3 ms·
Well I for one am waiting for someone to do proper LLM integration with some dialogue driven game, as unreliable as it currently is. How much more hilarious wou
by moffkalast 3y ago
Well I for one am waiting for someone to do proper LLM integration with some dialogue driven game, as unreliable as it currently is. How much more hilarious would Fallout be with the option to just say anything to anyone with genuinely matching in game consequences instead of picking one of four lame options.
- moomin 3y agoFor that to be actually good, you don't just need AGI, you need an LLM with the writing quality of a New Vegas writer. The difficulty there is that the training corpus is too small to create one.
- moffkalast 3y agoEh not really, you just need a good way to RAG the existing story so it only mildly adapts it to your actions. No need to make up the whole thing on the fly, baby steps. A prompt along the lines of character card, available actions, story so far, what player said, response text, response action. Actions still limited to what the game can actually do of course, but it would already be far more varied than strictly defined trees. Shame that local llms are so crap at function calling for the actions part, but it might stil work with an ad hoc model and extensive grammar restrictions.
- vintermann 3y agoNo. I think people will come to understand and accept that what you get out is commensurate to what you put in. If you stick close to the script (there will still be a scripted main story in such games, because people want shared experiences) and say and do reasonable things in the setting, the LLM game master should be able to deliver reasonably, and improvise around the edges. But if you go wildly off the rails, then no LLM is going to turn that into an award-winning story.
- hutzlibu 3y ago"How much more hilarious would Fallout be with the option to just say anything to anyone instead of picking one of four lame options." Only if those dialogues lead to something real. Just doing small talk with NPCs is easy to accomplish, but integrating it into the world, where depending on the dialoge you get new quest relevant information - or have to fight the NPC if you insult them too much or say the wrong thing - is way harder.
- moffkalast 3y agoTrue yeah, it may make sense to have multiple models or at least different processing stages for specific parts of that. One to actually reply back based on context, another to do sentiment analysis for facial animations, another to pick from a list of reponse actions based on the convo, another to adjust the storyline to make it make sense given actions so far, etc.
- autoexec 3y agoAI has the potential to be able to do all kinds of cool things. Currently, I wouldn't trust it for anything important. The more story driven a game is, the less you'd want to leave what currently passes for "AI" in charge. It'd be no fun if you couldn't complete a quest or the story because an NPC is depending on a hallucinating AI. For a little while it might be fun to convince a confused AI that you've got an item you don't actually have, or trick it into thinking that you're a developer in the middle debugging the game so it should just spawn whatever item you ask for, but I think that sort of thing will get old quick.
- ekianjo 3y agoCheck Vaudeville