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I built a low-latency AI companion that plays Skyrim with me

pantel.is

41–50 of 86 posts

Re: I built a low-latency AI companion that plays Skyrim with me

#43
>It creates embeddings from the full text as well as its extracted structure, then semantically combines and compares it with action prototypes. A separate classifier estimates whether the turn is a command, question, chat, clarification or complex request. Everything gets merged together.

Does this mean the prototypes and classifications need to follow what you can actually do in the game? Were they all hand-coded or generated somehow?

Re: I built a low-latency AI companion that plays Skyrim with me

#46
post #5

I must say absolutely hilarious video. The "persona" of the dog is great. As someone who is generally pretty "keep your AI out of my art" this looks very fun to play. I can imagine this being cleverly integrated as a primary feature of a game (this must already be in the works). Ideally as a small model able to run locally alongside the game. The moment where the dog is going on about "something foul in the air" as t…

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Re: I built a low-latency AI companion that plays Skyrim with me

#47
This is a fantastic application of an LLM. What’s great is that the LLMisms fold neatly into “dumb but lovable sidekick”.

So even when it chokes or stumbles on a command, the kind of frustration the user expresses when correcting it feels natural and part of the game even.

Re: I built a low-latency AI companion that plays Skyrim with me

#48

Video game seem like the perfect fit for llm use and I don't understand why it hasn't happened already.

I'm especially interested in how this can be applied to the world of the game. I think that creates much more interesting results than NPCs who can hold dynamic conversation. Imagine an MMO where quests you complete actually shape the world (its landscape, structures and enemies). Then dynamic quests can be created based on the new world, creating a living loop.

Re: I built a low-latency AI companion that plays Skyrim with me

#50
post #21

Earlier quoted context omitted.

It depends on if you want samey games or anything creative. You could have complex realistic dialogue for innkeeper #28917 in the little hamlet of ass backwards, but: One: do you really want that? There is such a thing as too much realism in a video game. Two: do you really want all NPCs in all games to speak nigerian business english? Reminder for 2: https://www.theguardian.com/technology/2024/apr/16/techscape...

It's a simple thing: Who wants to read AI-generated articles and respond to AI-generated comments? Probably not many. For same reason gamers mostly don't want to chat with AI-backed NPCs. More is only better when it has meaning.

> More is only better when it has meaning.

Well there are a lot of AAA gaming companies that should learn that. But instead they feel they have to ad MOAR CONTENT and then complain of balooning costs...

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