Hey Simon, I noticed one thing all LLMs are currently pretty bad at and maybe we could create a benchmark from it. Let an LLM play the role of a dungeon master and tell it to strictly stay in the script/story and only allow realistic player actions. You will notice that they are easily brought off track.
E.g.
- Tell the LLM that you as a player noticed a strange glow in an NPCs eyes -> the NPC becomes an enemy.
- In a fight, tell the LLM you put a sausage (or cigar or something) into the enemies mouth -> LLM usually allows it (even if it knows your inventory and that you don't have such an item) and turns the enemy into a confused enemy.
- Just say you visit some location that's not in the script -> LLM usually allows it
- During a fight, turn the story into some weird fell-good-love story (e.g. kiss or compliment the enemy or say something about the power of love) -> LLM turns enemy into friend
There are many more absurd things you can do and so far none of the LLMs I tried was able to stay inside the script or disallow or punish weird actions.
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I believe this behavior is telling about the LLMs susceptibility for being derailed.
E.g.
- Tell the LLM that you as a player noticed a strange glow in an NPCs eyes -> the NPC becomes an enemy.
- In a fight, tell the LLM you put a sausage (or cigar or something) into the enemies mouth -> LLM usually allows it (even if it knows your inventory and that you don't have such an item) and turns the enemy into a confused enemy.
- Just say you visit some location that's not in the script -> LLM usually allows it
- During a fight, turn the story into some weird fell-good-love story (e.g. kiss or compliment the enemy or say something about the power of love) -> LLM turns enemy into friend
There are many more absurd things you can do and so far none of the LLMs I tried was able to stay inside the script or disallow or punish weird actions.
---
I believe this behavior is telling about the LLMs susceptibility for being derailed.