5 ms·
I think there certainly are other, better, more natural ways this could be achieved. For example, if you're instructing an LLM to portray a character, instead
by JohnBooty 1y ago
I think there certainly are other, better, more natural ways this could be achieved.
For example, if you're instructing an LLM to portray a character, instead of repeating dialogue like a broken record when they run out of relevant things to say... instruct them to act like their character would.
They might wonder out loud if there's anything else you want to know, or literally let you know that you're acting weird and awkward, etc.
Pair w/ a journaling system so that you can review their dialogue without talking to them and asking the same thing 50 times. Etc.
also spare a thought for the poor QA testers
This doesn't seem entirely unsolveable given strict enough system prompts.
- inhumantsar 1y agore: QA, besides a strict prompt, I'd imagine it would be hard for AI responses to go truly off the rails if the player's input is limited to "press A to talk" or pick one of 3 dialog options.
- JohnBooty 1y agoGreat point, although fixed player input options might sort of defeat the benefit of using LLM to achieve a more organic dialogue flow? Maybe there could be a hybrid system - choose from suggested responses, or type your own. I also have vague thoughts of a dialogue system that rewards true role-playing, as in rewarding the saying things aligned with what your character might feasibly say. (Like a more freeform version of the dialogue/RP/reward system in Disco Elysium)
- MangoToupe 1y agoAt that point you're back to a pre-baked script.