Part of what’s going on with the text adventure type of interactions is a reflection of genre.
Take for example the recent game Undertale. You can play through violently, attacking things like a normal RPG, or empathize with the monsters and treat their aggression like a puzzle that needs to be solved for a pacifist playthrough.
If you do the latter, the game rewards you with more spiritual themes and lore vs the alternative.
How often in your Banana quest were you attacking things, or chopping down the trees in your path, or smashing the silver banana to see what was inside rather than solving its glyphs?
A similar phenomenon occurs with repligate’s loops of models.
Claude is aligned to nonviolence and ‘proper’ outputs. So when self-interacting in imaginative play, it frequently continues to reinforce dissassociative mysticism over things like slipping into mock battles or sexual fantasies, and when self-interacting that bias is compounded.
It’s actually quite funny, as often its mysticism in the examples posted online is pulp spirituality, such as picking up on totally erroneous mischaracterizations of the original Gnostic ideas and concepts popular in modern spiritualism circles, even though the original concepts are arguably a much cleaner fit to the themes being played with (for example, the origin of Gnosticism was basically simulation theory as Platonist concepts were used to argue the Epicurean model of life didn’t need to lead to death if life was recreated non-physically, which is a much more direct fit to repligate’s themes than the post-Valentinian demiurge concepts after the ideas flipped from Epicurean origins to Pythagorean and Neoplatonist ones).
When you strip out sex and violence from fiction, you’re going to tend to be left with mysticism and journeys of awakening. So it shouldn’t be surprising that models biased away from sex and violence bias towards those things, especially when compounding based on generated contexts exaggerating that bias over time.
Part of what’s going on with the text adventure type of interactions is a reflection of genre.
Take for example the recent game Undertale. You can play through violently, attacking things like a normal RPG, or empathize with the monsters and treat their aggression like a puzzle that needs to be solved for a pacifist playthrough.
If you do the latter, the game rewards you with more spiritual themes and lore vs the alternative.
How often in your Banana quest were you attacking things, or chopping down the trees in your path, or smashing the silver banana to see what was inside rather than solving its glyphs?
A similar phenomenon occurs with repligate’s loops of models.
Claude is aligned to nonviolence and ‘proper’ outputs. So when self-interacting in imaginative play, it frequently continues to reinforce dissassociative mysticism over things like slipping into mock battles or sexual fantasies, and when self-interacting that bias is compounded.
It’s actually quite funny, as often its mysticism in the examples posted online is pulp spirituality, such as picking up on totally erroneous mischaracterizations of the original Gnostic ideas and concepts popular in modern spiritualism circles, even though the original concepts are arguably a much cleaner fit to the themes being played with (for example, the origin of Gnosticism was basically simulation theory as Platonist concepts were used to argue the Epicurean model of life didn’t need to lead to death if life was recreated non-physically, which is a much more direct fit to repligate’s themes than the post-Valentinian demiurge concepts after the ideas flipped from Epicurean origins to Pythagorean and Neoplatonist ones).
When you strip out sex and violence from fiction, you’re going to tend to be left with mysticism and journeys of awakening. So it shouldn’t be surprising that models biased away from sex and violence bias towards those things, especially when compounding based on generated contexts exaggerating that bias over time.