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Update CYOAxTSL.md
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ravenrothkopf authored Sep 23, 2023
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Expand Up @@ -242,6 +242,6 @@ else if (currentState === 6) {

## State machine visualization

![IMG_3158.HEIC](CYOA%20x%20TSL%20x%20LLMs%20e7f9a3a837b84a0ab54100cf8ff2b0a2/IMG_3158.heic)
<div align=center><img src="automaton.png" width="70%" height="70%"></div>

**Description**: This automata starts at initial `state 0`, updates the summary with the introductory passage, then proceeds to `state 1`. Since, at the beginning, the player is neither in a cave or a market, we prompt the LLM for a market passage and proceed to `state 3`. Since we are still not in the cave, we prompt the LLM for a cave passage and proceed to `state 1`. The arbiter continues until the LLM actually gives us a cave passage, which may not happen right away. Which ever of the arbiter states we’re at when the `inCave(passage)` predicate returns true, we remain in the cave and proceed to the end game `state 2` in either the next 1 or 2 time steps. when `isEnd(passage)` is called in the if statement, it immediately resets the game so the automata never proceeds to the dead `state 5` which is generated as the result of violated assumptions (I got rid of the violated assumption transitions from the code because they just took up space). The summary is also updated in every time step.
**Description**: This automaton starts at initial `state 0`, updates the summary with the introductory passage, then proceeds to `state 1`. Since, at the beginning, the player is neither in a cave or a market, we prompt the LLM for a market passage and proceed to `state 3`. Since we are still not in the cave, we prompt the LLM for a cave passage and proceed to `state 1`. The arbiter continues until the LLM actually gives us a cave passage, which may not happen right away. Which ever of the arbiter states we’re at when the `inCave(passage)` predicate returns true, we remain in the cave and proceed to the end game `state 2` in either the next 1 or 2 time steps. when `isEnd(passage)` is called in the if statement, it immediately resets the game so the automaton never proceeds to the dead `state 5` which is generated as the result of violated assumptions (I got rid of the violated assumption transitions from the code because they just took up space). The summary is also updated in every time step.

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