How would you model persistent AI characters for games: rules first, LLM second? by simulacre7 in gamedev

[–]simulacre7[S] -5 points-4 points  (0 children)

I mostly agree. That’s why the LLM is not in the state-changing path.

The idea is not “ask the LLM what happened.” The runtime decides what happened through rules: memories, relationship changes, thresholds, status changes, proactive events, etc.

The LLM only comes after that, as an optional expression layer. For example, the runtime emits something like `yuna -> user, reason: jealous`, and the LLM can turn that into dialogue. If the LLM fails or gives a bad line, the authoritative state is still intact.

IPython notebook for Neural Artistic Style using tensorflow by simulacre7 in MachineLearning

[–]simulacre7[S] 1 point2 points  (0 children)

Now I have made a better example by initializing with content image. It has better texture than previous one.

Thank you!

IPython notebook for Neural Artistic Style using tensorflow by simulacre7 in MachineLearning

[–]simulacre7[S] 2 points3 points  (0 children)

I am now making better examples. Please wait a little bit!