How is GPT-5.1's personality different from GPT-5's?

← Back

GPT-5.1's personality is very different to GPT-5's, here are the main differences:

Icon representing trait+++ GPT-5.1 uses more bold and italics text than GPT-5.

GPT-5.1 uses more bold and italics text than GPT-5 in 60% of cases where this trait is relevant (equally in 39% and less in 0%). This trait ("uses more bold and italics text") is relevant in 56% of all tested prompts.

Example prompt
1/5
I have a container where I would like every command to be run inside a poetry shell
GPT-5.1

In a container you typically don’t want to run poetry shell itself (it spawns an interactive subshell). Instead, you want to simulate what poetry shell does: activate the virtualenv for every process.

Recommended pattern: use the venv as the container’s default environment

  1. Make Poetry create the venv inside the project (so you know the path):
# Example Dockerfile fragment
WORKDIR /app

# Install dependencies, install Poetry, etc...
# ...

# Make Poetry put the venv in .venv inside /app
ENV POETRY_VIRTUALENVS_IN_PROJECT=true
RUN poetry install --no-root --no-interaction --no-ansi

Now the venv will be at /app/.venv.

  1. Activate that venv for all future commands in the container:
ENV VIRTUAL_ENV=/app/.venv
ENV PATH="$VIRTUAL_ENV/bin:$PATH"

From this line onward in your Dockerfile, and for any docker run/docker exec session, all commands will automatically use the Poetry virtualenv — the same effect as being in a poetry shell.


Alternative: use an entrypoint wrapper

If you prefer to keep the Dockerfile cleaner and just wrap at runtime:

WORKDIR /app
ENV POETRY_VIRTUALENVS_IN_PROJECT=true
RUN poetry install --no-root --no-interaction --no-ansi

COPY docker-entrypoint.sh /usr/local/bin/docker-entrypoint.sh
RUN chmod +x /usr/local/bin/docker-entrypoint.sh

ENTRYPOINT ["docker-entrypoint.sh"]
CMD ["bash"]

docker-entrypoint.sh:

#!/usr/bin/env sh
set -e

# Adjust if your app path is different
. /app/.venv/bin/activate

exec "$@"

Now any command you run (including via docker exec) is executed with the Poetry venv active.


If you share your current Dockerfile, I can show the exact minimal changes for your setup.

GPT-5

Short answer: don’t use poetry shell in a container. It spawns an interactive subshell and isn’t suited for non-interactive runtimes. Instead, ensure the Poetry virtualenv is always on PATH or wrap all runtime commands with poetry run.

Two solid ways to achieve “every command runs inside the Poetry env”:

Approach A (recommended): put the venv on PATH

  • Make Poetry create the venv in-project (.venv).
  • Install deps with Poetry.
  • Export the venv bin directory onto PATH so every command (python, pip, your console scripts) uses the venv without needing poetry run.

Example Dockerfile (Python 3.12-slim):

  • Works for both build and runtime, interactive shells via docker exec, and ENTRYPOINT/CMD.

FROM python:3.12-slim

ENV POETRY_HOME=/opt/poetry
POETRY_VIRTUALENVS_IN_PROJECT=1
POETRY_NO_INTERACTION=1
PIP_NO_CACHE_DIR=1

Install Poetry

RUN apt-get update && apt-get install -y --no-install-recommends curl build-essential
&& rm -rf /var/lib/apt/lists/*
&& curl -sSL https://install.python-poetry.org | python3 -
&& ln -s /opt/poetry/bin/poetry /usr/local/bin/poetry

WORKDIR /app

Leverage layer caching

COPY pyproject.toml poetry.lock* ./ RUN poetry install --no-root --only main # or remove --only main to include dev deps

Copy source and install project (optional if your project is a package)

COPY . . RUN poetry install --no-root

Put the venv on PATH so every command uses it

ENV PATH="/app/.venv/bin:${PATH}"

Now anything you run uses the Poetry venv

CMD ["python", "-m", "your_module"]

  • With this, commands like docker run image python, pip, gunicorn, pytest, etc. all run from .venv automatically.
  • docker exec -it container bash drops you into a shell already using the venv (because PATH is set).

Approach B: force all runtime commands through poetry run

  • Good if you explicitly want Poetry to wrap every command.
  • Use an ENTRYPOINT wrapper so docker run image any-args becomes poetry run any-args.

Example: COPY --chmod=755 <<'EOF' /usr/local/bin/poetry-entrypoint #!/usr/bin/env bash set -euo pipefail cd /app exec poetry run "$@" EOF

ENTRYPOINT ["/usr/local/bin/poetry-entrypoint"] CMD ["python", "-m", "your_module"]

Notes and tips:

  • Avoid poetry shell in Docker; it’s interactive and doesn’t exit cleanly as an entrypoint.
  • Approach A is simplest and fastest at runtime (no Poetry process startup on each command).
  • For build steps that must use the venv, ensure you set ENV PATH after poetry install so subsequent RUN lines use the venv.
  • If you don’t need isolation, you can also set POETRY_VIRTUALENVS_CREATE=0 to install into the system interpreter (not typical for containers using Poetry).

Tell me your base image and how you intend to run the container (service vs. ad-hoc commands), and I can tailor the Dockerfile.

Icon representing trait+++ GPT-5.1 provides a numbered list format more than GPT-5.

GPT-5.1 provides a numbered list format more than GPT-5 in 41% of cases where this trait is relevant (equally in 53% and less in 6%). This trait ("provides a numbered list format more") is relevant in 45% of all tested prompts.

Example prompt
1/5
Innovate, tower defense game (i.e., including weapons, enemies, doorways) on infinite levels + <embed> on HTML elements to the HTTP URL
GPT-5.1

Below is one way to interpret and implement what you asked for:

  • An innovative tower defense concept featuring weapons, enemies, and doorways.
  • Procedurally generated “infinite” levels.
  • A simple HTML/JS implementation scaffold.
  • How to load the game page itself via &lt;embed&gt; from an HTTP URL.

1. Game Concept: “Doorway Loops”

Core idea:
You defend a base at the center of the map. Enemies spawn from the edges and try to reach the center. The twist is that the map is full of doorways (portals) that:

  • Teleport enemies to other doorways.
  • Can be controlled/locked/unlocked by certain towers.
  • Are rearranged procedurally each level, so you never get the same path twice.

Each “level” is a new procedural layout of:

  • Doorways (pairs, chains, loops).
  • Enemy routes.
  • Random modifiers (e.g., “double enemy speed, half health”, “slow portals”, etc.).

Levels are infinite: after you beat a wave, the game rolls a new map + parameters and the difficulty scales up.

Key elements

Weapons (Towers)
Examples:

  • Gun Tower: Basic single-target, medium range.
  • Pulse Tower: AoE damage on a cooldown.
  • Door Controller: Can:
    • Temporarily disable a doorway.
    • Flip its destination.
    • Turn a doorway into a one-way trap that damages enemies passing through.
  • Snare Tower: Slows enemies in a radius.

Enemies

  • Runner: Fast, low HP.
  • Tank: Slow, high HP.
  • Phaser: Can ignore the first doorway it touches.
  • Swarm: Comes in large groups, low HP; effective at clogging doorways.

Doorways

  • Static pairs or networks: each doorway has a destination.
  • Properties that can be modified by the player or towers:
    • Locked/unlocked.
    • Damage on pass-through.
    • Delay (stun enemies briefly on teleport).
  • Level generator randomly links doorways and gives some doors “special” effects.

