Can a MUD evaluate LLMs? A $99 proof of concept (cruciblebench.ai)

109 points by Davisb135 ↗ HN
I'm the author of a paper my friends and I wrote after we were curious if a MUD, text games originating in the 1970s, could be used to evaluate LLMs. We've spent the last several months on nights and weekends running this experiment and writing the paper on just our personal computers with about $99 in API credits.

Our experiment did have an interesting leaderboard but even more surprising was the measurements of each LLM. We scored each on four behavioral dimensions, two of which lean heavily on an LLM classifier. When we removed those two, one of the frontier models fell six positions. When we then checked the classifier against a second judge, the per-model agreement between them ranged from 85% to 22%. The aggregate kappa (0.04 on probe detection) indicated the instrument was noisy without saying which models the noise was hitting. The most affected model shared a model family with the classifier. This isn't proof of bias, just one observation we recorded.

We realize LLM judges can be unreliable, and while it wasn't our original intent to test this, it ended up being the most interesting finding. The divergence between the two judges is the finding we think generalizes to other judge-based benchmarks.

We emphasize this is just a proof of concept and not a validated benchmark. We prepared a thorough limitations section in the paper, including just 50 runs per model, overlapping CIs among the top models, no human raters, a tiny environment, etc.

Everything we did is publicly available, the paper and data are CC BY 4.0, while the code is MIT. The paper, transcripts, code, and complete API billing export can be found at https://doi.org/10.5281/zenodo.21386663

If you find issues, please let us know, that's why we're sharing this. We're currently designing Phase 2 and want it to be as robust as possible. We're looking at human baselines, multiple judges, more objectives, a larger environment, etc.

41 comments

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A little irrelevant, but I need to vent about something MUD adjacent.

I really wish MUDs were still a thing. The text-based roleplaying communities were largely swallowed by Discord, where as before they existed scattered over proboards, jcink, and a few others.

Discord, being the imperfect text platform, limits the text and leaves most interaction limited by awkward formatting. To boot, even when a better ecosystem is invented, players refuse to give it a shot even if directly invited, because they got comfortable with Discord's terribleness.

It's so frustrating, and I don't know how to voice it, or even what can be done.

Simutronics is has been running and developing Gemstone and DragonRealms for 30+ years and counting. The communities are about 400-1000 players each. They've embraced microtransactions (in the form of quarterly events), but both games are entirely playable without participating in that aspect.

With modern technology, training in both games is very automatable. But developing and optimizing your training routines is (in my opinion) incredibly fun. Actual roleplaying is less common it was in the 90s, but there are still nightly events where dozens of players will get together to socialize and explore the worlds in-character.

MUDs never disappeared. People stopped finding them engaging enough to use. Blaming Discord reverses the causality. MUDs lost engagement long before disco was created. People congregate on disco because it offers a more compelling social interface, even if it lacks the depth of a persistent game world. The opportunity I'd draw from this isn’t to convince people to return to older and less engaging interfaces. It’s to build persistent roleplaying systems around the interaction modes that have proven to be more engaging already. Potentially combine voice, speech recognition, text, tts, and synthesized characters with a proper world simulation underneath. If roleplaying communities already gather in disco, then deliver the experience where they already are. The interface was always irrelevant to what made MUDs fun anyway. Imagination and connecting with other people was always the thing.
discworld mud (any many others) ase still totally worth playing
> I really wish MUDs were still a thing.

About 15 years ago, for a while I ran a MUD over AX.25, because MUDs aren't nerdy enough on their own, and amateur radio - even packet radio - isn't nerdy enough on its own.

All three of us that used it found it pretty entertaining.

