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Overall, I've been very pleased, though I have seen inconsistency like you mention. First, some background: At the start, I used Sonnet, but after a couple weeks, I'd switched to mostly Opus. I've used Fable when available. For any significant new feature or work, I use /brainstorming (superpowers plug-in). For Vestiges, I haven't written any design documentation per se. I'll start off a /brainstorming with a hefty prompt, maybe 5-15 lines. Throughout the brainstorming steps, I'll think of additional ideas/details about the feature, etc. I'll just add the change/addition to my answer to whatever question it had asked and it seems to handle that fine. Sometimes I catch things in the subsequent design review process and it handles new guidance well there, too. Typically, I've left some details underspecified and Claude fills in the gaps -- often quite well, but I have to pay attention. The details that it decides later in the process (the implementation steps) are often solid, but when they're not, it's easy to iteratively fix later. Most of the time when Claude asks for clarity on a detail, its recommended option is what I wanted. It's been rare for Claude to do something that just didn't work (but it has happened occasionally). I have found that it's not good at imagining the player's perspective; it doesn't consider the player's cognitive load for UX considerations, for example. That seems to be consistent with your observation about what they can and cannot verify. A recent instance was when I added a tutorial (which was much more scripted than regular gameplay, providing a more specific experience); I ultimately had to get very directly involved to get to the quality I wanted. Vestiges doesn't have any gameplay involving timing like Pong does. I could imagine that sort of gameplay being harder for it to get right. (I hope that covers some of what you were seeking!) |
Thanks. Yeah I think that's the main thing. They can look at pictures (although I've had some amusing results with that, too...), so theoretically they could play a game frame by frame if they run it very slowly. That would just very slow (like 10 minutes per 1 second of gameplay) and very expensive.
But basically, they can't "see video" yet, so they're blind in that domain. They can only see static images, not movement.
I expect this to be solved eventually, either with some new architecture (Google is doing a lot of interesting work in this space), or -- and this is kinda funny -- just running them really fast. The labs are experimenting with specialized hardware (e.g. Cerebras) lately, which can do inference at thousands of tokens per second, and several of them have plans to offer it in the next few weeks.
In other words, I think we're going to get around the "time-blindness" issue, in the short term, by just... running them really fast. (Then it would only take 1 minute per second of gameplay, instead of 10...)
Unfortunately, specialized inference hardware massively increases the per-token costs, as well as the tokens per second, so... it's not going to be a practical option for a little while!
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Re: Superpowers: Thanks for the tip, that sounds very cool.