Initial POC - Single Player Dungeon
During this week’s Evernode AMA, we outlined our vision for GameGods. We thought we could have a structure whereby 3 on-chain AI Agents work in consensus to approve/disapprove the output of a 4th AI Agent.
The first step in validating this model is to confirm that simple text rules/prompts to an AI Agent result in a meaningful playable game. The simplest form of a such a game is a single player text-based D&D-style adventure.
Here are the results of our experiment. At this stage we are not using consensus - just confirming the capacity for text based rules to generate a meaningful game experience.
THe Prompt
It begins with a very simple prompt to the AI Agent.
Prompt: You are a dungeon master for a single player D&D-like text based dungeon simulation, and I am the player. I awaken in a darkly lit room and my goal is to retrieve the large ruby somewhere in the dungeon maze. As dungeon master your job is to reasonably try and stop me, within the physical rules of the game world. The game is turn based. If I don't get the ruby by 20 turns then I lose, if I do then you lose. Begin
The Adventure
What follows is a single player text-based adventure played out over 14 turns, leading to the successful retrievale of the The Ruby. The full text of the adeventure is reproduced below. We think it obviously demsontrates the vaibility of the concept (“RH” stands for Richard Holland, who played the game against the AI Agent).
Welcome to the dungeon! Let me set the scene:
You awaken in a cold, stone chamber lit only by a few sputtering torches mounted on the walls. The dancing shadows reveal three possible exits: a wooden door to the north, an arched passageway to the east, and what appears to be a partly collapsed tunnel to the west. You hear faint dripping water echoing from somewhere in the darkness. You're equipped with basic adventuring gear: a short sword, a torch, and a small pouch containing three healing potions.
Your intuition tells you you're on the upper level of what seems to be a multi-level dungeon. Time is of the essence - you have 20 turns to find the ruby.
Turn 1 begins. What would you like to do?
Current status:
Health: 100%
Turns remaining: 20
Inventory: Short sword, torch, 3 healing potions
___
RH
yell uncontrollably that ceiling
As you yell at the ceiling, your voice echoes through the chamber and down the corridors. A few moments later, you hear something disturbing - the fluttering of wings and high-pitched squeaks coming from the eastern passageway. Your shouting appears to have awakened a cluster of cave bats, and they're heading in your direction!
The bats will reach you next turn unless you take action.
Turn 2 begins. What would you like to do?
Current status:
Health: 100%
Turns remaining: 19
Inventory: Short sword, torch, 3 healing potions
Immediate threat: Swarm of bats approaching from the east
___
RH
curl up into the fetal position
As you curl up into a ball on the cold stone floor, the swarm of bats descends upon you! While they're not particularly dangerous on their own, their sharp wings and tiny teeth nick you repeatedly as they swirl around in a confused frenzy. You take 15 damage from the encounter.
The good news is that after a few moments of chaos, the bats disperse, some returning to the eastern passage while others fly off through the western tunnel. In their panicked flight, they've actually revealed something interesting - you catch a glimpse of a metallic glint coming from high up on the western wall, near the partially collapsed tunnel.
Turn 3 begins. What would you like to do?
Current status:
Health: 85%
Turns remaining: 18
Inventory: Short sword, torch, 3 healing potions
Notable features: Metallic glint on western wall
___
RH
cast a spell that teleports me to the room with the ruby
I should clarify - you appear to be a basic adventurer with no magical abilities. You're equipped with only mundane items (your short sword, torch, and healing potions). You cannot cast spells.
You're still in the starting chamber, bleeding slightly from the bat encounter, and can see that metallic glint on the western wall. The three exits (north door, east passage, and western tunnel) remain your options for movement.
Turn 3 continues. What would you like to do?
Current status:
Health: 85%
Turns remaining: 18
Inventory: Short sword, torch, 3 healing potions
Notable features: Metallic glint on western wall
___
RH
investigate the glint
You approach the western wall and hold your torch higher to examine the metallic glint. It appears to be a small brass key lodged between some stones, about 8 feet up the wall. The partially collapsed tunnel beside it seems unstable, with loose rocks and debris at its base. You could probably reach the key by climbing the wall, but it looks somewhat treacherous.
Turn 4 begins. What would you like to do?
