Steven Johnson turns his latest book into an interactive detective game, as a way to illustrate what’s possible when LLM context windows get bigger:

What you’ve just experienced is an interactive adventure based on the text of my latest history book, The Infernal Machine. At its core, the game relies on three elements: the original text from my book; a large language model (in this case, Gemini Pro 1.5); and a 400-word prompt that I wrote giving the model instructions on how to host the game, based on the facts contained in the book itself. You could take any comparable narrative text—fiction or nonfiction—and create an equally sophisticated game in a matter of minutes, just by slightly altering the wording of the prompt.

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The fact that a machine now has the ability to transform linear narratives into immersive adventures has significant implications for both education and entertainment. I’ve generated a similar game just with the Wikipedia entry for the Cuban Missile Crisis. (You play as JFK trying to avoid nuclear war.)