Custom scripts on AI Dungeon scenarios allow you to modify the memory, input, and output as well as keep track of custom state objects that might be relevant for your adventure. You can write custom scripts in Javascript by going to the "Scripts" section while on web on the edit scenario page. For security reasons some Javascript functionality is locked down however. Submit a request if there is functionality you would like opened up and we can look into it.
You can check out some examples for how to use scripting here. We also have user contributed scripts here.
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You have access to (but can't modify) the history
object which is a list of the previous actions of the player and of the AI, including the action type.
You have access to (but can't modify) the memory
object which is the current user defined memory.
You can modify the memory the game uses by settings the state.memory.context
value. This will replace the user defined memory.
You can also set state.memory.frontMemory
, which will include whatever is there in front of even the last action when it's fed into the model, but still not display it to the user.
You can set state.memory.authorsNote
to provide a piece of text that will always be injected three lines back in the game history. This will not be shown to the user, but the AI will see it.
As an example, if you set state.memory.authorsNote
to the following paragraphs are scary.
, the AI will see [Author's note: the following paragraphs are scary.]
three lines back, causing it to be more likely to generate scary text. Another example could be a dragon will show up soon
or the player will soon receive a quest
.
Prepended to the start of the other three scripts before execution so that you can share code between all three.
Called each time the player gives an input and has the opportunity to modify that input. When inside of an Input Modifier,
you can return stop: true
in order to stop processing——see examples/commandParser.js.
Called each time the AI model is about to receive input and has the opportunity to modify that input (by up to a 75% edit distance change).
When inside of a Context Modifier, you can return stop: true
in order to stop processing.
Called each time the model generates an output and has the opportunity to modify that output.
You can read from the worldEntries
parameter (same as world info that you can set on the scenario)
You can modify worldEntries with the below functions
- addWorldEntry(keys, entry)
- removeWorldEntry(index)
- updateWorldEntry(index, keys, entry)
The state
variable can be used to store information that's persistent across function calls/modifiers.
- The
state.memory.context
value will replace the user defined memory if it exists - The
state.message
value will be displayed as a extra message in the game (if it exists) - You can set any variable on state to store and modify adventures throughout an adventure.
console.log("Some message")
will log messages that you can see in the scripting console
info
contains some useful values, depending on which modifier you're in.
All modifiers have access to info.actionCount
, the number of actions in the adventure so far.
When in a Context Modifier, info.memoryLength
and info.maxChars
are also set, indicating the length of the memory portion of text (if any), and the total allowed length of the context after which it will be truncated.
Clicking on the brain icon in the scripting interface will open LMI, in which you can see the last context the AI was provided, the console, and the state.