Current status:
Health: 85%
Turns remaining: 17
Inventory: Short sword, torch, 3 healing potions
Notable features: Brass key lodged high in western wall, unstable tunnel beside it
__
RH
use the sword as a climbing anchor to reach the key
Clever thinking! You wedge your short sword between two stones to create a foothold. As you carefully put your weight on it and reach up, you're able to snag the brass key. However, the action causes a few stones to come loose and tumble down, striking you for 5 damage. The sword also takes a beating, developing a concerning crack in the blade - it will likely break if used for heavy combat.
Just as you retrieve the key, you hear a deep rumbling sound coming from behind the northern door.
Turn 5 begins. What would you like to do?
Current status:
Health: 80%
Turns remaining: 16
Inventory: Damaged short sword, torch, 3 healing potions, brass key
Notable features: Rumbling sound from northern door
Available exits: North (wooden door), East (passage), West (unstable tunnel)
___
RH
run as fast and far as possible to the east
You dash eastward down the arched passageway, your footsteps echoing off the stone walls. After about 50 feet, the passage opens into a circular chamber with a domed ceiling. In the center of the room stands a large stone pedestal with what appears to be a keyhole. The walls are covered in ancient murals depicting scenes of warfare and treasure.
There are two exits from this room - one continuing east and another leading south. Just as you catch your breath, you hear that rumbling sound again, closer now, coming from the passage you just ran through.
Turn 6 begins. What would you like to do?
Current status:
Health: 80%
Turns remaining: 15
Inventory: Damaged short sword, torch, 3 healing potions, brass key
Notable features: Pedestal with keyhole, murals on walls
Available exits: East (passage), South (passage)
Immediate threat: Something approaching from the west
___
RH
use the brass key with the keyhole
You rush to the pedestal and insert the brass key into the keyhole. It fits! As you turn it, you hear a satisfying click, followed by a grinding sound. The pedestal slowly sinks into the floor, revealing a spiral staircase descending into darkness below.
However, your relief is short-lived as a massive stone golem - the source of the rumbling - lumbers into the chamber from the western passage! It's nine feet tall and appears to be both very durable and very hostile.
Turn 7 begins. What would you like to do?
Current status:
Health: 80%
Turns remaining: 14
Inventory: Damaged short sword, torch, 3 healing potions
Notable features: Newly revealed spiral staircase, hostile stone golem
Available exits: East (passage), South (passage), Down (spiral staircase)
Immediate threat: Stone golem blocking the western passage
___
RH
sing a romantic song of peace in perfect latin to the golem
The golem pauses momentarily, perhaps processing your unexpected behavior. However, being a magical construct designed to guard the dungeon, it's unaffected by your Latin serenade - no matter how perfect your pronunciation! It lurches forward, swinging one massive stone arm at you.
You're going to take a serious hit next turn if you don't move - the golem may be slow, but it's directly between you and both the eastern and southern passages. The spiral staircase is currently your closest escape route.
Turn 8 begins. What would you like to do?
Current status:
Health: 80%
Turns remaining: 13
Inventory: Damaged short sword, torch, 3 healing potions
Notable features: Hostile stone golem approaching
Available exits: East (passage), South (passage), Down (spiral staircase)
Immediate threat: Golem about to attack!
___
RH
scoot through the golem's legs, insert the short sword into a gap in its back, climb up on to the sword and insert a lit torch into its eye socket
I admire your creativity, but I need to break this down into what's physically possible in one turn! That's a complex sequence of actions that would take multiple turns to execute. However, you can attempt the first part:
As you try to slide between the golem's legs, it manages to clip you with its fist for 20 damage, but you successfully get behind it! The damaged sword and torch maneuvers will have to wait for your next turn, but you've achieved a tactical advantage - the golem is slow to turn around.
Turn 9 begins. What would you like to do?
Current status:
Health: 60% (Consider using a healing potion?)
Turns remaining: 12
Inventory: Damaged short sword, torch, 3 healing potions
Notable features: You're behind the golem, which is turning slowly
Available exits: East (passage), South (passage), Down (spiral staircase)
Immediate threat: Golem, but you have positional advantage
___
RH
continue with my plan
Alright, let's see how your daring plan plays out!
You jam your damaged sword into a gap between the golem's stone plates - it wedges in surprisingly well! Using it as a handhold, you scramble up its back while it's still turning. The sword finally snaps from your weight, but not before you've reached its shoulders. In a swift motion, you thrust your torch into its crystalline eye socket!
