moreaxes.bsky.social
@moreaxes.bsky.social
IIRC, I was actually thinking less about different uses of the same root form in favour of different root forms of the same combination of morphological features. Now I'm pondering if it's possible to make an MC that separates lexeme space from morphology space and "knows" when to traverse which 🤔
January 24, 2026 at 1:55 AM
I have not, will look into it!
January 23, 2026 at 11:23 PM
about a related problem (morphosyntactic guessing).
January 23, 2026 at 4:41 PM
LLMs being so popular right now it feels like wasted effort. If you want to read more stuff about this from a purely linguistic pov, look up morphosyntactic typology, or anything morphosyntactic in the context of natural language processing for a more computational pov. I wrote my master's thesis...
January 23, 2026 at 4:41 PM
particular way, e.g. "I (male) have cooked (complete)" is "ugotowałem" in Polish. I was trying to teach the MC to be able to use words in ways it hasn't seen in the training set, essentially, using information encoded in grammar. It'd be cool to return to that experiment sometime, though with...
January 23, 2026 at 4:41 PM
exactly that, actually! but it goes beyond just parts of speech, e.g. Polish verbs have a grammatical number, tense, aspect, gender (only in past tense), and probably other features I can't recall right now. in English, all of this is encoded as separate words surrounding the lexeme in a...
January 23, 2026 at 4:41 PM
I got the most interesting (actually I was mostly just doing it for laughs) results by mixing up drastically different source material, e.g. the bible and other fantasy or myth literature with news articles, instruction manuals, interviews, corporate reports, etc.
January 23, 2026 at 1:01 PM
better at dealing with my native language (Polish) and presumably others that exhibit more complex inflection than English, and I also experimented with a more morphosyntactially-aware method whose details I unfortunately can't recall (it's been at least a decade since then). In any case,...
January 23, 2026 at 1:01 PM
I had gotten pretty good results with higher order markov chains, i.e. MCs whose "current state" is N last tokens, and experimented with making N "adaptive" throughout learning and prediction. That latter part was especially promising but I didn't have the time to polish it. HOMCs are also...
January 23, 2026 at 1:01 PM
it's missclick-driven shareholder value inflation. "fat finger economics", if you will
October 16, 2025 at 6:39 PM
Also, I'm sure you've seen it, but Caves of Qud has some mechanics that you might find interesting - not seed-jumping, but there's other weird "meta" stuff, like you can meet your evil doppleganger self, or manipulate time, or uh, become a door. It's great food for inspiration, *and* super fun.
October 9, 2025 at 3:54 PM
... it feels like topology would fit naturally fit in with that concept, but honestly it slipped past me as I was writing 😅 i really like your "ribbon" idea too, it seems both more manageable to implement for the dev and to comprehend for players vs getting topology and maybe graph theory involved.
October 9, 2025 at 3:54 PM
thanks! i've been sitting on this idea for a game inspired by the TV show The Magicians (actually books, I suppose, but I've only ever seen the show), where magic is greatly influenced and even made possible or impossible by external and internal Circumstances - reading my own post again, ...
October 9, 2025 at 3:54 PM
... or "point surrounded by the most similar terrain". Seems fun to experiment with various ideas, especially if you start considering failure to cast the spell :D
October 9, 2025 at 2:00 PM
... maybe Lv1 can only teleport between identical topologies of maps, but Lv2 lets you teleport to maps having one more (or fewer) topological holes in their walkable geometry, if you can somehow hack that mapping in ofc. Maybe "here" is "any point with the same number of trees in a 10m radius", ...
October 9, 2025 at 2:00 PM
... but I suppose "here" can be defined in many ways, maybe you could apply Algorithms™️to the walkable parts of a map, e.g. some kind of topological comparison or distance to define a mapping from one map to another, then use that for teleporting. You could even level that spell, ...
October 9, 2025 at 2:00 PM
when writing that post I basically assumed maps and their corresponding world chunks are aligned between seeds, and meant the exact same chunk-relative coordinates of the player, assuming they're walkable. these concepts/assumptions might not apply to your game ofc, ...
October 9, 2025 at 2:00 PM
consider: a "spell" that teleports you to maps of whatever "here" is, but with a different seed, perhaps only for a few turns? could be an interesting way to get out of (or into) various challenges, like a discrete fourth spatial dimension. feels quite gamebreaking though
October 9, 2025 at 8:24 AM