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Deep Thoughts on AI- The Rise of DM 9000
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<blockquote data-quote="Fanaelialae" data-source="post: 8956022" data-attributes="member: 53980"><p>Cost is certainly a potential barrier, but probably not an insurmountable one for a well to do studio. AI dungeon exists, and it's basically the AI part divested from the video game.</p><p></p><p>I think the far bigger question is whether they could get the NPC responses tuned to a degree where it doesn't break down into absurdity and detract from the game.</p><p></p><p>Imagine that you're conversing with a proud elven innkeeper and you ask, "Are you a dwarf?"</p><p></p><p>The AI responds "No, I'm an elf."</p><p></p><p>The player responds, "You seem like a dwarf disguised as an elf."</p><p></p><p>The AI, responds, "You've seen through my disguise. Yes, I am a proud dwarf born in Rockholm."</p><p></p><p>And your interactions with that NPC just start degenerating as the AI hallucinates. The reality is that because AIs lack any capacity for comprehension, they can be "tricked" by the right prompts into saying just about anything. With the current models, you can try to limit the paths that a user might take to get it to say something, but because you can't predict every potential prompt a user can come up with, it'll never be bullet proof.</p><p></p><p>Will someone do it anyway? It wouldn't surprise me. A game like that will get a lot of hype, and that might drive initial sales. However, I think once people play with it a while, they'll notice cracks in the veneer, and it probably won't be something that everyone else rushes to replicate. I think, at least for the next decade, a game like that is likely to be more akin to the VR of the 90s than the VR of today. An interesting novelty, but with a lot of, much needed, room for growth.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8956022, member: 53980"] Cost is certainly a potential barrier, but probably not an insurmountable one for a well to do studio. AI dungeon exists, and it's basically the AI part divested from the video game. I think the far bigger question is whether they could get the NPC responses tuned to a degree where it doesn't break down into absurdity and detract from the game. Imagine that you're conversing with a proud elven innkeeper and you ask, "Are you a dwarf?" The AI responds "No, I'm an elf." The player responds, "You seem like a dwarf disguised as an elf." The AI, responds, "You've seen through my disguise. Yes, I am a proud dwarf born in Rockholm." And your interactions with that NPC just start degenerating as the AI hallucinates. The reality is that because AIs lack any capacity for comprehension, they can be "tricked" by the right prompts into saying just about anything. With the current models, you can try to limit the paths that a user might take to get it to say something, but because you can't predict every potential prompt a user can come up with, it'll never be bullet proof. Will someone do it anyway? It wouldn't surprise me. A game like that will get a lot of hype, and that might drive initial sales. However, I think once people play with it a while, they'll notice cracks in the veneer, and it probably won't be something that everyone else rushes to replicate. I think, at least for the next decade, a game like that is likely to be more akin to the VR of the 90s than the VR of today. An interesting novelty, but with a lot of, much needed, room for growth. [/QUOTE]
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