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Author Topic: Harness LLM's as seed material?  (Read 736 times)

thistleknot

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Harness LLM's as seed material?
« on: August 15, 2023, 08:48:42 pm »

I thought about the feasibility of using AI to generate personalities
There is koboldcpp
https://github.com/LostRuins/koboldcpp

but there is also ai-town
https://www.convex.dev/ai-town

Which is based on this paper

https://arxiv.org/pdf/2304.03442.pdf

Vote for it: http://www.bay12forums.com/smf/eternal_voting.php (search for LLM)

I was thinking use the outputs as seed material if using an llm directly is too expensive to generate (but I imagine, you could generate a lot of responses, and just scrape them)

github:
https://github.com/a16z-infra/ai-town

LuuBluum

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Re: Harness LLM's as seed material?
« Reply #1 on: August 16, 2023, 12:41:41 am »

Using LLMs to generate personality like this would be rather useless, because there's no way to convert the description into actual actionable variables in code.

This is a failure of most "use LLMs to generate text" proposals, whether in video games or otherwise. It's the variables in the code that matter; the description it gives you on the character description is just pretty window dressing around a bunch of variables. Using AI to generate a text description of a personality given several variable expressions of their personality is overkill (the current approach works plenty), and going the other way around is a nightmare.

Same issue with the whole "use LLMs to write up contracts" stuff that I saw being shot around in the early days of when all of this blew up. Contracts are templated, standardized, and can have all the relevant data exported. Can't do that with an LLM-generated contract. This is no different.
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thistleknot

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Re: Harness LLM's as seed material?
« Reply #2 on: August 17, 2023, 09:04:40 pm »

there's actually a lot out there related to structured output.

Microsoft's guidance library, the rpg koboldai has structured json output that is used as inputs for variables

https://github.com/tanchongmin/strictjson/blob/main/Strict_JSON.ipynb

« Last Edit: August 17, 2023, 09:07:56 pm by thistleknot »
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Tilla

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Re: Harness LLM's as seed material?
« Reply #3 on: August 17, 2023, 09:11:48 pm »

LLM results are worse than nothing at all, too many of these suggestions
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A_Curious_Cat

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Re: Harness LLM's as seed material?
« Reply #4 on: August 17, 2023, 10:54:46 pm »

If Toady One uses an LLM provider, will the players have to pay for an account with the LLM provider to play the game?  Will Toady One set things up so that player’s games connect to a server that he runs (which is in turn connected to the LLM provider) and then charge players a monthly fee?
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LuuBluum

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Re: Harness LLM's as seed material?
« Reply #5 on: August 18, 2023, 12:24:38 am »

there's actually a lot out there related to structured output.

Microsoft's guidance library, the rpg koboldai has structured json output that is used as inputs for variables

https://github.com/tanchongmin/strictjson/blob/main/Strict_JSON.ipynb

Shoving the output into a JSON file does not magically solve any of the problems I described above. If you're suggesting that it can then specify values of a preset list of parameters as variables, then... you've managed to use a whole lot of effort and computing power to implement a worse solution to a problem the game already solves.

I'm still failing to see the benefit of this whatsoever. Then again, that's seeming to be the case for virtually every one of these "throw AI at DF" suggestions.
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