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July 30, 2025

We drive text adventures by Perl script, and we infer Poisson rates backwards

In order to have an LLM play text adventures, we need a way to programmatically drive them. We figure it out! Then we learn how to infer a Poisson rate through just the probability of no event. It's useful, sometimes.

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New articles

Interacting With Text Adventures Through Perl

If we want to get an LLM to play text adventures, we will need a way to programmatically interact with a text adventure interpreter (the program that runs text adventures). This turned out to be slightly more complicated than I had desired, because text adventures do not reliably signal when they expect user input, but the Perl event system IO::Async made it as simple as it gets.

Full article (10–20 minute read): Interacting With Text Adventures Through Perl

Flashcard of the week

One of those rules of thumb that are easy to forget but sometimes really useful.

If the data are Poisson with rate m, what is P(X=0)?

The answer to this isn't actually the interesting bit. The interesting part is flipping it around. Sometimes we observe a Poisson process, but we are unable to get exact counts. We might only be able to learn whether there were no events, or at least one event, in any given instance. Can we still infer the rate of the Poisson process? Turns out we can!

The answer to the question in the flashcard is

e^-m

and driving this backwards, if, say, 12 % of instances had no events, then we solve the equation

0.12 = e^-m

which gives m = -ln 0.12 = 2.12, i.e. the rate parameter of the corresponding Poisson distribution ought to be around 2.

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