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Dungeons & Dragons rules are a spec spanning thousands of pages, not formalized, but thoroughly tested by the community. Moving them to a formal specification l
by Firfi 6mo ago
Dungeons & Dragons rules are a spec spanning thousands of pages, not formalized, but thoroughly tested by the community. Moving them to a formal specification language (Quint) was an obvious next step. It worked and proved to also be a great LLM self-checker.
- anentropic 5mo agoFantastic, I'd been daydreaming about doing similar for a while! Do I understand correctly that the Quint code is not needed 'at runtime', that it's there for model-based testing of the XState implementation?
- Firfi 5mo agoRight. Quint is not used in runtime and is not supposed to be. It's a strong testing layer. But there's much more to it. My bigger idea is that I would generate whatever implementation from it, hopefully, with an agentic loop - the MBT test is a natural feedback harness to leave coding overnight. So dnd-rust at some point, maybe? If someone develops a game, they would be able to generate a core logic in rust for bevy, in c# for unity, in (whatever it's used there) for godot. That's in an ideal world.
- anentropic 5mo agoYes that's exactly what I started thinking, this is great work - thank you!