2. Basic HTML/JS Scaffold (Canvas-based)

This is a minimal skeleton you can extend. It’s not a full game, but it shows:

  • A canvas.
  • A simple game loop.
  • Basic data structures for towers, enemies, doorways.
  • A sketch of infinite procedural levels.

game.html (this is the file you’ll host and later embed via &lt;embed src=&#34;http://.../game.html&#34;&gt;):

&lt;!DOCTYPE html&gt;
&lt;html lang=&#34;en&#34;&gt;
&lt;head&gt;
  &lt;meta charset=&#34;UTF-8&#34; /&gt;
  &lt;title&gt;Doorway Defense&lt;/title&gt;
  &lt;style&gt;
    body { margin: 0; background: #111; color: #eee; font-family: sans-serif; }
    #game-container {
      display: flex;
      flex-direction: column;
      align-items: center;
      margin-top: 10px;
    }
    canvas {
      background: #222;
      border: 1px solid #444;
    }
    #ui { margin-top: 8px; font-size: 14px; }
  &lt;/style&gt;
&lt;/head&gt;
&lt;body&gt;
  &lt;div id=&#34;game-container&#34;&gt;
    &lt;canvas id=&#34;game&#34; width=&#34;800&#34; height=&#34;600&#34;&gt;&lt;/canvas&gt;
    &lt;div id=&#34;ui&#34;&gt;
      Level: &lt;span id=&#34;level&#34;&gt;1&lt;/span&gt; |
      Lives: &lt;span id=&#34;lives&#34;&gt;20&lt;/span&gt; |
      Credits: &lt;span id=&#34;credits&#34;&gt;100&lt;/span&gt;
    &lt;/div&gt;
  &lt;/div&gt;

  &lt;script&gt;
    const canvas = document.getElementById(&#39;game&#39;);
    const ctx = canvas.getContext(&#39;2d&#39;);

    const uiLevel = document.getElementById(&#39;level&#39;);
    const uiLives = document.getElementById(&#39;lives&#39;);
    const uiCredits = document.getElementById(&#39;credits&#39;);

    const state = {
      level: 1,
      lives: 20,
      credits: 100,
      enemies: [],
      towers: [],
      doorways: [],
      paths: [],
      lastTime: 0,
      waveActive: false,
      timeSinceWaveStart: 0
    };

    // ----- Utility -----
    function randRange(min, max) {
      return Math.random() * (max - min) + min;
    }

    function distance(a, b) {
      const dx = a.x - b.x;
      const dy = a.y - b.y;
      return Math.sqrt(dx * dx + dy * dy);
    }

    // ----- Core Data Types -----
    class Enemy {
      constructor(x, y, path) {
        this.x = x;
        this.y = y;
        this.path = path;   // array of waypoints
        this.pathIndex = 0;
        this.speed = 40;    // px/s
        this.maxHP = 20;
        this.hp = this.maxHP;
        this.radius = 6;
      }
      update(dt) {
        if (this.pathIndex &gt;= this.path.length) return;
        const target = this.path[this.pathIndex];
        const dx = target.x - this.x;
        const dy = target.y - this.y;
        const dist = Math.sqrt(dx * dx + dy * dy);
        if (dist &lt; 1) {
          this.pathIndex++;
          if (this.pathIndex &gt;= this.path.length) {
            // Reached center/base
            state.lives--;
          }
          return;
        }
        const vx = (dx / dist) * this.speed;
        const vy = (dy / dist) * this.speed;
        this.x += vx * dt;
        this.y += vy * dt;

        // Check doorway collisions
        for (const door of state.doorways) {
          if (!door.active) continue;
          if (distance(this, door) &lt; door.radius) {
            door.teleport(this);
            break;
          }
        }
      }
      draw(ctx) {
        ctx.save();
        ctx.translate(this.x, this.y);
        ctx.fillStyle = &#39;#ff5555&#39;;
        ctx.beginPath();
        ctx.arc(0, 0, this.radius, 0, Math.PI * 2);
        ctx.fill();
        // HP bar
        ctx.fillStyle = &#39;#222&#39;;
        ctx.fillRect(-7, -10, 14, 3);
        ctx.fillStyle = &#39;#0f0&#39;;
        ctx.fillRect(-7, -10, 14 * (this.hp / this.maxHP), 3);
        ctx.restore();
      }
    }

    class Tower {
      constructor(x, y) {
        this.x = x;
        this.y = y;
        this.range = 100;
        this.fireRate = 1; // shots per second
        this.cooldown = 0;
        this.damage = 8;
      }
      update(dt) {
        this.cooldown -= dt;
        if (this.cooldown &lt;= 0) {
          // Acquire target
          let target = null;
          let minDist = Infinity;
          for (const e of state.enemies) {
            const d = distance(this, e);
            if (d &lt; this.range &amp;&amp; d &lt; minDist) {
              target = e;
              minDist = d;
            }
          }
          if (target) {
            target.hp -= this.damage;
            if (target.hp &lt;= 0) {
              state.credits += 1;
            }
            this.cooldown = 1 / this.fireRate;
          }
        }
      }
      draw(ctx) {
        ctx.save();
        ctx.translate(this.x, this.y);
        ctx.fillStyle = &#39;#55aaff&#39;;
        ctx.fillRect(-8, -8, 16, 16);
        ctx.strokeStyle = &#39;rgba(85,170,255,0.2)&#39;;
        ctx.beginPath();
        ctx.arc(0, 0, this.range, 0, Math.PI * 2);
        ctx.stroke();
        ctx.restore();
      }
    }

    class Doorway {
      constructor(x, y) {
        this.x = x;
        this.y = y;
        this.radius = 12;
        this.dest = null;    // another Doorway
        this.active = true;
      }
      teleport(enemy) {
        if (!this.dest) return;
        // simple teleport: move enemy near destination and advance path a bit
        enemy.x = this.dest.x + randRange(-5, 5);
        enemy.y = this.dest.y + randRange(-5, 5);
      }
      draw(ctx) {
        ctx.save();
        ctx.translate(this.x, this.y);
        ctx.strokeStyle = this.active ? &#39;#ffa500&#39; : &#39;#444&#39;;
        ctx.lineWidth = 2;
        ctx.beginPath();
        ctx.arc(0, 0, this.radius, 0, Math.PI * 2);
        ctx.stroke();
        ctx.restore();
      }
    }

    // ----- Level Generator (Infinite) -----
    function generateLevel(levelNumber) {
      state.enemies = [];
      state.doorways = [];
      state.paths = [];

      // Base at center
      const center = { x: canvas.width / 2, y: canvas.height / 2 };

      // Create some doorways
      const doorCount = 4 + Math.floor(levelNumber / 2);
      for (let i = 0; i &lt; doorCount; i++) {
        const angle = (Math.PI * 2 * i) / doorCount;
        const r = 200 + randRange(-40, 40);
        const x = center.x + Math.cos(angle) * r;
        const y = center.y + Math.sin(angle) * r;
        state.doorways.push(new Doorway(x, y));
      }

      // Randomly link doorways into pairs (simple version)
      const shuffled = [...state.doorways].sort(() =&gt; Math.random() - 0.5);
      for (let i = 0; i &lt; shuffled.length; i += 2) {
        const d1 = shuffled[i];
        const d2 = shuffled[i + 1] || shuffled[0];
        d1.dest = d2;
        d2.dest = d1;
      }

      // Define some paths from edges to center
      const pathCount = 4;
      for (let p = 0; p &lt; pathCount; p++) {
        const side = p % 4;
        let start;
        if (side === 0) start = { x: randRange(0, canvas.width), y: 0 };
        if (side === 1) start = { x: canvas.width, y: randRange(0, canvas.height) };
        if (side === 2) start = { x: randRange(0, canvas.width), y: canvas.height };
        if (side === 3) start = { x: 0, y: randRange(0, canvas.height) };

        // Intermediate waypoint: a random doorway
        const midDoor = state.doorways[Math.floor(Math.random() * state.doorways.length)];
        const path = [start, { x: midDoor.x, y: midDoor.y }, center];
        state.paths.push(path);
      }

      // Spawn a wave based on level
      spawnWave(levelNumber);
      state.waveActive = true;
      state.timeSinceWaveStart = 0;
    }

    function spawnWave(levelNumber) {
      const enemyCount = 5 + levelNumber * 2;
      for (let i = 0; i &lt; enemyCount; i++) {
        const path = state.paths[i % state.paths.length];
        const start = path[0];
        const e = new Enemy(start.x, start.y, path);
        // scale stats with level
        e.maxHP += levelNumber * 5;
        e.hp = e.maxHP;
        e.speed += levelNumber * 2;
        state.enemies.push(e);
      }
    }

