I like the approach here. It’s cleverer than just “dump context to LLM”. I couldn’t quite figure out if it genuinely runs purely locally though. If nothing else - this is how NPCs should work in games moving forward!
I built a low-latency AI companion that plays Skyrim with me
51–60 of 86 posts
Re: I built a low-latency AI companion that plays Skyrim with me
#52Re: I built a low-latency AI companion that plays Skyrim with me
#53Re: I built a low-latency AI companion that plays Skyrim with me
#54I 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…
I do think it is an interesting exploration but the jagged frontier makes it really challenging to know what will consistently work and what will not, to the point that I bet (maybe pessimistically) one will be gradually less daring with creative plan with their "companion" simply because they can't trust it.
Re: I built a low-latency AI companion that plays Skyrim with me
#55Video game seem like the perfect fit for llm use and I don't understand why it hasn't happened already.
Re: I built a low-latency AI companion that plays Skyrim with me
#56I 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…
I get it is fun to play for an hour or so then you inexorably encounter behaviors that are too complex to handle, e.g. you try to sneak in on an enemy but get spotted because the dog started talking or barking randomly, then suddenly wonder how much "it" actually gets it. You then start with less and less complex plans... until you realize that direct commands or shortcuts are more reliable. I do think it is an inter…
The Uncanny Valley effect would be too big if a human companion randomly started talking to you while you were sneaking up on an enemy. But a dog? You'd be pissed off at it for a bit, and then forgive it because it's a dog.
Re: I built a low-latency AI companion that plays Skyrim with me
#57Earlier quoted context omitted.
I get it is fun to play for an hour or so then you inexorably encounter behaviors that are too complex to handle, e.g. you try to sneak in on an enemy but get spotted because the dog started talking or barking randomly, then suddenly wonder how much "it" actually gets it. You then start with less and less complex plans... until you realize that direct commands or shortcuts are more reliable. I do think it is an inter…
I feel like that's the benefit to the creator having made this a dog (even if a demon-possessed dog). As intelligent as a dog can be, can we ever truly understand why they do the things they do? The Uncanny Valley effect would be too big if a human companion randomly started talking to you while you were sneaking up on an enemy. But a dog? You'd be pissed off at it for a bit, and then forgive it because it's a dog.
Some grumpy old school hunters (in less civilized areas) would literally shoot such a dog though for barking in the wrong moment.
Re: I built a low-latency AI companion that plays Skyrim with me
#58I 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…
I get it is fun to play for an hour or so then you inexorably encounter behaviors that are too complex to handle, e.g. you try to sneak in on an enemy but get spotted because the dog started talking or barking randomly, then suddenly wonder how much "it" actually gets it. You then start with less and less complex plans... until you realize that direct commands or shortcuts are more reliable. I do think it is an inter…
Also the author really gets the "tortitude" right.
Re: I built a low-latency AI companion that plays Skyrim with me
#59I 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…
I get it is fun to play for an hour or so then you inexorably encounter behaviors that are too complex to handle, e.g. you try to sneak in on an enemy but get spotted because the dog started talking or barking randomly, then suddenly wonder how much "it" actually gets it. You then start with less and less complex plans... until you realize that direct commands or shortcuts are more reliable. I do think it is an inter…
Now AI does all the coding for me, I couldn’t have been more wrong. You will be wrong too.
Re: I built a low-latency AI companion that plays Skyrim with me
#60I 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…
I get it is fun to play for an hour or so then you inexorably encounter behaviors that are too complex to handle, e.g. you try to sneak in on an enemy but get spotted because the dog started talking or barking randomly, then suddenly wonder how much "it" actually gets it. You then start with less and less complex plans... until you realize that direct commands or shortcuts are more reliable. I do think it is an inter…
And of course the opposite too, how much the dog trained me to speak to it a certain way to maximize outcome success.
But then I thought, when people play games they are not using highly sophisticated vocabulary and there is probably lots of repetition since they are always under some form of multi-tasking stress (playing and replying/speaking). So maybe... maybe, the system can adjust itself. Use a big LLM offline to say "user said X, we did Y - was that good?" - then retrain itself.
The decomposer is basically a bunch of old-school embeddings/classifiers stitched together, it can train super fast and doesn't need tons of data. Could the thing calibrate itself to the user? Does it even need to? (because as I said I 'm a datapoint of 1 and I am not ready for the potentially huge stream of bug reports when I ship (add some perfectionism to the mix and you get the idea)).
edit: typos