Wilderness Simulator Stats

https://deltasdnd.blogspot.com/2021/12/wilderness-simulator-stats.html

https://github.com/danielrcollins1/WildernessEncounterSim

https://blogger.googleusercontent.com/img/a/AVvXsEiZNO5GyTtLj1jEZzeQGwR4zXi5a99JUClzZsiJl8h85vSN3nGdwVblRTkf1aQ8ImJa7KuNHWKlxgkbZHCZNTaSMQGMP9cX_EKjI3VnO9VdZ6xvG0Aea_pL3xgmpwhzplVokkKMXfikOeuogXu8F-9VSghSC0ctQBt0NRY7jruSeRWpb_M5Ul1ZRwGKQA=w200-h111

Wilderness Encounters: Clear (log chart)
Wilderness simulator distribution

“One more reflection on the Original D&D wilderness encounter charts. Last week we were using some tabulated charts to decide between two possible rules interpretations, and one was clearly much nicer. But that was based on just looking at the average EHD (Equivalent Hit Dice) for each encounter type, which is maybe a little sketchy. Since I’m obsessive about these things, I wrote a simulator program that actually rolls up the individual encounters (varying the number appearing by psuedo-random dice), and I had it spit out a thousand random encounters for each terrain type.”

This all looks like pretty reasonable results to me!

Arena

https://github.com/danielrcollins1/Arena

Looking forward to giving this a shot [with hopefully minimal swearing at java]

ARENA – Java Package for Simulating Original D&D Combat

This code package provides routines for simulating combat in a tabletop Fantasy Role-Playing Game (FRPG) similar to Original D&D or closely-related games. Combat is done as per “theater of the mind” without tracking exact spatial locations; targets of attacks are chosen by random method (as per 1E AD&D DMG). In most cases, the intent here is to output aggregate statistics based on many trials of the game between men and monsters. This package provides only command-line, text output; there are no graphics or visualizations, and generally few options for output regarding individual combats.

For a precompiled JAR executable made from this package, and full JavaDoc pages, visit:

Hex Mapping

A very cool collection of resources to make maps and add randomly generated content to them :- https://github.com/kensanata/hex-mapping

Also for Traveller.

Possibly holidays could disappear here:…

This and Alex’s other game stuff can be found here:

https://alexschroeder.ch/wiki/RPG

Which can lead you down this enjoyable rabbit hole:

https://cosmicheroes.space/blog/index.php/2019/01/30/old-school-rpg-planet/

AI: The Lost Irulan

It was by such a fate as this that Muad’Dib met his own destiny. There was no opportunity to prevent this, no chance to save himself. The fall of a statue is an apt metaphor for the fall of a human spirit in his case. When we look at it, do we see a great mountain? Or perhaps a vast and chaotic chasm? Or a small, but solid, mass of stone?

—from ‘Songs of Muad’Dib’ by the Princess Irulan

AI: The Lost Irulan

He is an emperor like none who ever held power, a wise man to whom others are but a servant, a king of truth and a leader of power. He is not a warrior, but a wizard.

—’Muad’Dib: The God King of Arrakis’ by the Princess Irulan

AI: The Lost Irulan

It was once our Emperor Shaddam I was born. Shaddam I was a great warrior. He was a mighty ruler, a mighty warrior. His enemies could not stand against a warrior like Shaddam. And he had no enemy of the first rank. But his enemies were his friends.

—from ‘Manual of Muad’Dib’ by the Princess Irulan

AI Tomb of Horrors – Rooms 4 to 6

In similarfashion to the previous post, however this time the prompts used were rooms 4 to 6

FRESCO OF THE WIZARDLY WORK ROOM, THE ARCH OF MIST, THE FACE OF THE GREAT GREEN DEVIL

This gives us a different room 7.