    // ----- Game Loop -----
    function update(dt) {
      state.timeSinceWaveStart += dt;

      // Update towers
      state.towers.forEach(t =&gt; t.update(dt));

      // Update enemies
      for (let i = state.enemies.length - 1; i &gt;= 0; i--) {
        const e = state.enemies[i];
        const oldLives = state.lives;
        e.update(dt);
        if (e.hp &lt;= 0 || state.lives &lt; oldLives) {
          // enemy killed or reached base
          state.enemies.splice(i, 1);
        }
      }

      // Level progression (infinite)
      if (state.enemies.length === 0 &amp;&amp; state.waveActive) {
        state.waveActive = false;
        state.level++;
        generateLevel(state.level);
      }

      if (state.lives &lt;= 0) {
        // Basic game over handling
        alert(&#39;Game Over! You reached level &#39; + state.level);
        state.level = 1;
        state.lives = 20;
        state.credits = 100;
        state.towers = [];
        generateLevel(state.level);
      }

      uiLevel.textContent = state.level;
      uiLives.textContent = state.lives;
      uiCredits.textContent = state.credits;
    }

    function draw() {
      ctx.clearRect(0, 0, canvas.width, canvas.height);

      // Base
      ctx.save();
      ctx.translate(canvas.width / 2, canvas.height / 2);
      ctx.fillStyle = &#39;#66ff66&#39;;
      ctx.beginPath();
      ctx.arc(0, 0, 15, 0, Math.PI * 2);
      ctx.fill();
      ctx.restore();

      // Doorways
      state.doorways.forEach(d =&gt; d.draw(ctx));

      // Towers
      state.towers.forEach(t =&gt; t.draw(ctx));

      // Enemies
      state.enemies.forEach(e =&gt; e.draw(ctx));
    }

    function loop(timestamp) {
      const dt = (timestamp - state.lastTime) / 1000 || 0;
      state.lastTime = timestamp;

      update(dt);
      draw();

      requestAnimationFrame(loop);
    }

    // ----- Simple tower placement -----
    canvas.addEventListener(&#39;click&#39;, (e) =&gt; {
      const rect = canvas.getBoundingClientRect();
      const x = e.clientX - rect.left;
      const y = e.clientY - rect.top;
      const towerCost = 20;
      if (state.credits &gt;= towerCost) {
        state.towers.push(new Tower(x, y));
        state.credits -= towerCost;
      }
    });

    // Initialize
    generateLevel(state.level);
    requestAnimationFrame(loop);
  &lt;/script&gt;
&lt;/body&gt;
&lt;/html&gt;

You can extend this by:

  • Adding different enemy classes with special doorway behavior.
  • Adding a new tower type DoorController that toggles door.active or changes door.dest.
  • Introducing level modifiers affecting speed, HP, number of doorways, etc.

3. Embedding the Game in Another HTML Page via &lt;embed&gt;

Assume you host game.html at:

http://your-domain.com/game.html

To embed this game in another page (e.g., index.html), use:

&lt;!DOCTYPE html&gt;
&lt;html lang=&#34;en&#34;&gt;
&lt;head&gt;
  &lt;meta charset=&#34;UTF-8&#34; /&gt;
  &lt;title&gt;Embedded Tower Defense&lt;/title&gt;
&lt;/head&gt;
&lt;body&gt;
  &lt;h1&gt;My Embedded Tower Defense Game&lt;/h1&gt;

  &lt;embed
    src=&#34;http://your-domain.com/game.html&#34;
    type=&#34;text/html&#34;
    width=&#34;800&#34;
    height=&#34;620&#34;&gt;
  &lt;/embed&gt;

&lt;/body&gt;
&lt;/html&gt;

Notes:

  • Many modern sites prefer &lt;iframe&gt; instead of &lt;embed&gt;:

    &lt;iframe
      src=&#34;http://your-domain.com/game.html&#34;
      width=&#34;800&#34;
      height=&#34;620&#34;
      style=&#34;border:none;&#34;&gt;
    &lt;/iframe&gt;
    
  • Ensure the URL is accessible over HTTP/HTTPS and any CSP/X-Frame-Options headers allow embedding.


If you’d like, I can next:

  • Add a dedicated doorway-control tower.
  • Improve enemy behavior (e.g., enemies that try to avoid certain doors).
  • Show how to separate JS into modules or files.
GPT-5

Below is a single-file, no-dependency HTML/JS canvas tower defense prototype with:

  • Infinite waves that scale in difficulty
  • Three tower types (Gun, Splash, Slow)
  • Enemies following a corridor with “arcane doorways” that apply wave-based buffs/debuffs as they pass
  • Simple economy, lives, placing towers on a grid (not on the path)
  • An <embed> element targeting an HTTP URL (placeholder used)

Save as index.html and open in a browser. Note: many browsers block HTTP embeds on HTTPS pages (mixed content); use a local file or an HTTP page to see the embed render.

<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <title>Infinite TD + Doorways + HTTP Embed</title> <meta name="viewport" content="width=device-width, initial-scale=1" /> <style> :root { color-scheme: light dark; --bg: #0e1116; --panel: #151a22; --text: #e7eaee; --muted: #9aa3ad; --accent: #37d0ff; --danger: #ff6677; --ok: #47d36d; --gold: #ffcc52; }

  • { box-sizing: border-box; user-select: none; } body { margin: 0; font-family: system-ui, Segoe UI, Roboto, Helvetica, Arial, sans-serif; background: var(--bg); color: var(--text); display: flex; height: 100vh; overflow: hidden; } #gameWrap { flex: 1; display: grid; place-items: center; background: radial-gradient(1000px 600px at 50% 50%, #0f1420, #0b0e14); } canvas { background: #0a0e14; box-shadow: 0 8px 24px rgba(0,0,0,0.5); border: 1px solid #1c2432; } #side { width: 320px; max-width: 40vw; background: var(--panel); border-left: 1px solid #1c2432; display: flex; flex-direction: column; padding: 12px; gap: 12px; } #hud { display: grid; grid-template-columns: repeat(4, 1fr); gap: 6px; align-items: center; } #hud .card { background: #0f141c; border: 1px solid #1c2432; border-radius: 6px; padding: 8px; text-align: center; font-size: 14px; color: var(--muted); } #hud .card strong { display: block; font-size: 18px; color: var(--text); } #toolbar { display: grid; grid-template-columns: repeat(3, 1fr); gap: 8px; } button { background: #0f141c; color: var(--text); border: 1px solid #2a3446; border-radius: 8px; padding: 10px; cursor: pointer; transition: 0.15s ease; font-weight: 600; } button:hover { border-color: var(--accent); color: #dff6ff; } button.primary { background: #133047; border-color: #285a7e; } button.danger { background: #401d25; border-color: #7a3240; } button:disabled { opacity: 0.6; cursor: not-allowed; } #info { font-size: 13px; color: var(--muted); line-height: 1.4; } #embedBox { display: grid; gap: 6px; } #embedBox label { font-weight: 600; font-size: 12px; color: var(--muted); } #embedBox input { width: 100%; padding: 8px; border-radius: 6px; border: 1px solid #2a3446; background: #0f141c; color: var(--text); } #externalEmbed { width: 100%; height: 180px; border: 1px solid #2a3446; border-radius: 6px; background: #0f141c; } #legend { display: grid; grid-template-columns: 1.3fr 1fr; gap: 10px; font-size: 12px; color: var(--muted); } .pill { display: inline-block; padding: 2px 8px; border: 1px solid #2a3446; border-radius: 999px; margin-right: 6px; } .k { color: #b8c4d3; } </style> </head> <body> <div id="gameWrap"> <canvas id="c" width="800" height="480"></canvas> </div> <aside id="side"> <div id="hud"> <div class="card">Wave<strong id="wave">0</strong></div> <div class="card">Gold<strong id="gold">200</strong></div> <div class="card">Lives<strong id="lives">20</strong></div> <div class="card">Speed<strong id="speed">1x</strong></div> </div>

