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See also my experiments with GPT-3 on sane prompts, which have wildly varying quality even after generating them in bulk: https://github.com/minimaxir/gpt-3-experiments
Creative writing hasn't been one of the super-hyped use cases by OpenAI for the OpenAI API outside of AI Dungeon, surprisingly. For just random generation, the necessary curation can detract from the time-savings advantages. (as an aside, the API is also extremely expensive for long-form content to the point I'm not sure how the economics work for these startups even with charging monthly fees).
I'm more bullish on small bespoke models for a given use case, which is what I spend my time researching.
Yes. You can build the command-line application Java Jar from that repo. I also combine it with vim (https://github.com/dpelle/vim-LanguageTool).
Representing costs in a meaningful manner is a constant problem in every M:tG generator I've seen.
The problems I highlight above are not with grammaticality, which is certainly a big step forward with respect to the past. But many of the abilities still don't make a lot of sense, or don't make sense to be on the same card, or have weird costs etc.
My intuition is that it would take a lot more than language modelling to generate M:tG cards that make enough sense that it's more fun to generate them than create them yourself. I think it would be necessary to have background knowledge of the game, at least its rules, if not some concept of a metagame.
Also, I note that the new online version of the game is capable of parsing cads as scripts in a programming language using a hand-crafted grammar rather than a machine-learned model [4] [5]. So it seems to me that the state-of-the-art for M:tG language modelling is still a hand-crafted grammar.
__________________
[1] https://github.com/stassa/Gleemin - unfortunately, doesn't run anymore after multiple changes to Prolog interepreters used to create and then port the project over.
[2] https://github.com/stassa/THELEMA - should work with older versions of Swi-Prolog, unfortunately not documented in the README.
[3] https://link.springer.com/article/10.1007/s10994-020-05945-w - see Section 3.3 "Experiment 3: M:tG fragment".
[4] https://www.reddit.com/r/magicTCG/comments/74hw1z/magic_aren...
[5] https://www.reddit.com/r/magicTCG/comments/9kxid9/mtgadisper...
Representing costs in a meaningful manner is a constant problem in every M:tG generator I've seen.
The problems I highlight above are not with grammaticality, which is certainly a big step forward with respect to the past. But many of the abilities still don't make a lot of sense, or don't make sense to be on the same card, or have weird costs etc.
My intuition is that it would take a lot more than language modelling to generate M:tG cards that make enough sense that it's more fun to generate them than create them yourself. I think it would be necessary to have background knowledge of the game, at least its rules, if not some concept of a metagame.
Also, I note that the new online version of the game is capable of parsing cads as scripts in a programming language using a hand-crafted grammar rather than a machine-learned model [4] [5]. So it seems to me that the state-of-the-art for M:tG language modelling is still a hand-crafted grammar.
__________________
[1] https://github.com/stassa/Gleemin - unfortunately, doesn't run anymore after multiple changes to Prolog interepreters used to create and then port the project over.
[2] https://github.com/stassa/THELEMA - should work with older versions of Swi-Prolog, unfortunately not documented in the README.
[3] https://link.springer.com/article/10.1007/s10994-020-05945-w - see Section 3.3 "Experiment 3: M:tG fragment".
[4] https://www.reddit.com/r/magicTCG/comments/74hw1z/magic_aren...
[5] https://www.reddit.com/r/magicTCG/comments/9kxid9/mtgadisper...
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