They even dabble in custom personalities with prompt mixins (example: You can chat with a PDF that will respond like Shakespeare), and if this part was more robust I would delegate to it instead of what I created with ragdoll's prompt prefixes. Turns out the hard part is not converting third-person to first-person. For ragdoll, the heavy lifting is more in the configuration and management of different personas, its multi-modality (of models), the Node & React libraries so that developers can use them in realistic applications... where the value llamaindex brings is its incredible indexing capabilities combined with a conversational query engine (why I chose llamaindex over langchain for this). Ragdoll picks up where llamaindex leaves off regarding personas.
I love that SillyTavern says on their GitHub README: "On its own Tavern is useless, as it's just a user interface. You have to have access to an AI system backend that can act as the roleplay character." I want to avoid being a thin wrapper, and instead have that roleplay character aspect be central to what ragdoll does, so that it can be the de facto creative studio for any character-focused creative deliverable: A story, a film, music, games - so that a user can literally create films and music (and more) in this app like some kind of super Photoshop. I think to accomplish that, it cannot simply be a thin wrapper around an open model. It has to bring as much to the table as an ultra fine-tuned model would yet in seconds instead of years, and with the app- and community-level functionality needed (including being a free-to-use creator tool) to get people to actually build things with it.
Though I bet the transition from AI text chat to rich multimedia will be like silent films to talkies - where some characters just aren't as interesting with a voiceover or depicted in a video. For some types of characters (written storytellers, etc.) the best interactions might always be text-based.
I felt this with the Final Fantasy 7 Remake, though it's clearly improved from the 1997 version, something felt lost in the transition from the old pre-rendered scenes (drawings) and having to read the dialog in your head, to now having high-quality voiceovers in the best 3D scenes. Yet, if you take a Metal Gear Solid or a Madden - the richer the experience the better.
Ideally: You start out just wanting to go to the tavern and chat with a group of characters, but that interaction became so unexpectedly rich and entertaining you want to capture it, so you can watch it again or share it.
I basically reinvented this wheel in ragdoll but made it more dynamic: https://github.com/bennyschmidt/ragdoll/blob/master/src/util...