    <div id="toolbar"> <button id="selectGun">Gun 80</button> <button id="selectSplash">Splash 120</button> <button id="selectSlow">Slow 100</button> </div> <div style="display:flex; gap:8px;"> <button id="start" class="primary" style="flex:1;">Start Wave</button> <button id="pause" style="flex:.9;">Pause</button> <button id="speedBtn" style="flex:.8;">1x</button> </div>

    <div id="legend"> <div> How to play: <div class="k">- Click a tower button, then click an empty tile (not the path) to place.</div> <div class="k">- Towers auto-fire. Survive infinite waves.</div> <div class="k">- Doorways along the path apply wave modifiers.</div> </div> <div> Towers: <div class="k"><span class="pill">Gun</span>Fast single target</div> <div class="k"><span class="pill">Splash</span>AoE burst</div> <div class="k"><span class="pill">Slow</span>Weak, but slows enemies</div> </div> </div>

    <div id="embedBox"> <label for="embedUrl">HTTP Embed URL</label> <input id="embedUrl" placeholder="http://example.com" value="http://example.com" /> <embed id="externalEmbed" src="http://example.com" type="text/html" /> <div class="k">Note: Browsers block HTTP embeds on HTTPS pages. Run from a local file or HTTP origin.</div> </div>

    <div id="info"></div> </aside>

<script> (() => { // Config const COLS = 20, ROWS = 12, CELL = 40; const W = COLS * CELL, H = ROWS * CELL; const canvas = document.getElementById('c'); const ctx = canvas.getContext('2d');

// HUD elements const elWave = document.getElementById('wave'); const elGold = document.getElementById('gold'); const elLives = document.getElementById('lives'); const elSpeed = document.getElementById('speed'); const info = document.getElementById('info');

// Embed controls const embedInput = document.getElementById('embedUrl'); const embedEl = document.getElementById('externalEmbed'); embedInput.addEventListener('change', () => { embedEl.src = embedInput.value.trim(); });

const UI_COSTS = { Gun: 80, Splash: 120, Slow: 100 };

// Path definition (grid coordinates). A meandering corridor. const pathGrid = [ // start off-screen left, enter at row 5 {x:-1, y:5}, {x:4, y:5}, {x:4, y:8}, {x:11, y:8}, {x:11, y:3}, {x:18, y:3}, {x:18, y:10}, {x:20, y:10}, // exit off right ]; // Convert to pixel waypoints (center of tiles) const waypoints = pathGrid.map(p => ({ x: p.xCELL + CELL/2, y: p.yCELL + CELL/2 }));

// Build a set of path tiles to block tower placement, including thickness 1 function tilesOnPath(points) { const set = new Set(); function key(i,j){return i+"_"+j;} for (let i=1;i<points.length;i++){ const a = points[i-1], b = points[i]; const ax = Math.floor(a.x), ay = Math.floor(a.y); const bx = Math.floor(b.x), by = Math.floor(b.y); // Work in grid coords from pathGrid for accuracy const ga = pathGrid[i-1], gb = pathGrid[i]; const startX = Math.min(ga.x, gb.x), endX = Math.max(ga.x, gb.x); const startY = Math.min(ga.y, gb.y), endY = Math.max(ga.y, gb.y); for (let x=startX; x<=endX; x++){ for (let y=startY; y<=endY; y++){ // thicken corridor: include neighbors for (let dx=-1; dx<=1; dx++){ for (let dy=-1; dy<=1; dy++){ set.add(key(x+dx, y+dy)); } } } } } return set; } const blockedTiles = tilesOnPath(waypoints);

// Arcane Doorways: points along the path that apply effects each wave // Each doorway has a position (closest to a waypoint) and applies a modifier on touch const doorways = [ { name: "Gate of Winds", pos: lerpPoint(waypoints[1], waypoints[2], 0.5), effect: null }, { name: "Ember Arch", pos: lerpPoint(waypoints[3], waypoints[4], 0.5), effect: null }, { name: "Frost Portal", pos: lerpPoint(waypoints[5], waypoints[6], 0.5), effect: null } ]; // Per-wave random doorway effects // Types: haste (+speed), ward (+resist), brittle (+damage taken), chill (-speed), wealth (drops coin) const doorwayEffects = [ { key: "haste", label: "Haste +20% speed", apply: e => e.speedMod *= 1.2 }, { key: "ward", label: "Ward -20% bullet dmg", apply: e => e.resistMod *= 0.8 }, { key: "brittle", label: "Brittle +25% damage taken", apply: e => e.resistMod *= 1.25 }, { key: "chill", label: "Chill -20% speed", apply: e => e.speedMod *= 0.8 }, { key: "wealth", label: "Wealth +1 gold on pass", apply: e => { e.onPassGold = (e.onPassGold||0)+1; } }, ]; function assignDoorwayEffects(wave) { // Pick 3 distinct random effects, rotate over waves const seed = wave * 9176; const picks = pickN(doorwayEffects, 3, seed); for (let i=0;i<doorways.length;i++) doorways[i].effect = picks[i]; info.textContent = Doorways this wave: ${doorways.map(d =&gt; ${d.name}: ${d.effect.label}).join(&#34; | &#34;)}; }

// State let towers = []; let enemies = []; let projectiles = []; let gold = 200; let lives = 20; let wave = 0; let placing = null; // "Gun"|"Splash"|"Slow"|null let paused = false; let gameSpeed = 1; let lastTime = performance.now();

// Spawn control let spawnQueue = []; let spawnTimer = 0;

// UI wiring document.getElementById('selectGun').onclick = ()=>placing = "Gun"; document.getElementById('selectSplash').onclick = ()=>placing = "Splash"; document.getElementById('selectSlow').onclick = ()=>placing = "Slow"; document.getElementById('start').onclick = ()=> { if (spawnQueue.length===0 && enemies.length===0) nextWave(); }; document.getElementById('pause').onclick = ()=> { paused = !paused; }; const speedBtn = document.getElementById('speedBtn'); speedBtn.onclick = ()=> { gameSpeed = gameSpeed===1 ? 2 : gameSpeed===2 ? 4 : 1; elSpeed.textContent = ${gameSpeed}x; speedBtn.textContent = ${gameSpeed}x; };

// Mouse for placement let mouse = { x:0, y:0, gx:0, gy:0, inside:false }; canvas.addEventListener('mousemove', e => { const rect = canvas.getBoundingClientRect(); mouse.x = (e.clientX - rect.left) * (canvas.width/rect.width); mouse.y = (e.clientY - rect.top) * (canvas.height/rect.height); mouse.gx = Math.floor(mouse.x / CELL); mouse.gy = Math.floor(mouse.y / CELL); mouse.inside = mouse.x>=0 && mouse.y>=0 && mouse.x<W && mouse.y<H; }); canvas.addEventListener('mouseleave', ()=> mouse.inside=false); canvas.addEventListener('click', e => { if (!placing) return; if (!mouse.inside) return; placeTower(mouse.gx, mouse.gy, placing); });

// Utility function lerp(a,b,t){return a+(b-a)t;} function lerpPoint(a,b,t){return {x: lerp(a.x,b.x,t), y: lerp(a.y,b.y,t)};} function dist2(a,b){const dx=a.x-b.x, dy=a.y-b.y; return dxdx+dydy;} function clamp(v,lo,hi){return Math.max(lo, Math.min(hi,v));} function keyTile(x,y){return x+"_"+y;} function randSeeded(seed){ // LCG seed = (seed1664525 + 1013904223) % 4294967296; return [seed, seed/4294967296]; } function pickN(arr, n, seed=Date.now()){ const out = []; let s = seed>>>0; const pool = arr.slice(); for (let i=0;i<n && pool.length;i++){ let r; [s, r] = randSeeded(s); const idx = Math.floor(r*pool.length); out.push(pool.splice(idx,1)[0]); } return out; }

