and Memory Bank
Memories are used by the two major features that make up the new Memory System: Auto Summarization and the Memory Bank. These two features work together to recall important information, giving the AI the ability to remember the high-level overview and to remember specific relevant details, just like our brains do.
Auto Summarization keeps a running overview of your story’s plot to help the AI track the overall direction of your story. We do this by appending new Memories to your Story Summary, a new Plot Component we’re adding to support this feature. After several Memories are added to the Story Summary, we’ll re-summarize it by sending it to our summarization AI model. Because the summary will have the overall context of your story, it will help keep the AI on track and make sure it doesn’t lose the plot.
The Memory Bank stores and intelligently retrieves relevant Memories and includes them in the context. In practice, it acts like an automatic Story Card system since it saves important details from the story and then dynamically inserts them into the context when they are relevant to your current action. Whereas the Auto Summarization feature is meant to keep track of the overall plot and story direction, the Memory Bank might recall important details like your dog’s name, where you found the Sword of Demons, or that Rangers are allergic to horses and only ride cows.
How Auto Summarization Works
A new Story Summary Plot Component
As we mentioned, there is a new Plot Component called Story Summary where the Auto Summarization feature will store the summary it maintains for your story.
The new Story Summary plot component, which will store the summaries created by the new Memory System Auto Summarization feature.Although Auto Summarization is a paid feature, free players can still use this new plot component to curate a summary of their adventure manually.
Like other Plot Components, the Story Summary can be used by our content creators for published Scenarios. It could be used to include backstory information for your players to use, and it will be utilized by the Auto Summarization feature if enabled by the player.
We’ve added Story Summary to the context inspector so you can track how many tokens of context it’s using for each call.
Auto-updating the Story Summary with Memories
With Auto Summarization enabled, each time a new Memory has been created, it will be appended to the Story Summary plot component. Once the Story Summary gets long enough, we’ll pass it to our summarization model and compress the summary. This will ensure that the Story Summary continues to be an information-dense overview of the entire story plot.
This process will continue throughout your adventure, with new Memories appended and then re-summarized automatically.
Auto Summarization for Existing Adventures
The Auto Summarization will work best for new adventures since the summary feature will dynamically update from the beginning of the adventure.
For existing stories, we’ll summarize the last 8000 tokens of your adventure when you take your first action with Auto Summarization enabled. Or, if you prefer, you could manually summarize the story, and the AI will take that into account for all future summarizations.
Summaries and Editing
Even with Auto Summarization enabled, you can edit the Story Summary manually. You may want to edit the automatically created summary to correct any errors or add additional clarifying details. Although the Auto Summarization overwrites your existing summary, your edits ARE sent to the summarization AI, so they should be incorporated in the new summary.
Only edits to your most recent four actions, including changes, undos, redos, and erases, will be considered by the AI for the Auto Summarization. Any changes to previous actions, including the use of Erase to Here, will not update the summary. We will, however, update any corresponding Memories stored in the Memory Bank by summarizing the action set that creates that memory. If you make changes earlier in your adventure, and those changes would have an impact on the summary, you’ll need to update the Story Summary manually.
This is due to the limitations and costs of the summarization AI model. Like all models, we are constrained by context size for the summarization. Many adventures would extend far beyond the available context limit, so regenerating a summary based on edits wouldn't be possible in many cases. Making new summarization calls for every historical change could also become very expensive.
How the Memory Bank Works
Let’s get technical: Embeddings and Vectors
The Memory Bank uses AI technologies that will be new to many of you. To explain how the Memory Bank stores and retrieves relevant memories, you’ll need a basic understanding of embeddings, vectors, and embedding models.
Embeddings represent how similar words and phrases are by mapping them in a multidimensional space. They are created by passing text into specialized embedding language models, which return a vector of numbers as a result.
You can then do simple math to compare how similar different vectors are to each other. For example “water” would be more similar to “liquid” than it would be to “solid”. You can also compare phrases and questions. For example, “Who is Sir Theo?” might match closest with the phrase, “Sir Theo introduces himself to you as the knight who slew the evil dragon of Larion”. These two phrases might also match closely to other passages about Sir Theo or the dragon of Larion. But none of those phrases would likely match very closely to the phrase “Sarah was a forest ranger.”
This lets us build a memory retrieval system. First, we store a bunch of memories in the memory bank with both their text and the embedding vector of that text. Then, when we want to find relevant memories, we decide what text we want to use to look up memories (for our system, we use the most recent action). We get the embedding vector for that lookup query, and we compare it against all the vectors in our memory bank and get a relevance score.
