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1001 Nights

Game

Documents about 1001 Nights

Cover of Reconceptualizing LLM-Induced Hallucinations as Game Features
Article

Reconceptualizing LLM-Induced Hallucinations as Game Features

The paper argues that large language model hallucinations, the plausible but inaccurate or fictitious outputs that are typically treated as technical defects, can instead be designed as intentional features of game experiences.

  • The paper reframes LLM hallucinations, usually treated as technical defects, as potentially intentional design features for games, using the 'Magic Circle' concept of bounded play spaces to justify them.
  • Its authors present the work as a conceptual and design-oriented contribution rather than an empirical study, and explicitly acknowledge the lack of quantitative data on player engagement or hallucination rates.
  • Two design strategies are proposed: containing fabrications by limiting verifiable detail, keeping dialogue brief, and maintaining thematic focus, and establishing an irrational or comedic in-game worldview in which unexpected outputs feel characteristic.
DiGRAJun 2025
Cover of 1001 Nights: AI-Native Narrative Game Driven by Large Language Models
Article

1001 Nights: AI-Native Narrative Game Driven by Large Language Models

"1001 Nights" is a narrative game developed by Yuqian Sun and collaborators at the Royal College of Art in London, built around the premise that language can shape reality.

  • "1001 Nights" is a narrative game by Yuqian Sun and collaborators at the Royal College of Art in London, built on the premise that language shapes reality, drawing on Wittgenstein's idea that the limits of language define the limits of one's world.
  • The player takes on the role of Shahrzad, transforming stories narrated by an AI King into tangible in-game objects such as swords, knives, and shields, with the overarching goal of rewriting her fate and diverging from traditional folklore to challenge patriarchal norms.
  • The game has two phases: a storytelling phase where the player uses keywords to guide the AI King's narration, and a battle phase where collected weapons are used against the King.
DiGRASep 2024