Quell is a game about going around and talking to people. In particular, it’s about teaching people how to do philosophy and why. The these include existential dread, meaning in life, guilt and shame, atonement, forgiveness, empathy. It’s an existential mystery, a Socratic hero’s journey.
The game is set in an oak-hickory forest, similar to the ones I grew up around here in Kansas, where an abandoned university waits to be explored. You’ll encounter philosophical texts both real and hand-written, experience flashbacks to things you’ve blocked out, and talk to NPCs about issues we face every day in the real world.
Project overview
Where Quell’s code, libraries, experiments and documentation live, and how they relate.
NLP and argumentation
Quell’s planned debate mechanic, and the argument analysis and language research behind it.
- Debate
- Argument maps · Debate · Reading notes
- Argumentation theory
- Argument mining · CAPNA · Abstract argumentation · Inference Anchoring Theory and xAIF · Periodic Table of Arguments · Value-based argumentation · oAMF
- Understanding text
- Cross-encoders · Dependency parsing · Embeddings and cosine similarity · GLiNER and GLiNER2 · Natural language inference
- Generating text
- Constrained decoding · In-context learning · LoRA fine-tuning · Prompt caching
- Running models
- ONNX and ort · Quantization and llama.cpp
- Measuring results
- Top-k accuracy and calibration · Stage-wise evaluation
Procedural generation
How Quell builds exploration spaces and changes the routes through them.
Gameplay: physics and 3D world
The player character, cameras and test levels in Quell’s 3D world.
Engine: q_os and libraries
The reusable Bevy crates in lib/ that Quell and the other games build on.