A higher score means it’s more similar to the query, and a lower score means it’s less similar. This lets us decide which memories are relevant to the current events in your story and should be included in the context sent to the AI when generating the story.
Now, we’re ready to talk about AI Dungeon’s new Memory Bank Feature.
Storing and Retrieving AI Dungeon Memories using Embedding Models
With the Memory Bank, each Memory (an AI-generated summary of four past actions) is embedded and stored. As you continue to take more actions, your Memory Bank starts to fill with more Memories.
When you start a new story, your Memory Bank will be empty. As you take actions, and Memories are created, they will begin to fill your available memory slots. Initially, no memories will be used since your entire adventure history will fit in the context. Once your story has reached the point where it can no longer fit your whole adventure into the context window, we start to retrieve memories from the Memory Bank. We do this by using an embedding model to rank all of your memories by relevance to your current story.
The Memory bank starting to fill up and be utilized as the Adventure is no longer fitting within the context windowThen, we take the most relevant memories and include them in the context being sent to the AI for the next action of the story. For example, if you are just returning to the town of Castlebrook, the AI will find all the memories related to Castlebrook, remember what happened the last time you were here, and include the most relevant in the context. These are called “Used Memories.”
Memories viewer showing the timeline of memories and which will be included in the context.Before including a Memory in the context, we also check to see whether the Memory is included in its full text within the Story Summary. This check prevents the text of a Memory from appearing twice in the context.
The Memory Bank will be allocated a portion of the context window, similar to how we allocate space to Plot Essentials (formerly called Memory), Author’s Note, and Story Cards. Based on the context space available, we’ll include as many of the top memories as will fit from your memory bank.
Once your Memory Bank has been filled and a new Memory has been created, we remove the least used memories to make room for the new addition. These removed memories are called “Forgotten Memories”. Just like with human memory, very old memories might stay in the Memory Bank forever if they have been used frequently.
Context inspector showing the state where your memory bank is full, memories are being utilized, but some memories are being forgotten to make room for new memories.The larger your Memory Bank, the more room you have to store memories that could be used in your story, increasing the accuracy of the AI storyteller.
As you play, the AI will continually curate the most important and relevant memories from your story and intelligently include them in the context being sent to the AI when they are relevant, improving the overall experience.
Launch Details
Opt-in Experimental Feature
The Memory System could be one of the most foundational changes to AI Dungeon in recent history. Although we’ve tested it thoroughly internally and with our Alpha testers, we anticipate that as you all start playing with it and give us feedback, we may need to adjust parts of the experience. There could also be unintended behaviors we haven’t encountered yet, or edge cases we didn’t consider. The design might need adjustments to be clearer or more helpful to you.
To avoid any unintended player frustration, we’re launching this first into Beta and then into Production as an opt-in Experimental feature. You can enable it under the AI Models tab on the game screen settings sidebar. There’s a new section there called “Memory System.”
New Memory System settings, found in the Gameplay section of the game settings sidebar.How your membership tier affects the memory system
The Memory System will be a Premium feature. When we initially announced it, we expected to make it available to Free players. Our initial prototype was based entirely on the embedding system, and our projected costs were much lower. As we continued to iterate and improve the system, we realized summarization played an important role for both Auto Summarization and the Memory Bank. Those summary AI calls increased the cost of running the Memory System for players and, as a result, it’s currently cost-prohibitive to offer the Memory System to Free players.
Our hope is that we can offer the Memory System to free players in the future. We’ve done this before with other features that were Premium only, then made available to free players over time. Examples include unlimited AI calls, image generation, multiple AI model options, advanced settings, and even Premium AI (with our promo actions).
All subscribers will have access to the Auto Summarization feature. For the Memory Bank, each tier will have a set number of memories that can be stored. You can view the Memory Bank sizes of each tier on our Membership Page.
Key differences from the Heroes memory system
Those familiar with the Heroes memory system will see similarities with this new Memory System for AI Dungeon. The work done on Heroes directly inspired and informed the new memory system. There are some important differences and adaptations we made to implement it for AI Dungeon.
The Heroes experience is a much more traditional RPG experience. We track important stats like health, quests, inventory, levels, and player characteristics, which are stored in a “game state.” We didn't bring this part over since AI Dungeon is a collaborative storytelling experience.
We also made some adjustments to account for the different gameplay in AI Dungeon. We know you all value editing, a concept that isn’t as prevalent in Heroes, and supporting editing with the AI Dungeon Memory System required some adaptations.
We’re excited for you to try Long Term Memory!
You’ve repeatedly told us that the AI forgetting important information is one of the most frustrating parts of playing AI Dungeon. The new Memory System is built to address that issue. As you play with it, please share feedback and let us know how it affects your stories and adventures. This is a new system, and that means there’s opportunity for improvement and iteration.