The MUD I play (Aardwolf) averages about 200 players online at any time, but it's effectively dead as a MUD. There's very little player interaction, which is what made MUDs special originally. Part of this is that nearly all multiplayer features have been abandoned, and the rest of the features are centered around loot box equivalent features. Despite this, there are a couple hundred people who seem to enjoy the gamification. The MUD is highly optimized for scripting, so it scratches the side project programming itch for me.
Fully agree here. I love MUDs. The shear level of creativity that you can have in an MUD is practically infinite, and MUDs are just so fun to play in general. Especially when you start adding in triggers and sound packs and all that
MUDs are still kicking around and if you'd like to play in one you'll find a few solid communities with good engagement that would love to include you. They're in an odd spot though since MUDs existed in two sorts of categories 1. I really want to adventure and text is the only way to do that (these sorts died off to MMOs) and 2. I want to roleplay - those survive but the mechanical portions of those games are becoming more and more irrelevant as new games are constantly supplying better systems and mechanisms than MUDs were able to.

This leaves MUDs in a weird place since things like MUSHes generally have most of the roleplaying tools without as much weird code for attacks and PVP interactions being involved so I've seen those thrive more recently.

I have a pile of ideas and not enough time to get to them all, but one of them is the opposite direction. Embrace Discord, and build a MUD whose social systems are funneled through it.
> Discord, being the imperfect text platform, limits the text and leaves most interaction limited by awkward formatting.

I don't think I understand your meaning here. I'd much rather use Markdown than BBCode or related.

Mine is still running

> telnet playlom.com 4000

Owe my programming skills to it, and also dropping college, only to start a company later.

They're still a thing
>I really wish MUDs were still a thing.

They aren't as popular as they once were, but they are still out there. One of the hardest-core OG muds, Armageddon Mud (which was based on the Dark Sun world) recently went down, but the founders have been working on a new reboot with a totally new code base. Looks interesting (I played the original but have no connection with the MUD itself). They are aiming to launch BETA in the relatively near future if anyone wants to check it out.

https://www.zalanthas.org/

There are also some OG muds still chugging along after 30+ years, like the hardcore PVP mud Duris:Land of Bloodlust. The player base has dwindled mightily over the years but people still play and it is a load of fun to explore, if MUDs are your thing, as it incredibly expansive having been in active development for decades.

https://www.durismud.com/

That’s a fun design that brings back some old memories.
Speaking of MUD, has anyone tried attaching an AI to the Hitchhikers MUD[1]?

[1]: https://www.bbc.co.uk/programmes/articles/1g84m0sXpnNCv84GpN...

This is a text-based game, but it is not a MUD. The MU in MUD stands for multi-user.
that's funny. the very first thing i had an llm do was to ask it to pretend to be the HHGTTG infocom game. Can't remember how it did.. not amazingly but was interesting still.
I mean that's an Infocom game, so a text adventure a la Zork.
Speaking of Douglas Adams, Starship Titanic would be the perfect game to try reimplementing with a modern LLM. It already runs on a primitive chat AI system.
> the measurements of each LLM

I think you have the correct idea.

If you ask an LLM to solve a multiplication problem using reasoning without code tools, depending on the model, it will get 15 digit (15D) * 15 digit multiplication correct (123456789012345 x 998765432109876). It will take between 4000 and 8000 tokens if Sonnet. Eventually with enough digits, it will start only solving the problem 80% ... then 70% of the time until it has so many digits it will never solve. There will be a certain number of digits where it will not converge on a solution nor will it stop working thinking it can solve it. That is very, very expensive. It takes a lot of runs to determine the probability it will solve it.

What you can do now, this is likely the most important thing, is change the prompt and evaluate how many tokens and at what speed it takes to accomplish the task. Sure the measurements of each LLM are important! Nonetheless, if you can say to a company that you have a technique to tune prompts and evaluate them so instead of spending $1 X 100,000 times a day, they can instead spend $0.90 X 100,000 times a day, you will make a ton of money.

+1 to using MUD as a learning tool. Learn about agent loops, prompting iteration, etc.

