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Huh. Maybe I'm just overcomplicating it a bit. Course, I also remembered where someone tried playing a game of chess against an AI model (I want to say ChatGPT, but I couldn't remember) that was summoning pieces out of thin air, teleporting pawns all over the place, and more. I'd figured if it was struggling to remember the orientation of the chessboard, isolating each NPCs "brain" in the model would be the best route, hence different instances. Then again, the cheapest solution usually wins.
But yeah, this was the real point I was getting at. In order to not have the player absorb the cost monetarily, the players PC would have to run a model provided by the developer, which would do wonders for the game's performance. But I gotta agree, it'll be interesting to see how this technology gets implemented.
Off topic a bit, I know Tekken 8 currently uses a neural network of sorts that basically is constantly analyzing your gameplay as you play, so you don't even have to be online for someone to run a game against you. The AI learns all your habits, (good and bad) and mimics your timings to effectively recreate, well... you playing your main. Just download someone off the leaderboards and fight them. It's a really cool use of the idea, but the execution needs a lot of refinement. The AI are still nowhere near as good as the players they're mimicking.
For chess, the state of the board is huge, and the LLM is not really trained to keep track of it. So even if you give it the full state of the board with each prompt, all it really knows is how you are supposed to format chess moves in text. And it doesn't really understand the rules, even if you write them down. So often it doesn't run through a list of valid moves or consider them in any way, so you are likely to get a faulty move. The error rate seems to quite strongly correlate to how complicated the game is, in chess you can make thousands and thousands of different moves, with a few hundred being valid at a time. The LLM was not made to find the hundred of valid ones, so it is very likely to give a wrong move.
While I did not find anyone who made a technical breakdown on that AI, people have made some observations that might tell us what it is. Appearantly it works just as bad as normal CPU in defensive situations, but when it is trained to face a certain combo it can punish it with its own combo. So to me, that sounds like it is probably mostly the same AI as usual, but they extract the attacks you used from your gameplay, so when you face a certain set of inputs you responded a certain way, now if the ghost faces that same or similar combo it will replay the combo you used.
So no neural net needs to be involved, it is just a lot of work of extracting player behavior from matches, and the replayed combo is appearantly frame perfect, so it is simply replaying your moves rather than re-enacting them. The core component of a ghost very well could be a small neural net, you don't need a very big one in order to do some statistical analysis to find a match between the attacks used and the combo to respond with.
Also my comment is about the core game, if someone mod in ChatGPT then I have no issue with that.
"Other developers are already making use of this technology, believe it or not."
Alright, bet. Name one. Name a proper double or triple A title where the developers added some AI stuff for voices OR dialogue.
"Oh, skyrim modders-"
A bup bup bup, I don't wanna hear about what modders do. Modders will turn dragons into Thomas the Train Engine and Macho Man Randy Savage. I wanna see you name a game where the developers included it from the start that I can google that's actually a proper game, and not just a test demo like Facade or something.
Take Portal as an example. Yes, Valve developed it, but it started as Narbacular Drop, a project by students that Valve recognized and decided to hire.
That said, I’ve been playing a game with my family called The Smoking Gun. It’s a detective game where you write questions to an AI to solve crimes. I’m really impressed with how well it works. Sure, there are a few janky moments, but overall, it’s surprisingly smooth. Each case takes about an hour, and we’re on case 4 of 6 — so far, no bugs.
I’m not sure if this fits with what you were thinking or if you were making a point, but I’d love to see more games explore AI-driven features. I can’t wait for a game where NPCs use AI-generated voices and dialogue, reacting to real-time conversations with player voices.
I played a game called Suck Up! a while back, which plays with that formula. It’s still early in terms of tech, but it's a funny glimpse into what the future holds as more developers start taking risks.
A.I would improve this game way better
That's such a sad and funny thing to read because while i appreciate the sentiment about the writers, i am tempted to ask WTF have those writers even accomplished in the context of this title? I wished they had come up with interesting and involved overarching plots about why NPCs go on murder sprees, connecting dots between cases, expose a grander end game plot, but nope.
I assume they wrote the nice little skits you can hear on TV. And yes they're good. But writing something like that as a developper about this title is taking the piss quite frankly, even though i am in total agreement on the feeling.
You cannot praise the writing of a game where dialogues are the way they are and NPC don't have a single gram of personality and they all share the same few lines that the spew at you for no rhyme or reason whatsoever. You just cannot.
Square enix have their research into it, they trusted it so much that they completely stripped out most of the AI before shipping their test platform. Game here https://store.steampowered.com/app/2280000/SQUARE_ENIX_AI_Tech_Preview_THE_PORTOPIA_SERIAL_MURDER_CASE/ and here for the marketing https://www.jp.square-enix.com/ai-tech-preview/portopia/en/
The marketing sounds like a pro-AI's dream game. But the end result is that barely anything at all is "AI" even the biggest quality of life improvement(imo) was practically stripped out of the game. And that was to have an LLM interpret your input text and match it to a relevant command. Instead, what remnants remain are actually WORSE than the initial release of the game decades ago.
I think the only feature to survive relatively intact was the text to speech, iirc
Funny how life do be sometimes.
I think it was mostly an attempt from their current CEOs to get onboard the new and trendy scam, because that's the mentality over there. That they ultimately want to paddle back all the way only makes sense.