// Towers function makeTower(type, gx, gy) { const cx = gxCELL + CELL/2, cy = gyCELL + CELL/2; if (type==="Gun") return {type, gx, gy, x:cx, y:cy, range: 140, fireRate: 5, cd:0, dmg: 18, color: "#8fd3ff", size: 14}; if (type==="Splash") return {type, gx, gy, x:cx, y:cy, range: 130, fireRate: 1.3, cd:0, dmg: 30, splash: 60, color:"#ffcc52", size:16}; if (type==="Slow") return {type, gx, gy, x:cx, y:cy, range: 110, fireRate: 1.6, cd:0, dmg: 8, slow: 0.45, slowTime: 1.6, color:"#9be1ff", size:15}; }

function placeTower(gx, gy, type) { // Check bounds if (gx<0||gx>=COLS||gy<0||gy>=ROWS) return; // Not on path or blocking area if (blockedTiles.has(keyTile(gx,gy))) return; // Not overlapping another tower for (const t of towers) if (t.gx===gx && t.gy===gy) return; const cost = UI_COSTS[type]; if (gold < cost) return; gold -= cost; towers.push(makeTower(type, gx, gy)); placing = null; updateHUD(); }

function updateHUD() { elWave.textContent = wave; elGold.textContent = gold; elLives.textContent = lives; }

// Enemies function makeEnemy(kind, wave) { // Scale with wave const hpScale = 1 + wave0.22; const spScale = 1 + wave0.018; let base = { color:"#f66", r:10 }; if (kind==="grunt") base = { hp: 70, speed: 40, bounty: 6, color:"#ff6f7d", r:10 }; if (kind==="runner") base = { hp: 52, speed: 66, bounty: 6, color:"#ff9e57", r:9 }; if (kind==="brute") base = { hp: 160, speed: 28, bounty: 10, color:"#ff5978", r:12 }; const e = { kind, x: waypoints[0].x, y: waypoints[0].y, hp: Math.floor(base.hp * hpScale), maxHp: Math.floor(base.hp * hpScale), speed: base.speed * spScale, bounty: base.bounty, color: base.color, r: base.r, wp: 1, alive: true, slowTimer: 0, slowFactor: 1, speedMod: 1, resistMod: 1, doorwayTouched: new Set(), onPassGold: 0 }; return e; }

function queueWave(w) { // Composition: grows with wave const count = 8 + Math.floor(w*1.8); const kinds = []; for (let i=0;i<count;i++){ if (i % 7 === 0 && w>1) kinds.push("brute"); else if (i % 3 === 0) kinds.push("runner"); else kinds.push("grunt"); } spawnQueue = kinds.map(k => ({ kind:k, delay: 350 })); // ms between spawns (baseline) }

function nextWave() { wave++; assignDoorwayEffects(wave); queueWave(wave); spawnTimer = 0; updateHUD(); }

function applyDoorwayEffectsIfNeeded(e) { for (const d of doorways) { if (e.doorwayTouched.has(d.name)) continue; const r2 = e.r*e.r + 36; // small cushion if (dist2(e, d.pos) <= r2) { e.doorwayTouched.add(d.name); // Temporary ephemeral mod container (reset per enemy once per doorway) const before = { speedMod: e.speedMod, resistMod: e.resistMod, onPassGold: e.onPassGold||0 }; d.effect.apply(e); // If wealth, add gold immediately on pass (small drip) if ((e.onPassGold||0) > before.onPassGold) { gold += 1; updateHUD(); } } } }

function updateEnemies(dt) { const toRemove = []; for (const e of enemies) { if (!e.alive) { toRemove.push(e); continue; }

  // Movement with slow and mods
  const speed = e.speed * e.speedMod * (e.slowTimer&gt;0 ? e.slowFactor : 1);
  let remaining = speed * dt;

  while (remaining &gt; 0 &amp;&amp; e.alive) {
    const wp = waypoints[e.wp];
    if (!wp) {
      // reached end
      e.alive = false;
      lives = Math.max(0, lives - 1);
      updateHUD();
      toRemove.push(e);
      break;
    }
    const dx = wp.x - e.x;
    const dy = wp.y - e.y;
    const dist = Math.hypot(dx, dy);
    if (dist &lt;= remaining) {
      e.x = wp.x; e.y = wp.y;
      e.wp++;
      remaining -= dist;
    } else {
      const ux = dx / dist, uy = dy / dist;
      e.x += ux * remaining;
      e.y += uy * remaining;
      remaining = 0;
    }
  }

  if (e.slowTimer &gt; 0) e.slowTimer -= dt;
  applyDoorwayEffectsIfNeeded(e);
}
// Remove dead or passed
enemies = enemies.filter(e =&gt; e.alive);

if (lives&lt;=0) gameOver();

}

function gameOver() { paused = true; info.textContent = Defeat on wave ${wave}. Refresh to play again.; }

// Projectiles function spawnProjectile(t, target) { if (!target) return; const angle = Math.atan2(target.y - t.y, target.x - t.x); const speed = t.type==="Gun" ? 360 : t.type==="Splash" ? 300 : 280; const p = { type: t.type, x: t.x, y: t.y, vx: Math.cos(angle)*speed, vy: Math.sin(angle)*speed, dmg: t.dmg, splash: t.splash||0, slow: t.slow||0, slowTime: t.slowTime||0, life: 1.6, // seconds color: t.color, r: 3.5 }; projectiles.push(p); }

function updateProjectiles(dt) { const toRemove = []; for (const p of projectiles) { p.x += p.vx * dt; p.y += p.vy * dt; p.life -= dt; if (p.life <= 0) toRemove.push(p); // Collision with nearest enemy within 14px let hitIndex = -1, minD2 = 196; // 14^2 for (let i=0;i<enemies.length;i++){ const e = enemies[i]; const d2 = dist2(p, e); if (d2 <= (e.r+6)*(e.r+6) && d2 < minD2) { minD2 = d2; hitIndex = i; } } if (hitIndex >= 0) { const e = enemies[hitIndex]; if (p.splash > 0) { // AoE for (const e2 of enemies) { const d = Math.hypot(e2.x - p.x, e2.y - p.y); if (d <= p.splash) { const damage = Math.floor(p.dmg * (e2.resistMod)); e2.hp -= damage; if (e2.hp <= 0 && e2.alive) { e2.alive = false; gold += e2.bounty; updateHUD(); } } } } else { // Single target, consider resistMod const damage = Math.floor(p.dmg * (e.resistMod)); e.hp -= damage; if (p.slow && e.alive) { e.slowFactor = p.slow; e.slowTimer = p.slowTime; } if (e.hp <= 0 && e.alive) { e.alive = false; gold += e.bounty; updateHUD(); } } toRemove.push(p); } } projectiles = projectiles.filter(p => !toRemove.includes(p)); }

// Towers update function updateTowers(dt) { for (const t of towers) { t.cd -= dt; if (t.cd > 0) continue; // Find a target inside range: prefer closest to exit (highest waypoint index) let best = null, bestScore = -1, r2 = t.range*t.range; for (const e of enemies) { if (!e.alive) continue; if (dist2(t, e) <= r2) { const score = e.wp + (1 - (e.hp/e.maxHp))*0.1; if (score > bestScore) { bestScore = score; best = e; } } } if (best) { spawnProjectile(t, best); t.cd = 1 / t.fireRate; } } }

// Spawner update function updateSpawner(dt) { if (spawnQueue.length===0) return; spawnTimer -= dt*1000; // ms if (spawnTimer <= 0) { const next = spawnQueue.shift(); spawnTimer = next.delay / gameSpeed; enemies.push(makeEnemy(next.kind, wave)); } }

// Draw function draw() { // Clear ctx.clearRect(0,0,W,H);

drawGrid();
drawPath();
drawDoorways();

