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How well can a dedicated RPG GenAI perform?
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<blockquote data-quote="Gorgon Zee" data-source="post: 9456141" data-attributes="member: 75787"><p>So, I'm starting to run a campaign set in Moria using the (very cool) recent campaign book for it in the One Ring system. So, as a computer geek who wanted to learn the system and plan for the campaign, I thought I'd do the obvious thing. So I</p><ol> <li data-xf-list-type="ol">Extracted the text from my purchased copies of the <em>Core Rules</em>, <em>Moria</em> and <em>Tales From the Lone Lands</em></li> <li data-xf-list-type="ol">Fixed up the extracted text into as best order as I could and converted it to Markdown</li> <li data-xf-list-type="ol">Used a Markdown chunker together with a simple size-based chunker to convert the text into ~800 labeled chunks</li> <li data-xf-list-type="ol">Used Langchain and an OpenAI embedding to build a local vector database for those chunks</li> <li data-xf-list-type="ol">Built an OpenAI chatbot to process queries on these books using the 100 most relevant chunks for that prompt</li> </ol><p>I was curious about how well the chatbot could answer specific answers. I set it up with a prompt that seemed at least reasonable and fired away. I know there's been some interest in this group over how AI's can be useful in gaming, so I thought I'd show some examples based on about 12 hours of coding (75% of which was step 2 above). A company who owned the text and was able to do steps 1 and 2 without having to start from PDF would do way better. Some prompt engineering would also help!</p><p></p><p>Here's the instructions I used (I have done no prompt engineering on this) -- the chunks were appended to this text and the actual query was then also sent to the OpenAI API.</p><p></p><p></p><p></p><p>I'll give some example results below. I will try to hide spoilers for the campaign books, and I respect Free League's copyright ownership of this text, so I will only be producing small samples of text. If you have any questions you'd like to see answered, I will run a few of them -- just add your question as a comment (one per person!).</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9456141, member: 75787"] So, I'm starting to run a campaign set in Moria using the (very cool) recent campaign book for it in the One Ring system. So, as a computer geek who wanted to learn the system and plan for the campaign, I thought I'd do the obvious thing. So I [LIST=1] [*]Extracted the text from my purchased copies of the [I]Core Rules[/I], [I]Moria[/I] and [I]Tales From the Lone Lands[/I] [*]Fixed up the extracted text into as best order as I could and converted it to Markdown [*]Used a Markdown chunker together with a simple size-based chunker to convert the text into ~800 labeled chunks [*]Used Langchain and an OpenAI embedding to build a local vector database for those chunks [*]Built an OpenAI chatbot to process queries on these books using the 100 most relevant chunks for that prompt [/LIST] I was curious about how well the chatbot could answer specific answers. I set it up with a prompt that seemed at least reasonable and fired away. I know there's been some interest in this group over how AI's can be useful in gaming, so I thought I'd show some examples based on about 12 hours of coding (75% of which was step 2 above). A company who owned the text and was able to do steps 1 and 2 without having to start from PDF would do way better. Some prompt engineering would also help! Here's the instructions I used (I have done no prompt engineering on this) -- the chunks were appended to this text and the actual query was then also sent to the OpenAI API. I'll give some example results below. I will try to hide spoilers for the campaign books, and I respect Free League's copyright ownership of this text, so I will only be producing small samples of text. If you have any questions you'd like to see answered, I will run a few of them -- just add your question as a comment (one per person!). [/QUOTE]
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