Hacker News new | ask | show | jobs
by gabriel666smith 15 days ago
For me: Kind of.

I find agents will reveal information marked as "lore" (or similar) almost immediately once it's in-context.

One thing I've tried when playing with longform fiction or screen stuff, where you have an expected wordcount or page count to structure around, and the audience has less agency - I've not experimented with this for a DnD-like interactive narrative - is to use an agent that will design context additions like "this information is revealed" to be triggered in X number of words/pages, and simply do not include it in-context until that time.

This needs heavy quality control from new, separate agents with further turns, also, or you end up with incomprehensible constantly-twisting narrative soup.

I expect you could do something similar for message-pair-based participatory storytelling formats like DnD.

Another approach I've tried which I think would be more suited to interactive storytelling is to have the agent tasked with designing characters/setting information include the twists a % of the time, and to include a trigger for that reveal. "If asked about X, they say Y".

Then I remove these from the context for all agents.

Then I run an agent which is looking for the pre-defined triggers each turn.

When the agent sees a pre-defined trigger appear in the story, it adds the pre-defined reveal back in to the context/lore.

Again, you need to run a quality control / superego across that to check it still works, and amend or remove it suitably if it doesn't! It gets convoluted fast.

"Revealed information" is, I think, significantly more of a strain on general immersion, because it inherently contains surprise for the reader or audience. So, I think tasking the agents doing any initial character or world design with "adding twists" makes sense, so revealed plot information isn't random-feeling or out-of-the-blue, but has intent and logic that fits the character or setting.