I try to have conversations like one would IRL too often. Just a snarky joke. You know?
On the topic of words, it’s too bad we need to invent a term for the AI in, say, GTAV to clarify communication now. This guys team was around for 7 years, and no one was angry at AI 7 years ago. It seems like they only became the modern version of “the AI team” in more recent years as the bubble and hype grew. Sounds like they were emerging technologies and dev ops. Not the “use AI to generate posters to plaster on walls” team.
I do wonder, how would llms make a game more fun? I can see more realistic, and realism could help immersion I suppose.
But what about actual game elements? One challenge would be that they would need either heavy guardrails, or be a specifically trained model that makes sense in the context of the game.
One interesting game element could be if an NPC interacts with the world and “reasons” and “remembers” events.
I’m skeptical. Every single demo I have seen of LLM powered NPCs is garbage.
They would need really good memory. And be very locked down on hallucinations that would be misleading or otherwise nonsense in the context of the world. Like, they can’t reference they are in a game on accident. They can’t suggest you do an action you can’t. They can’t invent characters that are not “real” in the game. They need to be consistent over time. They can’t spoil the things they were prompted to avoid saying.
It’s quite a task, and no demos have depicted anything that feels like a step beyond hand made dialog and scripts. I’m not saying it’s impossible, but I haven’t come across an example that seems to be heading in this direction. They are all just LLMs being prompted at the appropriate times. No additional infrastructure or tuning, etc.
All of the current issues with a chatbot not remembering what you said to it apply here too. And all of the things I listed get even more difficult if you let the user “talk” to the NPCs in any free form way. In other words, if you let the player role play or attempt to exploit the NPC that could potentially break the game and destroy the whole point of it all.
But as a concept, NPCs that can truly understand context and the player instead of just being dialog trees, it sounds awesome. I’m just very skeptical due to what I know about current LLMs and due to the overinflated hype that demos that raced to show off this concept carried.
paraphrand@lemmy.world 8 hours ago
Yeah, that’s fair.
I try to have conversations like one would IRL too often. Just a snarky joke. You know?
On the topic of words, it’s too bad we need to invent a term for the AI in, say, GTAV to clarify communication now. This guys team was around for 7 years, and no one was angry at AI 7 years ago. It seems like they only became the modern version of “the AI team” in more recent years as the bubble and hype grew. Sounds like they were emerging technologies and dev ops. Not the “use AI to generate posters to plaster on walls” team.
yes_this_time@lemmy.world 7 hours ago
I do wonder, how would llms make a game more fun? I can see more realistic, and realism could help immersion I suppose.
But what about actual game elements? One challenge would be that they would need either heavy guardrails, or be a specifically trained model that makes sense in the context of the game.
One interesting game element could be if an NPC interacts with the world and “reasons” and “remembers” events.
paraphrand@lemmy.world 7 hours ago
I’m skeptical. Every single demo I have seen of LLM powered NPCs is garbage.
They would need really good memory. And be very locked down on hallucinations that would be misleading or otherwise nonsense in the context of the world. Like, they can’t reference they are in a game on accident. They can’t suggest you do an action you can’t. They can’t invent characters that are not “real” in the game. They need to be consistent over time. They can’t spoil the things they were prompted to avoid saying.
It’s quite a task, and no demos have depicted anything that feels like a step beyond hand made dialog and scripts. I’m not saying it’s impossible, but I haven’t come across an example that seems to be heading in this direction. They are all just LLMs being prompted at the appropriate times. No additional infrastructure or tuning, etc.
All of the current issues with a chatbot not remembering what you said to it apply here too. And all of the things I listed get even more difficult if you let the user “talk” to the NPCs in any free form way. In other words, if you let the player role play or attempt to exploit the NPC that could potentially break the game and destroy the whole point of it all.
But as a concept, NPCs that can truly understand context and the player instead of just being dialog trees, it sounds awesome. I’m just very skeptical due to what I know about current LLMs and due to the overinflated hype that demos that raced to show off this concept carried.