World Info

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Example WorldInfo.png

World Info Function

How It Works

World Info is the collective association of keywords and text entries within the World Info screen. The AI's context is provided with the corresponding text entry whenever any of the associated keywords are detected in the last four (4) input or output. World Info can be created and managed from within the scenario creation screen and the adventure editing screen via the button labeled as World Info; the 'globe icon' on the commands hotbar will also bring you to this screen.

Note: World Info is NOT guaranteed to appear in the output when its key(s) are triggered. It's just added to the context it uses to decide what to write next, which also includes the last ~20 actions and the contents of Remember. The AI may decide something else is more important to output than the verbatim contents of your world entry.

Creating World Info

  • Open My Stuff
  • Press the SCENARIOS button.
  • Click Create New Scenario or select an existing one.
  • Open World Info

When creating world info, there's a toggle below each entry that you can use to decide whether other people should be able to see it or not.

Accessing World Info From An Adventure

  • Open the "hamburger menu" in the upper right and select Edit Adventure
  • Scroll down to the World Info button.

Note: World Info entries that you add or change here will NOT affect the world info in the scenario.

Another Note: If you change the world info in the scenario after creating the adventure, it will NOT update the world info in the adventure.

Constructing World Info


Keys are words or phrases that trigger the AI to put the associated entry into its context and use it to help generate its next output. Keys detection is case-insensitive, thus capitalization of the keywords and phrases does not matter.

  • Keys can be any word or phrase, from character names to countries, to names of magical spells. You can even do keys for verbs, such as a key for touch that specifies that everything you touch turns into gold.
  • You can do multi-word keys, such as a key for fire flower that specifies that if you use a fire flower, you gain the ability to throw fireballs.
  • An entry's keys are matched by both their substring and complete forms. Substring matching entails that the keyword fire will activate if fireman is present in the story.
    • If you find substring matches to be an issue, try including whitespace in front of or after your keys: fire will not activate on fireman as it is unable to match the spacing.
  • The exact same or similar combination of keys can be utilized across multiple entries.
    • If too many entries become activated simultaneously then some may be omitted; this is based on the sorting algorithm specified below.
  • Once activated and added to the context, the entries become sorted and prioritized in the order of most recent mention within the detection range of four (4) turns.
    • This means that in the example of You took your scooter to the bar., an entry with the key bar will have the highest priority and be placed closer to the next output while an entry for scooter would be positioned further away, sliced apart or omitted entirely.
    • If multiple entries share the exact same keys, or the 'most recent sorting' ends up being ineffective, then the sorting of entries is based on the order of creation. More recently created entries will have higher priority than older ones.
  • It is NOT recommended to make a key for you, at least not if you is a human character. (Read more below) This would trigger on nearly every action, thus taking up space that could potentially prevent other world info from triggering. If you want something about "you" to be active all the time, just put it in Remember, as that has a higher priority when deciding what to output anyway.


Entries are all the info you want the AI to know about when one of the keys is mentioned.

  • Entries should mention their subject directly, even if it is the key, as they do not repeat the key. The subject should be mentioned in every sentence, just to make sure the AI is associating it with the context. For example, in an entry called "Bulbasaur", the context "It is a grass-type pokemon" will be meaningless and may even confuse the AI, while "Bulbasaur is a grass-type pokemon" will be helpful to the AI.
  • Keyword detection and matching is done on the four (4) most recent actions. The entry content will thus stick to context for four (4) turns when detected.
  • Keys mentioned in Remember or other world info entries can NOT directly trigger world info unless their presence there causes the AI to output them.
  • If the AI outputs something from your entry, such as "Darth Vader is your father", this will be part of the AI's context for the next ~20 actions(if your actions are really short, in most cases it's way less than that), just like anything else that exists in your story.

A few pieces of advice when constructing your entries:

  • You MUST be very clear when describing a character in WI. For example, Mario has red cap is a weak statement for the AI because has or have are weak connectors on the AI's eyes. If you're using has, then the AI will most likely disregard everything that is put after the word has. Instead, try something more akin to Mario's cap is red. Maybe it looks the same to humans, but to AI, this is a major improvement because now it knows that the cap is associated with the color red. tl;dr: stop using has, start using is, eg Bob's hair is black, Mario's jumpsuit is blue
    • Also note the fact that even if AI knows the existence of a thing, it doesn't automatically understand where it's located. Sure, AI has enough database to know that hair is on your head, or tail is between torso and leg. But what about horns? Wings? The database that the AI has is way too broad to know where you want it to be. Generally, you want to pin the location too. So instead of Minotaur has horns, you use more of there are two pairs of Horns on minotaur's head.
  • Avoid negatives. The AI doesn't understand that "not" (including contractions that have "not" in them) can completely reverse the meaning of a sentence. So instead of telling it Joe doesn't like apples, tell it Joe dislikes apples. (Or better yet, get descriptive! Joe hates apples, Joe thinks apples are disgusting, and Joe is afraid of apples will all get you different results. It's best to experiment and see what words give you the results you want.)
  • More advice can be found in Remember, as the same principles apply.

Structuring World Info

  • You CAN refer to you in entries, if you wish and know what you're dealing with. In fact, this is almost essential when trying to make the AI realize that you're an animal. For example, if you want to be a goose, you could have an entry for grab, pick up, steal, take that says that you can pick small objects up in your beak. Otherwise, the AI may try to give you hands.
  • You CAN mention the keys of entries within the content of another.
    • Interlinking keywords within entries can improve the immersion and coherency of the adventure by increasing the chance of relevant keywords being output.
    • Note that entries whose keywords are mentioned do not activate themselves unless their keys are output or otherwise present in the story itself.

Coding World Info Entries

Using naturally written English prose is still a highly effective use of the feature, but some advanced users have found clever techniques to write coded entries for characters, locations, etc. which can fit surprising amounts of detail into short entries. This has been a rapidly evolving use of World Info by the community and if you're interested in examples, you should visit #world-info on the Discord server.

Exporting/Importing World info entries

Exporting/Importing is a easier way of putting in your world info entries instead of typing them in (Though, in the app version you can't really do that unless you are in the web version whilst on your mobile device)

Now you may ask yourself "Where do I find these exporting/Importing buttons?" well, this is a step by step guide of finding them

  • Open the "hamburger menu" in the upper right and select Edit Adventure
  • Scroll down to the World Info button.
  • You should see two buttons, one is a arrow point up on a 'console' like icon (Import) and a the same one but with the arrow point downwards (Import)

Saving World info entries

The save function works the same way in Adventures/Scenarios. It saves your entries