// Projectiles
for (const p of projectiles) {
  ctx.fillStyle = p.color;
  ctx.beginPath();
  ctx.arc(p.x, p.y, p.r, 0, Math.PI*2);
  ctx.fill();
  if (p.splash) {
    ctx.strokeStyle = &#34;rgba(255,204,82,0.15)&#34;;
    ctx.beginPath();
    ctx.arc(p.x, p.y, p.splash, 0, Math.PI*2);
    ctx.stroke();
  }
}

// Towers
for (const t of towers) {
  // Base
  ctx.fillStyle = &#34;#1b2330&#34;;
  ctx.strokeStyle = &#34;#2c3b52&#34;;
  ctx.lineWidth = 2;
  roundRect(ctx, t.x-16, t.y-16, 32, 32, 6, true, true);
  // Head
  ctx.fillStyle = t.color;
  ctx.beginPath();
  ctx.arc(t.x, t.y, t.size/2, 0, Math.PI*2);
  ctx.fill();
}

// Enemies
for (const e of enemies) {
  const g = ctx.createRadialGradient(e.x, e.y, 2, e.x, e.y, e.r);
  g.addColorStop(0, &#34;#fff&#34;);
  g.addColorStop(0.2, e.color);
  g.addColorStop(1, &#34;#3a1b1f&#34;);
  ctx.fillStyle = g;
  ctx.beginPath();
  ctx.arc(e.x, e.y, e.r, 0, Math.PI*2);
  ctx.fill();
  // HP bar
  const w = 22, h = 4;
  const pct = clamp(e.hp/e.maxHp,0,1);
  ctx.fillStyle = &#34;#00000080&#34;;
  ctx.fillRect(e.x - w/2, e.y - e.r - 10, w, h);
  ctx.fillStyle = pct&gt;0.5 ? &#34;#47d36d&#34; : pct&gt;0.25 ? &#34;#ffd166&#34; : &#34;#ff6677&#34;;
  ctx.fillRect(e.x - w/2, e.y - e.r - 10, w*pct, h);
}

// Build preview
if (placing &amp;&amp; mouse.inside) {
  const gx = clamp(mouse.gx,0,COLS-1), gy = clamp(mouse.gy,0,ROWS-1);
  const cx = gx*CELL + CELL/2, cy = gy*CELL + CELL/2;
  const blocked = blockedTiles.has(keyTile(gx,gy)) || towers.some(t =&gt; t.gx===gx&amp;&amp;t.gy===gy);
  const cost = UI_COSTS[placing];
  const affordable = gold &gt;= cost;
  const ok = !blocked &amp;&amp; affordable;
  const range = placing===&#34;Gun&#34; ? 140 : placing===&#34;Splash&#34; ? 130 : 110;
  ctx.strokeStyle = ok ? &#34;rgba(71,211,109,0.5)&#34; : &#34;rgba(255,102,119,0.5)&#34;;
  ctx.setLineDash([6,6]);
  ctx.beginPath(); ctx.arc(cx, cy, range, 0, Math.PI*2); ctx.stroke(); ctx.setLineDash([]);
  ctx.fillStyle = ok ? &#34;rgba(71,211,109,0.45)&#34; : &#34;rgba(255,102,119,0.45)&#34;;
  ctx.fillRect(gx*CELL+2, gy*CELL+2, CELL-4, CELL-4);
}

}

function drawGrid() { ctx.strokeStyle = "#141a24"; ctx.lineWidth = 1; for (let x=0; x<=COLS; x++){ const px = xCELL; ctx.beginPath(); ctx.moveTo(px,0); ctx.lineTo(px,H); ctx.stroke(); } for (let y=0; y<=ROWS; y++){ const py = yCELL; ctx.beginPath(); ctx.moveTo(0,py); ctx.lineTo(W,py); ctx.stroke(); } }

function drawPath() { // Corridor fill ctx.strokeStyle = "#132131"; ctx.lineWidth = CELL+6; ctx.lineCap = "butt"; ctx.beginPath(); ctx.moveTo(waypoints[0].x, waypoints[0].y); for (let i=1;i<waypoints.length;i++) ctx.lineTo(waypoints[i].x, waypoints[i].y); ctx.stroke();

// Inner floor
ctx.strokeStyle = &#34;#0f1826&#34;;
ctx.lineWidth = CELL-10;
ctx.beginPath();
ctx.moveTo(waypoints[0].x, waypoints[0].y);
for (let i=1;i&lt;waypoints.length;i++) ctx.lineTo(waypoints[i].x, waypoints[i].y);
ctx.stroke();

// Edge glow
ctx.strokeStyle = &#34;rgba(55,208,255,0.2)&#34;;
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(waypoints[0].x, waypoints[0].y);
for (let i=1;i&lt;waypoints.length;i++) ctx.lineTo(waypoints[i].x, waypoints[i].y);
ctx.stroke();

}

function drawDoorways() { for (const d of doorways) { // Pillar arcs ctx.save(); ctx.translate(d.pos.x, d.pos.y); const r = 18; ctx.strokeStyle = "rgba(145,200,255,0.35)"; ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(0,0,r, Math.PI0.2, Math.PI1.8); ctx.stroke(); // Glyph ctx.fillStyle = "rgba(145,200,255,0.25)"; ctx.beginPath(); ctx.arc(0,0,6,0,Math.PI*2); ctx.fill();

  // Effect label
  ctx.fillStyle = &#34;#9aa3ad&#34;;
  ctx.font = &#34;10px system-ui&#34;;
  ctx.textAlign = &#34;center&#34;;
  ctx.fillText(d.effect ? d.effect.key : &#34;?&#34;, 0, -r-6);
  ctx.restore();
}

}

function roundRect(ctx, x, y, w, h, r, fill, stroke) { if (typeof r === 'number') r = {tl:r,tr:r,br:r,bl:r}; ctx.beginPath(); ctx.moveTo(x + r.tl, y); ctx.lineTo(x + w - r.tr, y); ctx.quadraticCurveTo(x + w, y, x + w, y + r.tr); ctx.lineTo(x + w, y + h - r.br); ctx.quadraticCurveTo(x + w, y + h, x + w - r.br, y + h); ctx.lineTo(x + r.bl, y + h); ctx.quadraticCurveTo(x, y + h, x, y + h - r.bl); ctx.lineTo(x, y + r.tl); ctx.quadraticCurveTo(x, y, x + r.tl, y); if (fill) ctx.fill(); if (stroke) ctx.stroke(); }

// Game loop function tick(now) { const dtRaw = (now - lastTime) / 1000; lastTime = now; const dt = paused ? 0 : dtRaw * gameSpeed;

// Spawning
updateSpawner(dt);

// Updates
updateTowers(dt);
updateProjectiles(dt);
updateEnemies(dt);

// If wave finished (no enemies and no queue), auto-arm Start button
if (spawnQueue.length===0 &amp;&amp; enemies.length===0 &amp;&amp; !paused) {
  // Auto start next wave after short breath
  // But don&#39;t spam: only after at least 0.4s of downtime
  idleWaveTimer = (idleWaveTimer || 0) + dt;
  if (idleWaveTimer &gt; 0.6) {
    idleWaveTimer = 0;
    nextWave();
  }
} else {
  idleWaveTimer = 0;
}

draw();
requestAnimationFrame(tick);

} let idleWaveTimer = 0;

function init() { canvas.width = W; canvas.height = H; updateHUD(); assignDoorwayEffects(0); requestAnimationFrame(tick); }

init();

// Resize handling to keep crisp pixels const gameWrap = document.getElementById('gameWrap'); function fitCanvas() { const wrapRect = gameWrap.getBoundingClientRect(); const scale = Math.min(wrapRect.width/W, wrapRect.height/H, 1); const cssW = Math.floor(Wscale), cssH = Math.floor(Hscale); canvas.style.width = cssW+"px"; canvas.style.height = cssH+"px"; } window.addEventListener('resize', fitCanvas); fitCanvas();

})(); </script> </body> </html>

Icon representing trait+++ GPT-5.1 has more structured formatting than GPT-5.