We know many of you have been excited about this new feature. Thanks for being patient as we went through additional iteration cycles to get the experience right. We hope the Memory System will help you have better, deeper, and longer adventures.
Just discovered Ai Dungeon, pretty cool so far. I've also recently tried Tales Up Which isn't Ai but had features that I really liked. you have a log book where You could look at what's in your characters or groups inventory, you could also check what their roles are. Decisions also impact the direction of the story or game, but there is no Ai. So I guess my question is, is their any alternatives to Ai dungeon that maybe has features like this?
Top level items:
DungeonGod-AI - Plays HoA- Calling it DungeonGod-AI which is the name of the my public discord server where it will run. DungeonGod runs HoA AI dungeons.
- The game is now converted to work well using GPT-3.5-Turbo. This is huge news as it means I can open it up to public free availability as it is 1/20th the cost of GPT-4. (It also means it may work with some of the new LocalLlama's out there, though I haven't tested it).
- I'm preparing to do an open alpha and to just get people trying the game out. I've been working on details of getting a character, creating parties and starting a game. The game is not finished, but it works well enough to be pretty fun and many of the basic elements are there.
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Details:
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I've converted (with GPT-4's help) ALL of The Dusky Dragon Inn, along with all of the character portraits. This will allow me to quickly be able to start games for any person or group by just pulling in very nice pre-rolled characters.
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I'm putting in place commands players can call from /general channel on the server so they can create a new channel. The person who creates the channel will own the channel and also the save game, and permit anyone he wants to play with into his channel. When the players exit the channel it will be removed.
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Putting in place the ability to create a randomly rolled party of a given size, or to have players select party members from a list of suggestions. Not going to do custom characters yet.
Lair of the Mutant (Module)
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Got all of the locations up and somewhat set up. Still need to get the random encounters and the NPC encounters, and test it.
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I've generated with Midjourney a lot more atmospheric art. I had to use Stable Diffusion though with depthmap controlnet to get some of the scenes I wanted, as Midjourney can't generate specific scenes. Likely I'll use a combination of Unity (game engine) and Stable Diffusion to generate artwork in the future.
Just a lot of endless work trying to make the game work with GPT-3. Really I was to the point where I was considering giving up on the project because GPT-4 is just way too expensive to run it with. I've already paid out about $400+ dollars to OpenAI in usage fees just to debug the game.
GPT-3 is just not as consistent or as smart as GPT-4, but there is a way to make it work. You use very focused prompts and instructions, with extraneous confusing text or other elements removed. That required that the engine be redesigned so that all of the information in the chats be tagged with what they are and what they are for, and for the system to have a variety of "filters" which only return the relevant portions of the game for any specific query I make to the AI.
I also spent a good amount of time just trying out different kinds of prompts to get the ones that were the most reliable. And specifically the situational AI for the combat was complicated to make work in GPT-3.. I ended up having GPT-3 do Chain of Thought reasoning to figure out AI moves by showing it's work (well it shows it's work to the engine, not to the players).
In any case, it works I think pretty well now. The shorter context is chopping the history of the game so I need to fix that (by the time you get to Barus in the module the AI has forgotten who Grun was for example) but it's very close at this point to being quite playable.
And of course now I can let people play it for free.. as what was once $10-20 dollars per hour has been turned into about 50 to 75 cents total (I think lower because the context size of GPT-3-turbo is only 4k).
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Finally, I've spent some time trying to figure out two major issues for this to be fun:
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Content. The one module is just not enough, and the content has to be focused on the strong narrative and storytelling and - lets be frank - amazing role playing in terms of playing convincing characters - of the AI's. I think the next order of business is to work on an interactive dungeon generator module where the user and the AI can collaboratively create a module, characters, puzzles and scripted elements, etc.
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Gameplay. The AI based game needs to feel less like a text adventure, and more like a modern game. This means AI generated choices and responses I think so that a player can easily click to play the game - like Bing (can still type too). Combat has to feel a lot more dynamic than it does now.. not sure how to do that but possibly allowing more narrative based moves (consistent with the game rules) through some kind of card/tile system that is a bit more visual and expressive. Would like to get more feedback on the current combat though. And the best part of the game, the world building, storytelling and roleplaying that is immensely enhanced by the AI needs to be more of a focus, both visually and with characterization and dialog.
I left AiDungeon during the whole OpenAi scandal back in 2020 or whenever it happened, and I’m thinking about using it again since I’ve heard that it’s improved a lot in the past few years. Any long time users able to give me a rundown on what’s new?