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by podnami 942 days ago
I feel like this is one pivot away from a highly addictive game. The concept of using prompts and AI to mediate gameplay is novel - but in this current form not fluid enough to make it fun. If you could somehow reduce the time from the prompting to the outcome, and introduce some platform elements, that would probably increase playability by 10x.

Still great idea and uncertain if music (and works well on my iPhone)

2 comments

I wonder when AI will be used to improve NPC dialog and imrpove mission generation on side-missions. If I were Rockstar that would be my main goal for GTA6.
I think it’s a bit soon to be integrating LLM’s into AAA releases.

The current generation of consoles can’t run them locally, so the developers would have to run the models for the customers. Considering most game developers (including Rockstar) don’t even have dedicated servers for multiplayer, that’s probably too much to ask.

I think Elder Scrolls 6 has a higher chance of implementing it, only because Microsoft owns Bethesda and also has the OpenAI partnership. Microsoft also has a history of supporting game devs doing stuff with Azure.

I’ve dabbled with adding an LLM to OpenMW, and I think there’s potential there. But I also think it could get very expensive. Maybe by the time ES6 comes out, that won’t be the case.

I don't think you'd need a first party server. If it were me architecting this, I'd use a service or microservice for this (for example, possibly hitting GPT-4 API directly from the client with the info you need in the prompt), with non-AI emedded in the game for when that fails, such as in offline use or a service outage or something.

You don't need to be able to run the LLM locally yet in order to benefit from this, nor do you need to have your own robust game server.

It definitely needs to be done thoughtfully to avoid creating plot holes or messing up character personalities, but especially games like Stardew Valley I think you could get some super interesting storylines going. Embed the important characteristics and personality into the prompts, to keep the AI in line, but let it do it's thing.

It would be good if souls like games could have starting story conditions that are more or less the same on each play through, but player actions in the world (i.e. order of boss completion etc) lead to the story developing along certain lines in a dynamic manner. Each main boss has a character arc they are following, and the actions of the player to either ignore that boss / part of the map or engage with it immediately will lead to the progression of certain storylines over others, also providing a lore explanation for scaling up boss difficulty.
In my mind, something like Dwarf Fortress could be a great candidate. Each interaction and character has (and changes) a plethora of variables which affect the behavior and relationship. Those could then be used to generate fitting dialogs etc.
I've been working (for about ~2 months) on a Roblox game where dialogue is AI-generated and the stories are randomized: https://www.youtube.com/watch?v=hdkjyUbXFww

To prevent inappropriate things from happening, the players cannot try to jailbreak the AI because player inputs never enter prompts, instead all stories are linear and pre-generated.

Someone has actually modded ChatGPT and some text-to-speech into Skyrim. https://youtu.be/0wCjosz1vOA?si=ZJAmN-MjdZtJpGtZ&t=289

I don't think it does missions, but the conversations are pretty neat.

I think I read that some companies are working on using LLMs to improve/generate dialogue from side characters.
It has been used already, in (I know for certain 1) a AAA game. Including voice overs and dynamic choicing.

(It was used to generate x number of possibilities, each were human vetted and ran by the LQA and FQA teams.)

Cannot mention the product name though sorry :s

Edit: not in a live environment, just as a 'generator' though

You probably mean Assasins Creed Mirage? Ubisoft released a video about it: https://m.youtube.com/watch?v=XxQoN3PFiKA&cbrd=1
> The concept of using prompts and AI to mediate gameplay is novel

Is it? I feel "rate my solution to this problem" is one of the most basic AI ideas with the classic being "given these items, find a solution to get across the river". It's even an idea that ChatGPT gives when you ask it to come up with AI gameplay mechanics. I think the execution here is what differentiates it.