It's not a terrible idea, but I think what's likely is that the npc is supposed to know things like "hide that you're a spy", and suddenly they forget that they're supposed to hide it, but their historical prompts are full of messages about "You're a spy, but you didn't mention it."
Or "You know about X thing happening because you're a spy, but you ask about it anyways."
That's a real problem in AI and it was solved pretty early on in the piece.
When people say "context" what they mean is prompt + conversation history + user's latest message, fed as one big "model input" block.
Every single time you run the model it only "remembers" what you feed it, and the conversation history is the part that gets compacted. The model always has the full accurate prompt + message, so the NPC will never forget it is a spy and that it wants to try hide that from you. With respect to an actual currently-operating model there is no "historical prompt", there's only what it currently has been fed for this run.
REAL iteration on this front would involve doing some super smart stuff with progress gates and quest flags and stuff that modify the prompt component of the context so that if you discover they're a spy, their prompt changes to say "you're a spy, but you were uncovered (X ingame days ago) when the player accused you with the evidence they found (at Y location)" or something.
You say that, but that also definitely both runs counter to my experience, and runs counter to (e.g.) jailbreaking models.
I don't doubt the model gets the full context. I have doubts that it's able to execute on it in a way that would be deemed successful for moderately long conversations
It's because you don't explicitly re-state the original prompt every time when you chat with AI. When design your LLM API integration in your app, you can append your original prompt such as "you are a spy" in addition to the chat history to the new prompt every turn. This is something you as a user don't see
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u/ShellTrajectory 1d ago
It's not a terrible idea, but I think what's likely is that the npc is supposed to know things like "hide that you're a spy", and suddenly they forget that they're supposed to hide it, but their historical prompts are full of messages about "You're a spy, but you didn't mention it."
Or "You know about X thing happening because you're a spy, but you ask about it anyways."