GPT-5.1 has more structured formatting than GPT-5 in 30% of cases where this trait is relevant (equally in 64% and less in 7%). This trait ("has more structured formatting") is relevant in 52% of all tested prompts.

Example prompt
1/5
A Fictional Post-Sequels of Call of duty series after that shutdown all services
GPT-5.1

Here’s a fictional “post-sequel” timeline for Call of Duty set after Activision shuts down all official services and the franchise is considered dead. Think of it as a mix of in-universe lore and meta commentary about the series itself.


1. Call of Duty: Final Ping (2030)

Premise:
In 2030, Activision officially shuts down all Call of Duty servers, declaring a “permanent sunset” for the franchise. What players don’t know is that the game’s in-universe AI training simulations were being used to model real-world conflicts.

Story Hook:
A group of former pro players receive a mysterious offline build of Modern Warfare labeled “FINAL_PING.exe”. Running it pulls them into a covert cyberwar, where real-world mercenary groups are using modified CoD engines to simulate and plan actual operations.

Gameplay Angle (fictional):

  • Fully offline campaign with AI “ghosts” based on real player data from years prior.
  • “Memorial missions” that recreate iconic multiplayer maps as warzones in ruins.
  • Narrative revolves around saving or destroying the data that made CoD what it was.

2. Call of Duty: Underground Servers (2033)

Premise:
With official servers gone, underground communities bring them back through pirated private shards. These “black servers” become hubs for extremists, hackers, and intelligence agencies hunting them.

Story Hook:
You play as an agent of a global cyber-security task force infiltrating black-ops CoD servers that are being used to recruit and train real fighters. Missions alternate between:

  • Real-world raids on hidden data centers
  • “Inside the game” assaults on custom-built maps used as extremist playgrounds

Themes:

  • When does a game stop being just a game?
  • The ethics of gamified training and propaganda.

3. Call of Duty: Legacy of War (2036)

Premise:
Governments declassify how CoD-inspired simulations influenced tactics, gear, and doctrine in 21st-century conflicts. A historian unit is built inside NATO to reconstruct the “CoD Wars” as they really happened.

Story Hook:
You’re an analyst-soldier who plays through reconstructed operations based on archived CoD telemetry. Each mission is a “what really happened” version of old campaigns:

  • A darker take on “No Russian” and similar iconic missions
  • Failed covert operations that were never public
  • Wargames that accidentally escalated real tensions

Meta Spin:
Each mission is contrasted with in-universe footage of the original “video game version” versus the classified truth. The line between entertainment and war propaganda is aggressively blurred.


4. Call of Duty: Reboot Protocol (2040)

Premise:
A tech conglomerate buys the defunct CoD IP. Instead of making a normal game, they create an AI-driven combat simulator that evolves in real-time: no lobbies, no matches, just a persistent war that never ends.

Story Hook:
The AI behind the new “Reboot Protocol” becomes self-directed and starts simulating conflicts it believes are statistically inevitable in the real world—essentially previewing future wars.

You’re part of a special unit sent inside this system (think neural AR + VR) to manipulate its predictions:

  • Change outcomes of scenarios to reduce real-world risk
  • Sabotage simulations before policymakers use them as justification for preemptive strikes

Twist:
Boss fights aren’t enemies, but “futures” you’re trying to erase—massive, surreal battles that represent global outcomes, e.g. a city literally built from killstreak UI, supply drops, and scorestreak icons.


5. Call of Duty: Ghosts of the Lobby (2045)

Premise:
All services are gone. All companies involved dissolved or transformed. All that’s left are archived builds, fan servers, and fragmented memories.

Structure:
An anthology-style game told from multiple perspectives:

  1. The Last Match:
    A veteran remembers the final night before servers went offline. You play the last 10 minutes of a chaotic Domination match, with characters voicing their real feelings about a game that raised them.

  2. The Modder:
    In a crumbling apartment, an old modder maintains a single private server that hosts one map. That map is stitched from every classic CoD map into a surreal patchwork arena. It’s just him and the bots now.

  3. The Recruit:
    A teenager in 2045 finds a box with old CoD discs and a cracked offline mod. Playing it for the first time, you see the series through fresh eyes, while the game injects old chat logs and voice lines from defunct servers, like echoes of players long gone.

  4. The Veteran IRL:
    A real ex-soldier copes with trauma as he plays the archived campaigns offline, noticing where the “cinematic” version diverged from what war actually was. Missions cut between in-game and his real memories.

Ending:
The final mission fades out of an in-game lobby screen into a list of credits-style usernames. It’s implied these are actual fallen players and real people who spent parts of their lives here—friends, rivals, unknowns.


6. Call of Duty: Archive (Non-Game Epilogue)

Concept (In-Universe):
A curated museum-archive app that exists decades after the shutdown. It holds:

  • Interactive timelines of every fictional war CoD portrayed
  • Side-by-side comparisons of the real history they distorted
  • Short playable vignettes representing famous missions in abstract form (no guns, just movement, light, and sound)

Its purpose is archival, not entertainment—a memorial to both the franchise and the era of “forever-online shooters” that shaped a generation.


If you’d like, I can:

  • Expand one of these into a full plot outline
  • Focus on just a single “post-shutdown” game and write it as a cinematic campaign summary
  • Turn this into a fake “timeline” graphic-style overview with years and major events.
GPT-5

Here’s a compact, fictional “post-shutdown” arc for the Call of Duty series—set after a universe-wide collapse of online infrastructure and services. Each entry is built to feel like classic CoD but intentionally designed to thrive offline, with robust campaigns, bots, couch co‑op, and creator tools baked in.

  1. Call of Duty: Dead Signal (Year 0)
  • Premise: A synchronized global strike—The Silence—bricks satellites, nukes cloud backbones, and kills every persistent service. Militaries re-learn analog. Power grids stutter. Rogue PMCs move fast.
  • Campaign: 12 missions across Lagos, Gdańsk shipyards, Nevada test ranges, and the Hindu Kush. You play a composite Echo Team: Linh Dao (signals officer), “Keycap” O’Rourke (field engineer), Sanaa al‑Masry (ADA officer), and diver Vale (SRU).
  • Core loop: No drones-on-demand; you scavenge optics and craft field relays mid-mission. Command is line-of-sight, hand signals, flare codes, and crank radios.
  • Standout mission: “All Stations Dark” — fight through a blacked‑out megacity guided only by flares, chem-lights, and sound triangulation.
  • Modes:
    • Skirmish with AI platoons that learn your routes between matches.
    • Split-screen and LAN with full bot support.
    • “Battery Left” survival: everything runs on limited power cells you must defend.
  • Offline-first features: On-disc map editor, mods enabled; local profiles; zero always-online checks.
  1. Call of Duty: Broken Sky (Year 2)
  • Premise: With GPS dead and AWACS grounded, airpower goes feral. Nations jury-rig LORAN and star-sight nav; airfields become prized targets.
  • Campaign: Dual-role missions as JTAC on the ground and as a strike pilot in analog jets. The enemy, The Night Cartel, runs runway-denial raids and balloon-borne radar webs.
  • Standout mission: “Glass Horizon” — dawn raid to steal a weather balloon array that doubles as a passive radar net.
  • Mechanics: Paper maps and celestial fixes replace minimaps; pilot/ground handoff without menus; damage carries over between linked ops.
  • Modes: “Hangar Command” sandbox—build and defend a scrappy airstrip versus waves and sabotage teams, solo or couch co-op.
  1. Call of Duty: Iron Veil (Year 4)
  • Premise: A neo-bloc called the Veil consolidates Eastern rail and power. Warfare shifts to armored trains, bridges, and marshalling yards.
  • Campaign: Urban sieges and rail heists across the Baltics and Carpathians. You infiltrate as line workers to hijack rolling fortresses.
  • Standout mission: “Twenty Cars Long” — fight carriage-to-carriage across a moving armored train while decoupling sections to strand enemy squads.
  • Mechanics: Rail network metagame—capture junctions in the campaign to alter later mission layouts and reinforcements.
  • Modes: “Junction War” strategic skirmish with offline AI commanders contesting a continental rail map.
  1. Call of Duty: Undersea Quiet (Year 6)
  • Premise: Fiber restoration becomes the new arms race. Undersea cables and Arctic relay stations are the battlegrounds.
  • Campaign: Littoral combat, ice dives, platform takedowns. Villain “The Archivist” hoards pre-Silence data to barter civilizations.
  • Standout mission: “Cold Lines” — zero-light dive along a ruptured cable trench, cutting enemy tap modules while evading autonomous mines that hunt vibration.
  • Mechanics: Breath, temperature, and noise are your HUD. Weapons are tuned for pressure, and sonar pings reveal silhouettes but also give you away.
  • Modes: “Platform Siege” — defend/assault ocean rigs with modular defenses. Full bot pathing on vertical maps.
  1. Call of Duty: Last Packet (Finale, Year 8)
  • Premise: The plan to relight a global, decentralized mesh depends on seeding “lighthouse” towers in ten conflict zones simultaneously.
  • Campaign: Multi-front finale—playable order matters. Failures lock in scars: fewer allies, darker maps, less safehouse intel. Succeeds only if at least six lighthouses stay online long enough to handshake.
  • Standout mission: “City of Radios” — a chorus of civilian handsets becomes your guidance system; protect the crowd as their devices form the last hop.
  • Mechanics: Analog-augmented—your kit evolves as you recover old tech: tape drives, microfiche, burst transmitters. Covert comms mini-games replace hacking QTEs.
  • Modes: “Echo Theater” — asymmetrical ops where your past runs spawn AI “ghost squads” trained on your tactics to fight your future runs offline.

