“Caniuse” equivalent for LLMs depending on machine specs would be extremely useful!
The underlying CLI tools do this, the app makes it easier to see and manage.
91–96 of 96 posts
“Caniuse” equivalent for LLMs depending on machine specs would be extremely useful!
The underlying CLI tools do this, the app makes it easier to see and manage.
Earlier quoted context omitted.
Perhaps there's a simple explanation but why does 24GB of VRAM offer such a large relative uplift in parameter count? (is memory bandwidth a factor rather than just the total memory amount?)
So, this is a bit misleading. For whatever reason the models tend to be released in certain parameter sizes. 7B models are popular. The next highest is 13B. There are few in between (some 11B). Likewise the jump from 13 is straight to 33B. You can run finetunes of a 33B model that have been cut down a little and fit them in a 24GB card. Likewise those 13B models running on 16GB cards have a lot of head room. You don'…
Earlier quoted context omitted.
> for games: i think they are simply too slow for now? I think it's two-fold. The primary one is that it's likely very difficult to maintain a designers storyline vision and desired "atmosphere / feel", because LLM's currently "go off the rails" too easily. The second is that the teams with enough funding to properly fine-tune generative AI to do dialog, level/environment-creation, character-generation, etc. that fun…
I think any NPC with dialogue important to a goal (a quest, a tutorial, etc) is going to be hard to use generative AI for. It not only needs to be coherent with the story, but it needs to correctly include certain ideas. I.e. if the NPC gives a quest to go find some item at some location, it needs to say what the item is and where it is. I think we're currently stuck in a local minima where AI isn't up to the task of…
That was my experience when I was experimenting with using current LLMs to generate quests. You can of course ask for both a human-readable quest description and also a JSON object (according to some schema) describing the important quest elements, but the failure rate of the results was too high. Maybe 10% of quests would have some important mismatch between the description and the JSON; the description would mention an important object but it would be left out of the JSON, or the JSON would mention an important NPC but the description wouldn't, etc.
As a player, I think it would get frustrating quickly if 10% of quests were unsolvable, especially since, as a player, you don't know when a quest is unsolvable; maybe you just haven't found the item/NPC yet.
Earlier quoted context omitted.
I think any NPC with dialogue important to a goal (a quest, a tutorial, etc) is going to be hard to use generative AI for. It not only needs to be coherent with the story, but it needs to correctly include certain ideas. I.e. if the NPC gives a quest to go find some item at some location, it needs to say what the item is and where it is. I think we're currently stuck in a local minima where AI isn't up to the task of…
> I think any NPC with dialogue important to a goal (a quest, a tutorial, etc) is going to be hard to use generative AI for. It not only needs to be coherent with the story, but it needs to correctly include certain ideas. I.e. if the NPC gives a quest to go find some item at some location, it needs to say what the item is and where it is. That was my experience when I was experimenting with using current LLMs to gen…
An interesting flip side I was just thinking about is the AI saying too much. NPCs keeping secrets until the player gets enough reputation or does a favor or whatever is pretty common. I wonder how good they are at keeping those secrets.
Prompt injection is one thing, and vaguely equivalent to cheat codes which is fine, but what is the likelihood that a player just asking for more info ends with the AI spitting out the secret without completing the quest? Will the AI know to unlock the next area or whatever, because there's no reason for the player to do that NPCs quest?
Should be neat stuff, I'm looking forward to how this all works together when the kinks get ironed out.
I've been curious as to when games would implement any kind of these new technologies, but i think they are simply too slow for now? I think we're at least 10-15 years from being able to run low latency agents that "rag" themselves into the games they are a part of, where there are 100's of them, some of them NPC's other's controlling some game mechanic or checking if the output from other agents is acceptable or nee…
> for games: i think they are simply too slow for now? I think it's two-fold. The primary one is that it's likely very difficult to maintain a designers storyline vision and desired "atmosphere / feel", because LLM's currently "go off the rails" too easily. The second is that the teams with enough funding to properly fine-tune generative AI to do dialog, level/environment-creation, character-generation, etc. that fun…
But this thing still has a long way to go.