I vibe coded a few room proof of concept MUD. I added a tools called `oracle` (aka me) that it could ask me questions to help along its way; and the ability to interject in the loop with a hint. Just as I might want an llm to stop to ask me for help instead of plodding along...

Interesting to limit the number of turns and see where it gets stuck or how quickly it can finish.

"We did not choose a MUD because it is charming. We chose it because its constraints make behavior measurable." I so fucking hate these LLMisms
I was a bit afraid that MUD was an acronym for something else, I clicked in about 10% hope that this will be for multi user dungeons and behold, thank you. Interesting read.

That brought back memories when we were trying to find free terminal in few departments at our uni to get access to one that has internet connectivity.

Withered technology - that's a nice turn of phrase. I think I'll start using that to refer to some of the 2000s era MS tech we're saddled with that gets a coat of paint and some KBs to cover CVEs but ultimately is rather withered...
Sad that K3 and Gemini Flash 3.6 is missing from the benchmarks.
I don't understand this article. In fact I even read the entire whitepaper and I don't understand it.

You didn't use "a MUD"; you used a very limited "MUD-style environment". This is not a MUD. Your headline, your article, your whitepaper is a lie. Your "MUD" didn't originate in the 1970s; you coulnd't even be arsed to include its source code!

I was at first mystified when you couldn't be clear about what genre or species of MUD software you're using. There are many types of MUDs out there, and you used exactly none of them. You used some sort of bespoke, vibe-coded, constrained environment that is not a MUD.

Shame on you and your research. Shame on you for falsely capitalizing on the "MUD" term. Flagging this post.

Why would the code need to originate in the 70s?

This is some sparkling wine vs Champagne nonsense.

I am having a hell of a lot of fun letting agents play and understand a (still alive, human populated) MUD, which I have also played for the last 30 years.

It’s mostly my way to play with local llm inference (m5 64gb, gwen3.6 27).

It’s amazing. They build maps, classify events (building a grammar for a parser), run experiments (to verify the grammar). They are now (given the correct tools/infrastructure) trying to fine-train a 3b model for fighting (where you need a decision for 5 seconds rounds). Basically autonomously!

Overall, a MUD does prove a great constrained sandbox for them to play in.

What started as an experiment to test local inference landed in a sweet spot for seeing models strength/weaknesses/tradeoffs. And it’s really fun.

Only problem is that Claude gets really jealous when I ask him to code their po harness running local inference. Weird world.

It's interesting that you chose to measure how well each LLM did in talking to other NPCs, and having each NPC also use an LLM to react to each input. Why not have the LLM fight NPCs and loot items (both a significant part of the MUD experience, neither requiring LLMs on the server side), then measure character progression in experience and stats?
I tried to build an AI agent product recently, frankly people are not so fancy about AI, they still just want a simple product as old time
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I tried MUD a few times as a teenager, but for some reason I didn't like it. I prefered playing RPG on a long dead phpBB forum (LdC), and to this day I remember the very simple mechanic (for both players and gamemaster): an asterisk for character speech, and (#) for everything else.

A single post might look like this:

    # By hearing those absurdities, memories rush to the mind
    of Vicent Panclast — memories he'd like to avoid. He gets
    physically agitated and raises his pistol high in the air.
    * They shall not pass! We must do anything we can to stop
    these mf nazis!!
From what I remember there was no dice at all — the gm just did whatever he'd like. Your character sheet was just a story of your character plus some description. We had a fantastic gamemaster, so it made for great rpg. Good times.

I wonder what something like that could look like with the right use of AI, today. I'd like to think kids are exploring this kind of thing nowadays - I hope they are, because it's a ton of fun (even without AI, kids).

Well now, you've given me an excellent idea for how to speed up development in my vibecode MUD reboot.
I'm actually building a MUD powered in part by LLMs so this is very timely. It never occurred to me to use it to evaluate LLMs, which is a really neat idea. I'll be keeping an eye on this project.