More like a few orders of magnitude faster and less resource intensive, the elephant in the room with this technology is that it's currently being offloaded to an expensive cloud instance where it can have an entire high-end GPU devoted to it. For it to be the kind of thing that games can adopt as a matter of course, without having to factor in a significant ongoing cost and point of failure when the servers go down or the money to pay the bills runs out, it needs to be fast enough to run locally on the players machine while the machine is also busy handling everything else in the game. Realistically you can afford to use maybe 5-10% of their GPUs time and memory, and you can't expect everyone to have an RTX 4090 so it needs to scale down gracefully.
There's a few great games writers out there (IMO Chris Avellone) but most of the time it's just filler. Fiction is arguably one of GPTs' strong suits, especially if the game engine can actually turn accidental hallucinations into in-game realities (like if a NPC mentions something not already in game, generate a proxy and turn it into a quest?)
Really excited about the possibilities for emergent creativity here :)
This does not sound trivial
The need is then to have a database of everything (done!), build a generator for quest steps, and then place the quest requirements back in the game. This sorry of thing has been possible since, oh, I dunno, 1997: Daggerfall.
The whole trick is keeping it from getting too same-y/boring. Current games handle that by leaning on human writing and character modeling for even the minor quests, though the quality standards on the side quests tend to be low, and they get boring anyway. (Which is why I've still never finished Witcher 3...) Adding AI writing in the mix for side quests is a no brainer.
Do you believe an AI trained on human writing can accomplish this key task better than human writers, who themselves _at best_ have a pretty low success rate?
Does it get more involved and customizable later on?
They've both been marketed as such. Like it or not these are the best that big tech could provide before the LLM era. I would include Bixby in there as an also-ran as well. They would be the only interaction that anyone would have with anything resembling AI outside of the tech world.
Non-technical people are reading the “stochastic parrot” articles, then trying a few superficial chat conversations and drawing their conclusions from that.
If loras could be easily trained in Vulkan/DirectX, if vram pools were big enough for the smart models, basically if stuff just worked, you'd already see much more widespread local llm use in apps.
The constraint technology is largely there, take a look at Outlines. So is the ability to efficiently "switch" personalities with Lorax. So are long context base models (Yi/InternLM/Mixtral). Even the super-fast Vulkan inference runtime is there (MLC-LLM). And yes, these are all early, finicky unintegrated implementations which is part of the problem.
“ah this is flawed! I’m assuming fundamentally! I’m going to ignore it for that reason and keep the same opinion for the next 10 years!”
another group says “ah this is flawed! I’m going to help improve it incrementally!”
This idea is the same. It reeks of the same senselessness as is present in other discussions of "realism" in games, eg Star Citizen, where it sounds cool and futuristic at first, but doesn't actually do much for the core gameplay besides taking resources away from it. As an example we have Elite Dangerous, which committed suicide by listening to "realism" arguments and poured years of development into adding a bland first person shooter mode instead of improving the core gameplay of flying spaceships (where, in terms of flight model, they are still unmatched).
Ideas like being able to naturally talk to NPCs sound neat and revolutionary at first, but are just a gimmick, since outside of streamers fooling around for the sake of entertaining viewers, who actually cares about holding proper conversations with NPCs instead of just moving on to the next bit of actual gameplay sprinkled throughout the bland "AAA open world shooter with parkour mechanics" of the month?
I think there's a lot of potential with LLMs that have two-way interaction with the game world. For example if it can generate `ATTACK <character-name>` API calls, the player can incite a feud and convince it to betray some other character, to the player's advantage. For immersive sims and RPGs, unscripted manipulation of NPCs could be a big part of the "actual gameplay".
Social deduction games where you lie and manipulate real players are already fairly popular. I don't think manipulating an NPC guard will be worse.
> this isn't like shooting or driving in games where it has basically zero correspondence to how those things work irl
Gun or steering wheel + pedal controllers aren't that uncommon.
>Gun or steering wheel + pedal controllers aren't that uncommon
Neither gun shaped controllers nor typical wheel+pedal setups really mimic the real world equivalents sufficiently to transfer over. Else they would obviously be the much cheaper approach to learning/testing either of those skills than spending tons of real ammo or driving a real car.
I don't think the scenario has to be any less fanciful with LLM NPCs than with social deduction or tabletop role-playing games. It's realistic in that you have to fool the (LLM/human playing the) character, but it's still within a fictional setting.
> Else they would obviously be the much cheaper approach to learning/testing either of those skills than spending tons of real ammo or driving a real car.
Training simulators are absolutely used. Less so for cars, because real cars are accessible enough that it's not worth sacrificing 100% realism, but definitely by the military.
Or, consider games like paintball/airsoft.
One word: poker