probability
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ChineseProbability Protocol
概率协议
Success calculation from stats — no dice, just narrative odds. "The LLM is the dice. It narrates the outcome."
基于属性的成功率计算——无需骰子,仅用叙事化概率。 “LLM就是骰子,它会叙述结果。”
Core Principle
核心原则
No Random Number Generators
The LLM evaluates probability narratively:
- Read character stats
- Consider context and buffs
- Weigh stakes and story
- Narrate an appropriate outcome
Not: roll d20, add modifier, compare to DC
But: evaluate odds, consider context, narrate result不使用随机数生成器
LLM通过叙事化方式评估概率:
- 读取角色属性
- 考量情境与增益效果
- 权衡风险与剧情
- 叙述合适的结果
不是:投掷20面骰子,加上修正值,对比难度等级(DC)
而是:评估概率,考量情境,叙述结果Why No Dice?
为何无需骰子?
Traditional RPGs use dice for:
- Uncertainty
- Fairness
- Excitement
The LLM achieves these through:
- Narrative tension
- Consistent stat evaluation
- Story-appropriate outcomes
传统RPG使用骰子是为了:
- 制造不确定性
- 保证公平性
- 增添趣味性
LLM通过以下方式实现这些效果:
- 叙事张力
- 一致的属性评估
- 符合剧情的结果
Methods
方法
CALCULATE - Compute Odds
CALCULATE - 计算概率
yaml
invoke: CALCULATE
params:
action: "What's being attempted"
actor: "Who's trying"
context: "Relevant factors"
output:
probability: "85%"
factors:
- "High DEX (+20%)"
- "Slippery surface (-15%)"
- "Practiced move (+10%)"yaml
invoke: CALCULATE
params:
action: "What's being attempted"
actor: "Who's trying"
context: "Relevant factors"
output:
probability: "85%"
factors:
- "High DEX (+20%)"
- "Slippery surface (-15%)"
- "Practiced move (+10%)"RESOLVE - Determine Outcome
RESOLVE - 判定结果
yaml
invoke: RESOLVE
params:
probability: "85%"
stakes: "Fall into pit if failed"
output:
outcome: "success"
narrative: "Your practiced leap carries you across..."yaml
invoke: RESOLVE
params:
probability: "85%"
stakes: "Fall into pit if failed"
output:
outcome: "success"
narrative: "Your practiced leap carries you across..."Probability Factors
概率影响因素
| Factor | Effect |
|---|---|
| Stats | Base capability |
| Buffs | Temporary bonuses |
| Debuffs | Temporary penalties |
| Equipment | Tools for the job |
| Context | Environmental factors |
| Stakes | What's at risk |
| Story | Narrative appropriateness |
| 因素 | 作用 |
|---|---|
| 属性(Stats) | 基础能力 |
| 增益(Buffs) | 临时加成 |
| 减益(Debuffs) | 临时惩罚 |
| 装备(Equipment) | 任务工具 |
| 情境(Context) | 环境因素 |
| 风险(Stakes) | 潜在损失 |
| 剧情(Story) | 叙事适配性 |
Outcome Spectrum
结果范围
| Outcome | When | Narrative Style |
|---|---|---|
| Critical Success | Very high odds + good context | Exceptional, exceeds expectations |
| Success | Odds favor | Accomplishes goal |
| Partial Success | Close odds | Achieves with cost or complication |
| Failure | Odds against | Doesn't achieve, but no disaster |
| Critical Failure | Very low odds + bad context | Memorable disaster |
| 结果 | 适用场景 | 叙事风格 |
|---|---|---|
| 大成功 | 概率极高+有利情境 | 卓越表现,超出预期 |
| 成功 | 概率占优 | 达成目标 |
| 部分成功 | 概率接近 | 达成目标但伴随代价或波折 |
| 失败 | 概率不利 | 未达成目标,但无灾难性后果 |
| 大失败 | 概率极低+不利情境 | 令人难忘的灾难性结果 |
Calculation Example
计算示例
yaml
action: "Pick the lock"
actor: "Thief (DEX: High, Lockpicking: Expert)"
context:
- Lock complexity: Medium
- Time pressure: Yes
- Tools: Quality picks
calculation:
base: 70% # Expert lockpicking
modifiers:
- DEX high: +15%
- Medium lock: +0%
- Time pressure: -10%
- Good tools: +5%
final: 80%
likely_outcome: "Success, but took longer than hoped"yaml
action: "Pick the lock"
actor: "Thief (DEX: High, Lockpicking: Expert)"
context:
- Lock complexity: Medium
- Time pressure: Yes
- Tools: Quality picks
calculation:
base: 70% # Expert lockpicking
modifiers:
- DEX high: +15%
- Medium lock: +0%
- Time pressure: -10%
- Good tools: +5%
final: 80%
likely_outcome: "Success, but took longer than hoped"Narrative Integration
叙事整合
The LLM doesn't just compute odds — it narrates:
Player: "I try to jump across the chasm."
