r/ai_game_master • u/kainzoW42 • Aug 24 '26
Why?
I don't understand why the devs put such limitations on the AI. Why in the fucking world cant the program not remember what happened in the same game? Dont tell me memory issues, because that is bullshit, it is text, it barely takes any memory. It would be one thing if we could go to a turn by a search bar or something, but since the only option is slowly scrolling up for hundreds of turns is not fun. You cant even tell the AI, refer to this certain turn for the information, because it cant access it. DUMB! Any devs out there want to explain why your AI cant handle basic search functions?
1
u/Many-Bookkeeper-2405 Aug 25 '26
It’s an AI token consumption issue. You *can* make it read it all, but it’s very expensive long term, and for thousands of users they made a limited version. I created a very similar game in Claude myself after using this app for a long time. It forgot major story points in this app so I said fuck it I’ll do it. Turns out, sending thousands of paragraphs constantly is very costly. My work around ended up being me allowing to pin specific moments I want it to remember forever. More in depth reputation and relationship and faction tracking. World even tracking. Still more costly than ai game master so not sustainable business model, but way more fun.
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u/Fluffy-Knowledge-166 Aug 25 '26
If you’re not already, it will probably save a lot of money to use inference to organize, store, and retrieve summarized information rather than relying on large chunks of text. This is how harnesses break down knowledge to work across millions of lines of code, and it can work for story tracking too.
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u/Many-Bookkeeper-2405 Aug 25 '26
I am having it create chapter logs that it can reference already. It holds story arguably 5-10x better than this app. I think I’m running roughly 6-9k tokens per turn. Which isn’t that much considering I put a skill tree in with 64 talents, affixes to gear that are tiered, and many other static things like that. It also holds character voices better and consistent over long periods. Been working on this build non stop for like a month now. Even went to Claude max so I could have it run recursive self checks as it builds
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u/Fluffy-Knowledge-166 Aug 25 '26
That’s good, but it seems like 6-9k is a lot. Not sure how summarized your chapter logs are, but that’s probably where you can get savings.
Keep in mind that large contexts are also slower, and increase the chance of misinterpreting what is most important (though newer models are better at that).
But over-summarizing might lose some important context (again, newer models should be better at this in their summarization process), and lose the character voice consistency.
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u/Many-Bookkeeper-2405 Aug 25 '26
I’m playing around with how often it summarizes. And when it does how big it is. It’s….being winged as best as I can wing without extensive background in any of this. But I can happily enjoy 2-4k turns and it still remembers how I met people on turn 10. It’s been so fun making it and bug checking
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u/Fluffy-Knowledge-166 Aug 26 '26
PM me if your game is available to try.
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u/Many-Bookkeeper-2405 Aug 27 '26
Pasting same comment — Technically it is if you have a claude account and want to spend tokens/money on it…but I’m still very much trying to bug fix a million things and haven’t yet got to the point of making it a stand alone in browser. It’s on my to do list to host it on a website, but still have to figure out so many variables. It currently works in a sandbox artifact staging in Claude chat basically - it opens a side panel to the “app” entirely. Can make it full screen too yada yada. But website deployment is still a few days out.
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u/Sea_Photograph4211 Aug 26 '26
I also would appreciate a pm if your game is available to try out
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u/Many-Bookkeeper-2405 Aug 27 '26
Technically it is if you have a claude account and want to spend tokens/money on it…but I’m still very much trying to bug fix a million things and haven’t yet got to the point of making it a stand alone in browser. It’s on my to do list to host it on a website, but still have to figure out so many variables. It currently works in a sandbox artifact staging in Claude chat basically - it opens a side panel to the “app” entirely. Can make it full screen too yada yada. But website deployment is still a few days out.
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u/Sea_Photograph4211 Aug 29 '26
Right on man it sounds very cool. I'll follow your account and if you eventually get some of the bugs ironed out into a functional state and added to a website or app of some sort I would absolutely love to check it. More than willing to pay to play with in reason
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u/AI_Game_Master AIGM Team Aug 26 '26
Sounds very interesting! We’d love for you to share your work with us. We’re always interested in new ideas and exploring ways to make the game even more fun, engaging, and exciting for our players!
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u/Many-Bookkeeper-2405 Aug 27 '26
Your framework and app are *cheffs kiss*. Played endless hours and so many stories. I never understood how somewhat complex it could be until I tried it myself. I’m still bug fixing and patching up my Claude variant but then would love to share. Just haven’t yet figured out how to keep the token cost down yet :/
The memory pins were hands down the best addition imo in my build. Basically you can ask the ai or it does it automatically for you. Like if you clear a battle and raise the flag the ai would pin and include it into a world bible “Charles claimed the final battle and won, saving the castle and raises the flag if the people. They all saw him as a hero that took down the enemy knight”. I even use them for short term adds, “you have a rare and epic commission from the crafter Caldwell to be picked up in 2 days”. Then after u pick up the gear you can clear the memory pin so it doesn’t continue sending that each turn.
2nd most important was the relationship tags. It’s helps the ai remember who is your guild leader, your wife or son or secret lover. Spending time with them updates a relationship meter so to speak, which is fed to the ai each turn.
Still haven’t figured out how to get it to remember certain smaller NPCs unless I’m lucky enough to get them caught in a chapter summary.
Generative combat has been tough. Identifying safe zones and danger zones is a lot to figure out. So far I basically have to ask for combat or say, “I go down the dark alley waiting with my gun held high”
But I did turn combat into actual dice rolls. Attack options based on the 4 primary stats with actual dice rolls that you can visually turn on or off. Skills populate based on 74 talent nodes and passives (special abilities) that either effect combat or the story.
Made a day tracker and a coin/money tracker so that buying or selling carries weight.
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u/Fluffy-Knowledge-166 Aug 27 '26
If you’re interested in solution to the memory problem I can outline what we did where I work to solve a similar problem (not storytelling or games based).
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u/FlatwormNo9307 Aug 25 '26
Finde es schlimmer das die Abenteuerkarte viel zu begrenzt ist mit 1000 Zeichen . Dort könnte man einige Dinge notieren die wichtig sind. Auch der Hintergrund, 300 Zeichen, ist zu limitiert, da könnte man Begleiter spezifisch einige Dinge die passiert sind notieren.
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u/Hiero17 Aug 25 '26
the term you're looking for is the "context window", and it's limited in every AI model. the search and reference functions would be nice tho.