3 ms·
Not sure if what you’re describing couldn’t be also done with audio snippets and good splicing
by impalallama 4y ago
Not sure if what you’re describing couldn’t be also done with audio snippets and good splicing
- iKlsR 4y agoPre-programmed common stuff sure which many games do as they can tell where you are, vehicle in and any weapons used etc, steal a (police car|military jet|ambulance) etc and they can craft scenarios using audio for those but for more natural random somewhat unpredictable stuff you would have endless combinations that need to be accounted for. It would have to act in response to a bunch of actions so not feasible. A good example is Mortal Kombat where each character has several lines for every OTHER character (https://www.youtube.com/watch?v=L85QApISlvA https://www.youtube.com/watch?v=L85QApISlvA) they are about to fight, that's a LOT of voice work as opposed to using the character lore and their history and or relationship with the opponent to come up with something fresh that's (witty|snarky|sad) to say etc.
- yieldcrv 4y agoYes but this stuff is taking 100 gigabytes per game Once we get flexgen running Llama (or some other combination of optimizations) there will be no audio files and these LLM’s can be run client side on consumer hardware probably as a shared resource at the OS level
- iKlsR 4y agoExactly, imagine every NPC just has some ai generated backstory, personality traits, dislikes, habits etc and then these interact with some other NPC or group with same and they use these to have natural flowing convos. Now imagine debates with groups that learn and have the possibility to "evolve", I'm getting a mix of Red Dead Redemption and Dwarf Fortress here for content, the possibilities are endless.