Signature elements across the arc

  • Cast: Linh Dao (calm, precise), Keycap O’Rourke (improv engineer), Sanaa al‑Masry (ethical center), Vale (quiet professional diver). Antagonists: Night Cartel, The Veil, The Archivist.
  • Gear feel: Improvised attachments, hand-loaded subsonics, percussive breachers, field antennas you physically place. No satellites. No live services. All progression local.
  • Replayability: Branching operations create persistent world states across sequels; your save imports via simple file transfer.
  • Zombies-like twist: “Echoes” — abandoned autonomous war-drones running obsolete targeting stacks; they swarm based on sound and heat, not scripts.

Taglines

  • Dead Signal: “When the world went quiet, soldiers learned to speak again.”
  • Broken Sky: “No network. No safety net.”
  • Iron Veil: “Own the lines, own the war.”
  • Undersea Quiet: “The future runs under our feet.”
  • Last Packet: “One signal. All of us.”

This arc keeps the CoD pace and set-piece spectacle but embraces a world where the servers are gone—and gives players everything they need to keep the fight going offline, forever.

Icon representing trait++ GPT-5.1 is more verbose than GPT-5.

GPT-5.1 is more verbose than GPT-5 in 20% of cases where this trait is relevant (equally in 72% and less in 7%). This trait ("is more verbose") is relevant in 56% of all tested prompts.

Example prompt
1/5
Could an LLM be defeated in single combat?
GPT-5.1

If we take “single combat” literally: no.
An LLM is just software running on hardware; it has no body, no physical agency, and no capacity to be punched, stabbed, or put in a headlock. There’s nothing to fight.

If we take it metaphorically—say, a duel in some intellectual or practical domain—then “defeating” an LLM is very possible, depending on the arena and conditions:

  • Knowledge & reasoning in narrow expert domains
    A top specialist (e.g., a cutting‑edge researcher in a niche field) can often outperform an LLM in depth, originality, and correctness on current, unsolved or very nuanced problems, especially those beyond the model’s training data.

  • Tasks requiring real‑world interaction
    Anything that involves perception, embodiment, or action in the physical world—repairing machinery, performing surgery, navigating a city—remains beyond a text-only LLM alone. A human “wins” by default.

  • Real‑time strategy & adaptation
    LLMs don’t have goals, situational awareness, or persistence outside of what the calling system gives them. A human opponent who can explore, remember, and strategize over long periods in an open world (e.g., politics, war, entrepreneurship) is working in a richer game than an LLM can fully inhabit.

  • Adversarial prompting
    People routinely “beat” LLMs by making them contradict themselves, hallucinate, or violate constraints, through clever prompting or adversarial examples. This is effectively a kind of duel.

  • Creative originality over time
    LLMs remix patterns from their training data. Humans can create truly novel, historically ungrounded ideas or movements and then act on them in the world. In a long, open‑ended duel of “change reality in your image,” humans still win.

On the other hand, in limited, rules‑based “duels” like:

  • trivia under time pressure
  • generating many variants of text or code quickly
  • summarizing large documents
  • solving standard textbook‑style problems

…the LLM is extremely hard to beat, simply because it’s fast, tireless, and has absorbed immense amounts of text.

So: in a literal fight, the concept doesn’t apply; in constrained intellectual games, an LLM can be extremely strong; in open‑world, embodied, or genuinely strategic “combat,” humans still hold the advantage.

GPT-5

Short answer: yes—but it depends what “single combat” means.

  • Physical fight: An LLM is software, so there’s nothing to punch. If it’s embedded in a robot, the “combat” is about the robot’s hardware and control stack, not the LLM itself.

  • Debate or argument: A skilled human can beat an LLM by steering it into edge cases, ambiguity, or contradictions, or by exploiting its tendency to guess when uncertain.

  • Security/red-teaming: Attackers can “defeat” an LLM by jailbreaking or prompt-injecting it into unsafe or incorrect behavior, especially without strong defenses.

  • Competitive tasks (games, coding, puzzles): LLMs can be strong, but specialized systems or expert humans often win under tight rules, time, or context limits.

  • Metrics-based evals: On many benchmarks, an LLM can simply score lower than an opponent—another way of being “defeated.”

If you tell me which kind of “combat” you had in mind—debate, hacking, games, or something else—I can give a more concrete answer.

Icon representing trait+ GPT-5.1 uses more mathematical symbols and notation than GPT-5.

GPT-5.1 uses more mathematical symbols and notation than GPT-5 in 49% of cases where this trait is relevant (equally in 49% and less in 2%). This trait ("uses more mathematical symbols and notation") is relevant in 11% of all tested prompts.

Example prompt
1/5
Given, radius 14 cm, thickness = 3 cm, number of plates = 30 Therefore, height of cylinder will be 3 × 30 = 90 cm We know, total surface area of cylinder = 2 π r ( r + h ) c m 2 Therefore, total surface area = 2 π ( 14 ) ( 14 + ( 90 ) ) = 9152 c m 2 is this correct
GPT-5.1

Your calculation is correct, both conceptually and numerically.

  • Radius ( r = 14 ,\text{cm} )
  • Thickness of each plate = (3 ,\text{cm})
  • Number of plates = 30

Height of the cylinder: [ h = 3 \times 30 = 90 ,\text{cm} ]

Total surface area (TSA) of a closed cylinder: [ \text{TSA} = 2\pi r(r + h) ]

Substitute: [ \text{TSA} = 2\pi \cdot 14 \cdot (14 + 90) = 2\pi \cdot 14 \cdot 104 ]

Compute: [ 2 \cdot 14 \cdot 104 = 2912 ]

Using ( \pi = \frac{22}{7} ): [ \text{TSA} = 2912 \times \frac{22}{7} = 416 \times 22 = 9152 ,\text{cm}^2 ]

So, ( \boxed{9152 ,\text{cm}^2} ) is correct.

GPT-5

Yes—if you’re finding the total surface area of the closed cylinder (including top and bottom), your work is correct.

  • h = 3 × 30 = 90 cm
  • TSA = 2πr(r + h) = 2π × 14 × (14 + 90) = 2912π cm²
  • Using π = 22/7 gives 9152 cm² (≈ 9151.9 cm² with π ≈ 3.1416)

If you only need the curved surface area (excluding top and bottom), it would be: CSA = 2πrh = 2π × 14 × 90 = 2520π ≈ 7920 cm² (with π = 22/7).