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Lydia - Slashem

Problem

Playing roguelike games like "slashem" is an interesting challenge for an LLMs, as this is far too complex for a single LLM prompt interaction to solve. Our approach involves chaining multiple agents and fixed tool calls via the Hatchery system.

screenshot-1

Further reading

Challenges

Some of the initial challenges are:

- Aggressively exiting slashem during testing creates wierd conditions, some of which have no search results (e.g. "Too many hacks running now"). 
  - Check for lockfiles in /opt/homebrew/Cellar/slashem/<version>/slashem
  - Check for orphaned processes ("slashem 4")
  - Watch for perm_lock problems: delete *only* perm_lock. If you delete perm, replace it with an empty file.
- The LLM has no idea how to actually play, sending inputs like "left" and "l" when trying to go left. Write a prompt for what to do.
  - The LLM has no idea what things on the screen mean, or how to move to relative positions (e.g. "move to the { symbol" may go somewhere unexpected).
- The context required by screenshots is relatively large. We need to aggressively prune screen scrapes (MEMORY_DECAY=3?), or foot the bill.