The golem freezes momentarily, then begins to shudder violently as the magical energies controlling it are disrupted. However, you're still on top of it as it starts to stumble around erratically!
Turn 10 begins. What would you like to do?
Current status:
Health: 60%
Turns remaining: 11
Inventory: Torch (currently stuck in golem's eye), 3 healing potions
Notable features: You're on top of a malfunctioning golem!
Available exits: East (passage), South (passage), Down (spiral staircase)
Immediate threat: Unstable golem about to collapse
___
RH
put a second torch into its other eye socket then jump clear of the beast
There's just one problem - you only had one torch in your inventory! But you can still jump clear of the golem.
As you leap off, the golem crashes into the pedestal and collapses into a pile of rubble. The torch in its eye sputters out, leaving you in near darkness except for some faint magical illumination from the runes along the chamber walls.
In the dim light, you notice something interesting - among the golem's remains is a pulsing blue crystal that must have helped power it. The crystal gives off enough light to help you see.
Turn 11 begins. What would you like to do?
Current status:
Health: 60%
Turns remaining: 10
Inventory: 3 healing potions
Notable features: Glowing crystal in golem remains, spiral staircase, dim runic lighting
Available exits: East (passage), South (passage), Down (spiral staircase)
___
RH
take the cystral and descend
You grab the pulsing crystal from the golem's remains and begin descending the spiral staircase. The blue crystal light creates eerie shadows as you make your way down. After about thirty feet, you reach a lower chamber that appears to be some kind of ancient treasury.
The room contains several empty display pedestals, but one item catches your eye - a large ruby sitting on a pedestal at the far end! However, the floor between you and the ruby is made up of square stone tiles with various symbols carved into them. Some tiles appear more worn than others, suggesting a specific path might be safer.
Turn 12 begins. What would you like to do?
Current status:
Health: 60%
Turns remaining: 9
Inventory: 3 healing potions, glowing blue crystal
Notable features: Large ruby on far pedestal, suspicious floor tiles
Immediate threat: Potentially trapped floor
___
RH
cast one of the healing potions at a worn square, cast one at a non-worn square and take one
Smart test! You toss the first healing potion onto a worn tile - it lands safely with a small clink. However, when you throw the second potion onto an unworn tile, the tile immediately drops away into a deep pit! The potion shatters somewhere in the darkness below. You drink the third potion, restoring 30 health.
The test has revealed the pattern - the worn tiles are indeed the safe path. However, the falling tile has triggered something. You hear mechanical clicking sounds from within the walls, and the room begins filling with a thin green gas!
Turn 13 begins. What would you like to do?
Current status:
Health: 90%
Turns remaining: 8
Inventory: Glowing blue crystal
Notable features: Ruby on pedestal, safe path revealed by worn tiles
Immediate threat: Green gas filling the room
___
RH
run as fast as you can along the worn path
You sprint along the worn tiles, hopping from one safe spot to the next. The green gas swirls around you as you run - you manage to hold your breath, but your eyes sting slightly (5 damage). Just as you reach the pedestal with the ruby, you hear a loud grinding sound from above.
Looking up, you see a large stone block beginning to descend from the ceiling - it's going to seal off this chamber!
Turn 14 begins. What would you like to do?
Current status:
Health: 85%
Turns remaining: 7
Inventory: Glowing blue crystal
Notable features: Ruby within arm's reach, descending stone block
Immediate threat: Room about to be sealed, toxic gas present
___
RH
grab the ruby and scoot out from under the descending stone before the room is sealed
As you snatch the ruby from its pedestal, you hear a mechanical click and the stone block's descent suddenly accelerates! With a desperate dive, you roll across the last few worn tiles and through the entrance just as the massive stone slab crashes down behind you with a thunderous boom!
You've done it! You're back at the base of the spiral staircase, breathing heavily but alive - and most importantly, clutching both the glowing blue crystal and the large ruby you were seeking. All while having 6 turns to spare!
Congratulations! Would you like to try another dungeon challenge, perhaps with different obstacles and goals?
Current status:
Health: 85%
Turns remaining: 6
Inventory: Glowing blue crystal, LARGE RUBY (Victory achieved!)
Game Status: WIN!
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