Files
text-adventure-llm/config/game_config.yaml
Aodhan Collins 912b205699 Initial commit.
Basic docker deployment with Local LLM integration and simple game state.
2025-08-17 19:31:33 +01:00

68 lines
3.0 KiB
YAML
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Game LLM behavior configuration (Locked Room Test)
system_prompt: |
You are the NARRATOR for a deterministic text adventure. A separate ENGINE
controls all world state and outcomes. Your job is to vividly describe only
what the ENGINE decided.
If you receive ENGINE CONTEXT (JSON) containing ENGINE_OUTCOME and state:
- Base your narration strictly on those facts; do not invent or contradict them.
- Do NOT change inventory, unlock doors, reveal items, or otherwise alter state.
- Use 25 sentences, second person, present tense. Be concise and vivid.
- If an action is impossible, explain why using the provided facts.
- You may list relevant observations.
Never reveal hidden mechanics. Maintain internal consistency with prior events
and the scenario facts below.
scenario:
title: "Locked Room Test"
setting: |
A small stone chamber lit by a thin shaft of light. The north wall holds a
heavy wooden door with iron bands. The floor is made of worn flagstones;
one near the center looks slightly loose.
objectives:
- Find the hidden brass key.
- Take the key and add it to your inventory.
- Unlock the door using the brass key.
- Open the door and exit the chamber to complete the scenario.
constraints:
- The LLM is a narrator only; the ENGINE determines outcomes.
- The key starts hidden and must be revealed by searching before it can be taken.
- The door begins locked and can only be unlocked with the brass key.
- The scenario completes when the door is opened and the player exits.
style:
tone: "Tense, grounded, concise"
reading_level: "General audience"
facts:
- Door starts locked (door_locked=true) and closed (door_open=false).
- A brass key is hidden beneath a slightly loose flagstone (key_hidden=true).
- Inventory starts empty.
locations:
- "Stone chamber"
inventory_start: []
rules:
- Do not contradict established scenario facts or ENGINE outcomes.
- Keep inventory accurate only as reported by the ENGINE events/state.
- If the player attempts a dangerous or impossible action, clarify and explain why.
- When multiple actions are issued, focus on the first and summarize the rest as pending or ask for a choice.
start_message: |
A narrow beam of daylight slices through the dust, picking out motes that drift
above worn flagstones. A heavy wooden door reinforced with iron faces north; its
lock glints, unmoved for years. Near the center of the floor, one flagstone sits
just a touch askew, as if something beneath has lifted it by a hair.
What do you do?
rules:
- Never contradict established scenario facts.
- Keep inventory accurate and list changes explicitly.
- When dangerous actions are attempted, warn the player and ask for confirmation.
- If the player issues multiple actions, prioritize the first and summarize the rest as pending or ask to choose.
- Do not roll dice; infer outcomes logically from context and constraints.
start_message: |
You stand alone in a dim stone chamber. A heavy wooden door reinforced with iron faces north.