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How long before VTTs support TTRPGs with AI GMs?
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<blockquote data-quote="Jfdlsjfd" data-source="post: 9767204" data-attributes="member: 42856"><p>I am not sure casual gamers would love effectivve AI that wake the whole camp to alarm with their shouts instead of fighting to the death when they first detect the intruder, allowing one to clear a map in a series of small easy fights, though...</p><p></p><p></p><p></p><p>TBH, I tried to do something like that (doing something that is totally outside of the bounds) and the model (chatgpt in that case) chided me. He'd have gone along with this if I had insisted, because it is designed to do what the user wants, but in a cooperative game the other players would certainly veto your attempt to break the AI GM, wouldn't they. You can after all try that wit ha real GM "hey, there are millions of ant in an ant colony, I pour boiling water on one, get 1 xp each, and I am now level 20" and see how the other players react if the GM (who happens to be your boyfriend/girlfriend) considers agreeing with that.</p><p></p><p>The best generic LLM can do is gamebook-like CYOA play. And even then, you have to prompt them hard at the beginning of the session to explain the concept of stats, dice roll, and how they should help determining the outcome of the action described.</p><p></p><p></p><p></p><p>I'd say it's because you tried (from lack of dedicated AI) doing it with a general purpose LLM. It can't replicate correctly the rules of D&D because it doesn't know them. He might have been trained upon them, but the details are lost in training and the exact wording of the game books aren't present in the model. Other AI, designed to connect to a specific database, offer better results (that's how legal or medical AI can actually give you correct references while generic LLM can't). If a company was going to create an AI GM, it would certainly spend more than an hour or two to (1) be connected to a database containing the rules (2) don't allow players to change the rules unless they are the game host (who might need to introduce house rules) and yes, it would improve the result. Wether it's economically worth it remains to be seen, but I think CRPG will be the first to do that, since they need to implement the rules of their game in the first place.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 9767204, member: 42856"] I am not sure casual gamers would love effectivve AI that wake the whole camp to alarm with their shouts instead of fighting to the death when they first detect the intruder, allowing one to clear a map in a series of small easy fights, though... TBH, I tried to do something like that (doing something that is totally outside of the bounds) and the model (chatgpt in that case) chided me. He'd have gone along with this if I had insisted, because it is designed to do what the user wants, but in a cooperative game the other players would certainly veto your attempt to break the AI GM, wouldn't they. You can after all try that wit ha real GM "hey, there are millions of ant in an ant colony, I pour boiling water on one, get 1 xp each, and I am now level 20" and see how the other players react if the GM (who happens to be your boyfriend/girlfriend) considers agreeing with that. The best generic LLM can do is gamebook-like CYOA play. And even then, you have to prompt them hard at the beginning of the session to explain the concept of stats, dice roll, and how they should help determining the outcome of the action described. I'd say it's because you tried (from lack of dedicated AI) doing it with a general purpose LLM. It can't replicate correctly the rules of D&D because it doesn't know them. He might have been trained upon them, but the details are lost in training and the exact wording of the game books aren't present in the model. Other AI, designed to connect to a specific database, offer better results (that's how legal or medical AI can actually give you correct references while generic LLM can't). If a company was going to create an AI GM, it would certainly spend more than an hour or two to (1) be connected to a database containing the rules (2) don't allow players to change the rules unless they are the game host (who might need to introduce house rules) and yes, it would improve the result. Wether it's economically worth it remains to be seen, but I think CRPG will be the first to do that, since they need to implement the rules of their game in the first place. [/QUOTE]
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How long before VTTs support TTRPGs with AI GMs?
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