I built a low-latency AI companion that plays Skyrim with me
pantel.is
pantel.is
The moment where the dog is going on about "something foul in the air" as the player is attacked by a wolf ("F--- dude you could have warned me!") was great comedy.
I do think it is an interesting exploration but the jagged frontier makes it really challenging to know what will consistently work and what will not, to the point that I bet (maybe pessimistically) one will be gradually less daring with creative plan with their "companion" simply because they can't trust it.
The Uncanny Valley effect would be too big if a human companion randomly started talking to you while you were sneaking up on an enemy. But a dog? You'd be pissed off at it for a bit, and then forgive it because it's a dog.
Some grumpy old school hunters (in less civilized areas) would literally shoot such a dog though for barking in the wrong moment.
People often love to fus ro dah Skyrim companions off of cliffs because they can be incompetent annoying little dumb things that won’t shut up.
The character taking on canine form won’t suddenly make gamers more likely to put up with it messing about their gameplay. Thats just not how things work.
source?
Also the author really gets the "tortitude" right.
Now AI does all the coding for me, I couldn’t have been more wrong. You will be wrong too.
Or maybe it won’t play the game for me but will do whatever it wants, mess up about my gameplay because it inferred it should do something I did not order it to do.
Either way, awesome! Lovely gaming experience. I remember being a kid and thinking “wouldn’t it be so much more fun it if I didn’t have to actually play the game?”.
It will construct the game around you as you play. It will customize the game according to you and the situation dynamically.
The first step is AI npcs and AI generated quest lines.
The next step is the entire world, the entire story, the entire game will be dynamically constructed as soon as you start it up.
"Twitch"
And of course the opposite too, how much the dog trained me to speak to it a certain way to maximize outcome success.
But then I thought, when people play games they are not using highly sophisticated vocabulary and there is probably lots of repetition since they are always under some form of multi-tasking stress (playing and replying/speaking). So maybe... maybe, the system can adjust itself. Use a big LLM offline to say "user said X, we did Y - was that good?" - then retrain itself.
The decomposer is basically a bunch of old-school embeddings/classifiers stitched together, it can train super fast and doesn't need tons of data. Could the thing calibrate itself to the user? Does it even need to? (because as I said I 'm a datapoint of 1 and I am not ready for the potentially huge stream of bug reports when I ship (add some perfectionism to the mix and you get the idea)).
edit: typos
I do wonder if this is an avenue for console gaming that might be practical in a few years; AI-centric hardware that might be too beefy or expensive for regular users, but can extend new or existing games. Kinda like the expansion paks of old.
unfortunate that the "ALE" design wasn't opensourced (couldn't find a link in their post) but I would be interested in learning more about the design, in particular what sort of data pipeline was necessary from skyrim to give this sort of action flexibility?
What you'd want is maybe some kind of Live model with voice warping so it can be given different Skyrim themed 'Nordic' voices, and then custom tools to interact with the game engine.
The fun technical challenges (that can also act as any sort of weak moat) are being taken away one by one, on an almost weekly cadence now! :)
So even when it chokes or stumbles on a command, the kind of frustration the user expresses when correcting it feels natural and part of the game even.
I'm surprised how good the talk is (i.e. the voice recognition). My disabled brother is struggling with good native polish voice to text btw. If you people can recommend anything good or local
Runs local and has several models that should support Polish, though I can not personally validate this.
The only thing it has trouble with are brand/product/tooling/person names. You can add custom vocabulary, but then it tends to over-correct and insert those custom words when I never said them. However this isn't unique to local STT, frontier cloud models also struggle with this.
Does this mean the prototypes and classifications need to follow what you can actually do in the game? Were they all hand-coded or generated somehow?
Ive seen something like this in sci fi films.
Who would want to have a non-deterministic, unreliable, out-of-your-control companion in a single player game?
What kind of game designer would find it acceptable to have no control over large swathes of their own game? Who would like to play a game that no one really created?
Games are where art meets engineering to create entertainment and awe. LLMs don’t fit.