问HN:受限的大型语言模型游戏

1作者: AymanJabr大约 11 小时前原帖
大家好,希望你们在这个前所未有的时期过得愉快。我在这个紧急时刻向大家求助……<p>目前有一些游戏系统,比如Renpy/Twine,它们提供沙盒环境,角色在特定场景中会有成长,可能还会有迷你游戏、可重复的场景、属性进展和随机元素。这类游戏需要开发者逐步手工制作,因此开发者需要编写故事、整理图像/音频/动画、编程属性/动画/随机事件,并管理不同事件的时间线。<p>另一方面,还有AI游戏,这基本上是一个大型语言模型(LLM),在其上添加了一些世界设定和角色的上下文。我当然是在谈论SillyTavern、character-tavern、infinite worlds等。这类游戏的问题在于,玩家往往会放纵自己,因为他们可以直接说:“然后我用一巴掌杀死邪恶的黑暗领主,找到龙珠,成为人类的至高皇帝,永远统治。”而且故事往往是有限的,感觉并不像是艺术家的创作,更像是一个带有一些风味的LLM。<p>我在考虑创建一种能够弥合这两种游戏世界之间差距的系统,类似于Twine/Renpy,但作为游戏开发者,你将创建检查点,在特定的里程碑上设置预设的对话/图像/场景,而不是为每个序列手工编写对话。<p>例如,假设我们正在玩一款恋爱游戏,玩家(杰克)需要勾引一个浪漫对象(吉尔),而不是重复多次选择或磨练,我们可以让AI在每次互动中将爱情值提高或降低1-5点,这样AI只能使用一个工具来调节这个值,而不会超出程序限制。只有在爱情值达到20时,关于(吉尔)如何运作的指令、图像和选择才会开放。至关重要的是,玩家必须在每个事件中通过输入(说话)与AI交流,以改变这个爱情值。<p>因此,功能将包括: - 玩家只能对话或采取某些行动(玩迷你游戏)。像“<i>然后我用一巴掌杀死邪恶的黑暗领主,找到龙珠,成为人类的至高皇帝,永远统治</i>”这样的短语将被AI解读为用户说的奇怪话。 - 游戏玩法仍然是一个封闭的故事,玩家必须逐步解锁更多功能。 - 这个想法的核心是限制玩家,剥夺他们立即实现任何目标的能力,同时仍然给予他们在特定环境中自由行动的空间。 - 限制玩家在一个时间循环中与AI的来回对话次数。<p>我见过扩展程序RPG Companion: https://github.com/SpicyMarinara/rpg-companion-sillytavern,但这似乎更多是试图跟踪属性,而不是直接控制它们。<p>我还找到了一篇Jacky Kaub的文章:https://towardsdatascience.com/how-i-built-an-llm-based-game-from-scratch-86ac55ec7a10<p>我想问你们的是,是否已经有类似的系统?如果没有,你们会在这个系统中添加哪些其他功能?
查看原文
Hey everyone, hope you are having a nice day in those unprecedented times. I come to you in a time of great need....<p>At the moment there are game systems like Renpy&#x2F;Twine, with a sandbox environment, with character progression when you go through certain scenes, with maybe minigames, repeatable scenes, stats progression, and random elements. These kind of games need to be crafted by hand piece by piece, so the developer needs to write the Story, curate the images&#x2F;audio&#x2F;animations, do the programming of stats&#x2F;animations&#x2F;random events, and then manage the timelines of different events.<p>Then on the other hand you have AI Games that are basically an LLM with some context on top for world setting, and characters. Here I am of course talking about SillyTavern, character-tavern, infiteworlds and things like that. The problem with these is that the player themselves to restray themselves, because you can just go &quot;And then I kill the evil darklord with a slap, find the dragonballs, and become supreme emperor of mankind for all eternity&quot; all in one go. Plus the Story tends to be limited, and it doesn&#x27;t really feel like a game with an artists vision, it just feels like what it is, an LLM with some flavor.<p>I was thinking of creating something that bridges the gap between these 2 game worlds, some kind of system very similar to Twine&#x2F;Renpy, but instead of crafting the dialogue for each sequence, you as the game developer, would create checkpoints, with pre-set dialogue&#x2F;images&#x2F;scenes, at specific milestones.<p>For example let&#x27;s say that we are playing a love game, where the player (Jack) has to seduce a romantic interest (Jill), instead of repeated multiple choices, or grind, let&#x27;s say we give the AI the ability to raise&#x2F;decrease the Love meter by 1-5 points at each encounter, so the AI would only have access to a tool that would raise it by this much and not anymore programmatically. Only at say Love level 20, would the instructions for how (Jill) operates, the images, choices open up. Crucially, the player has to actually speak with the AI by typing (speaking) at each event in order to change this Love meter.<p>So the features would be: -Player can only talk, or take certain actions (play minigames). Phrases like: &quot;<i>And then I kill the evil darklord with a slap, find the dragonballs, and become supreme emperor of mankind for all eternity</i>&quot; Would just be interpreted by the AI, as a weird thing said by the user. -The Gameplay is still a contained story, where the player has to unlock more and more features. -The whole idea of this, is to limit the player, take away the power that they have to immediately achieve anything, while still giving them the freedom to do whatever they want in a given setting. -Limit the number of back-and-forth conversations with the AI in one time-loop<p>I have seen the extension RPG Companion: https:&#x2F;&#x2F;github.com&#x2F;SpicyMarinara&#x2F;rpg-companion-sillytavern, but these seems more an attempt to keep track of the stats, rather than control them outright.<p>And I have found this article by Jacky Kaub: https:&#x2F;&#x2F;towardsdatascience.com&#x2F;how-i-built-an-llm-based-game-from-scratch-86ac55ec7a10&#x2F;<p>My questions to you is this, is there already a similar system? If not, what other features would you include in this?