And yet, that argument I just made often bothers me, because I do think there is a place for strong AI in games, and many people just reflexively say "strong AI wouldn't be fun". I think they are partly right, but I also think a strong AI that is purposely dumbed down in fun ways could be really enjoyable.
When it comes to shooters though, those games aren't really about competition and decisions, they are about giving the human player an experience. I do think strong AI is overkill in such situations.
A strong AI for chess absolutely improves chess computer games.
A strong AI for a Magic: The Gathering style card battler would improve the game.
A strong AI for Civilization would improve the game, but I think we're starting to get into a realm where you can fake some things. I do think Civilization games are lacking because of poor AI, but I don't know that we need LLM-levels of AI in Civilization.
Again, in shooters, there's no decision, no illusion of fair play or equal competition based on making decisions, it's all about the human experience, and so LLM-level AIs aren't needed here at all.
It's fun if you have a handful of people playing, but it would quickly go towards negative reviews if you tried to sell it.
At most it should be mildly tweaking existing dialogue, e.g updating a line to reflect game events. But as soon as you present a prompt window to the player the entire illusion that you are in a game world instantly dies.
I don't agree. All -important- dialogue yes. Background NPC chatter? Even when studios spend a lot of effort crafting multiple lines, pretty soon you have seen them all. They also don't change based on player actions.
thats close to tweaking existing dialog, but with a bit more freedom.
you still dont have to give the player arbitrary response
Not useful enough that I actually play with it, but it was capable enough to be useful even just with sonnet.
I think there's a bit of a lack of knowledge of game history on both sides, because we already know it can be fun when a game is designed around it. It worked in Façade (2005!) and it worked in Starship Titanic (1998!!), and both of those could have worked even better with the technology we have today.
One type of game that seems like an obvious one to me, is something a bit like The Sims except that the characters' decisions and speech are LLM-controlled. Maybe one of the characters is player-controlled, so you can interact and talk with everyone else. Or to describe it from the other direction, it'd be a kind of interactive fiction like AI Dungeon invented, but grounded in a physically simulated setting.
(Not sure how prohibitive it would be to do anything interesting with local LLMs of any kind in a big game, given how many platforms/setups you have to make the stuff run smoothly on, and the sheer amount of RAM they would bind)
These old basic algorithms often have mathematical proofs that they will converge to optimal behavior, and they do so fairly quickly. Turning the complex world of the game into a Q-table would require some creativity and judgement, but is not that hard I think.
In the end we would have a controllable AI that actually does adapt. That's my hope anyway.
LLMs only become expensive if you let them generate 1000 lines of code every 2 minutes.
same with the df artworks. get kitfox to design some art styles for dwarves, elves, goblins, and humans, and then instead of just reading
"this is a fine engraving of a dwarf. it concerns the events of 102 when ulrist fastbuttons was elected mayor. ulrist fastbuttons is sobbing"
I could play online, but my dial-up costed $1 per hour for 250ms latency and near guarantee of at least one disconnect per hour.
its the same for like a chess bot. i dont want a perfect stockfish that occasionally makes a serious blunder when a dice rolls a certain way. i want one that actually falls into traps
both American and Chinese labs aim their models at coding and knowledge work, so they penalize adult themes in post-training.
A little unpolished because it was bolted on by fans and not the original game developers, but otherwise very impressive.