  1. THE PATH TO THE FURNACE OF DEATH: Directly opposite
    and below the path to the face of the great green devil, is
    another corridor just barely wide enough for the passage of a
    character. The path is shown on the floor at the right of the
    corridor. The walls are made of the same gray stone as the rest
    of the area, which also radiates evil if a player steps on
    them. There is a trapdoor in this corridor leading upwards to
    the ceiling. In the right direction, there is nothing to detect
    but the path to the furnace of death. You must step on the
    trapdoor and step through. If you do so, you will fall to 3.
    Your character will immediately drop to 3, and the rest of your
    party will all fall to +3. If the trap is opened, everyone on
    both sides of the corridor falls to 2.

Again, that is pretty good – and a nice title for an area.

AI Tomb of Horrors – The Entrance

pile of human skulls

GPT-3 appeared last year:

https://www.forbes.com/sites/bernardmarr/2020/10/05/what-is-gpt-3-and-why-is-it-revolutionizing-artificial-intelligence/

Given that was not made openly available like GPT-2, others made an open source version, hence we have GPT-J and GPT-Neo, the latter being relevant for here.

I have taken the 1.3B parameter model and thanks to HuggingFace and their model implementations, used this Colab notebook.: https://colab.research.google.com/drive/1H2mUZsYhel4g5ZUOmZHtYIaP4gSW5_ow?usp=sharing#scrollTo=eBIcgwE1kVQK The 2.7B parameter doesn’t seem to work here – runs out of memory. Not surprising as it is 10GB.

I thought a fun holiday project would be to use this to generate soom module type descriptions.

There are certain limitations of how long the text prompt for the model to predict from can be, so for a first try I took the three entryway possibilities for the Tomb of Horrors.

Here’s the output:

  1. TOMBS OF HORRORS: The rooms of the torture chamber can be
    visited only if players are in the same chamber, using
    special note if they are in the same room.
    At the end of the hall, 2 pits lead to:
  1. WELCOME TO THE TOMB OF HORRORS: The rooms of the wizard’s work room
    can be visited only if players are in the same room, using
    special note if they are in the same room.
    In the center of the room (the only room not full of
    druids and other such creatures), you will find the statue
    of a great warlock, his robe stained with the blood of
    victims. This statue is the work of the warlock’s master.
    The wizard’s work room is otherwise empty.
    Torture chamber area. At the end of the hall, 2 pits lead to a
  1. THE TORTURE CHAMBER: If players are in the same room
    (or in the same space), the torturing chamber can be explored
    independently.
    One end of the chamber is a tiny chamber whose floor is
    painted in a pattern of little figures of evil or good
    design, and whose walls and ceiling are also painted in the
    same pattern. The figures seem to be moving a weight
    over some sort of anvil. The floor may be of lava or covered
    with mud. Either of these may hold the weight of a figure with
    a hand upon it. (See special note regarding the pits at the end
    of this paragraph.) The wall on the other side of the chamber
    opens up, and a chamber in the wall appears with a pit, a
    stone wall, and a lever. A prisoner is taken into the pit. The
    prisoner may be tied or, if it is tied, the prisoner is
    released if the lever is pulled, and pushed into the pit again.
    An assistant, an orc or a human being, lies dead by the lever.
    This must be done by all players in the same room. The
    chamber (or it may be filled with water) is now filled
    with water, and a person is drawn into it and the lever is pulled. The
    prisoner is still alive, as the lever is slowly pushed upwards,
    and it is possible to see that the prisoner’s body is
    thrown back down into the pit again and again as
    it is released from the lever’s grip. If you were to use
    a light, you would notice the number of men (or women)
    released into the water from the torture pit, and their
    number would be shown in the water as an illustration to
    the left. If you were to use a sword, you would notice that
    the number of men (or women) released from the

As you can see, that is pretty good for autogenerated based on a few paragraphs prompts from a generic model trained on close to a terabyte of stuff from the internet, and not tuned to the experience as in something like AI Dungeo – https://play.aidungeon.io/. It even recognised the room numbering of 1, 2, 3 and continued on. It is generating text, so not going to finish sensibly all the time. Not much work for a DM to join those together and edit a sentence or two though.

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