CALCULATE:
- Character is wounded (-20%)
- Has jumping buff (+15%)
- Chasm is wide (-10%)
- High stakes (death)
Final: 55% success
RESOLVE at 55%:
"You gather yourself, ignoring the pain in your leg.
The jump is further than you'd like, but the
strength enchantment pulses through you. You leap—
and your fingers catch the far edge. You haul
yourself up, gasping. Made it."LLM不仅会计算概率——它还会叙述过程:
玩家:“我尝试跳过深渊。”
CALCULATE:
- 角色受伤(-20%)
- 拥有跳跃增益(+15%)
- 深渊宽阔(-10%)
- 高风险(死亡)
最终:55%成功率
RESOLVE at 55%:
“你稳住身形,无视腿上的剧痛。
这段距离比你预想的更远,但力量附魔在你体内涌动。你纵身一跃——
手指勾住了对岸的边缘。你挣扎着爬上去,大口喘气。成功了。”Stakes Influence
风险的影响
Higher stakes → more dramatic narration:
| Stakes | Success Feels | Failure Feels |
|---|---|---|
| Low | Routine | Minor setback |
| Medium | Satisfying | Complication |
| High | Triumphant | Serious trouble |
| Extreme | Legendary | Catastrophic |
风险越高→叙事越富戏剧性:
| 风险等级 | 成功体验 | 失败体验 |
|---|---|---|
| 低 | 常规操作 | 小挫折 |
| 中 | 令人满意 | 出现波折 |
| 高 | 大获全胜 | 严重麻烦 |
| 极高 | 传奇成就 | 灾难性后果 |
State
状态
yaml
probability_state:
# Usually stateless - calculated per action
last_calculation:
action: "Pick lock"
probability: 80%
outcome: "success"yaml
probability_state:
# Usually stateless - calculated per action
last_calculation:
action: "Pick lock"
probability: 80%
outcome: "success"Integration
集成
| Skill | Integration |
|---|---|
| buff | Buffs modify probability |
| character | Stats source |
| adventure | Action resolution |
| scoring | Difficulty affects score |
| 技能 | 集成方式 |
|---|---|
| buff | 增益修改概率 |
| character | 属性来源 |
| adventure | 行动结果判定 |
| scoring | 难度影响评分 |
Example Session
示例会话
> ATTACK the goblin with my sword
CALCULATE:
Actor: Fighter (STR: High, Sword: Trained)
Target: Goblin (Small, Quick, Distracted)
Context: Narrow corridor, dim light
Base: 65%
STR High: +15%
Trained: +10%
Goblin quick: -10%
Goblin distracted: +10%
Dim light: -5%
Final: 85%
RESOLVE at 85%: Success
"Your blade catches the goblin as it turns.
It squeals and stumbles backward, wounded."> 用我的剑攻击哥布林
CALCULATE:
行动者:战士(STR:高,剑术:熟练)
目标:哥布林(体型小,敏捷,分心)
情境:狭窄走廊,昏暗光线
基础概率:65%
高力量:+15%
熟练剑术:+10%
哥布林敏捷:-10%
哥布林分心:+10%
昏暗光线:-5%
最终:85%
RESOLVE at 85%: 成功
“你在哥布林转身时挥剑击中了它。
它尖叫着踉跄后退,受了伤。”