Modder injects AI dialogue into 2002’s Animal Crossing using memory hack (arstechnica.com)
from Agent_Karyo@lemmy.world to games@lemmy.world on 13 Sep 09:24
https://lemmy.world/post/35853907

#games

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meejle@lemmy.world on 13 Sep 15:33 next collapse

Here’s his YouTube video, if you’d rather go straight to the source: youtu.be/7AyEzA5ziE0

Highlandcow@feddit.uk on 13 Sep 15:46 next collapse

Honestly I can’t lie that’s really cool

lena@gregtech.eu on 13 Sep 20:05 collapse

You physically cannot lie? :P

rikudou@lemmings.world on 13 Sep 21:34 collapse

They said “honestly” didn’t they?

lena@gregtech.eu on 13 Sep 21:36 collapse

Hmm, it is indeed hard to lie with honesty

mika_mika@lemmy.world on 13 Sep 17:43 next collapse

Now if Nintendo released something like this I might actually enjoy the Animal Crossing series again. The dialogue in the newer games is so soulless and repetitive.

EonNShadow@pawb.social on 13 Sep 18:48 next collapse

I can only stand to read the same joke about a sea bass so many times

RickyRigatoni@retrolemmy.com on 13 Sep 21:50 collapse

You can tune a guitar but you can’t tune a guy naned sebastian

LettyWhiterock@lemmy.world on 14 Sep 22:24 collapse

I can’t imagine this would be any less soulless feeling.

jacksilver@lemmy.world on 13 Sep 20:55 collapse

The biggest issue I have with all of these is that the dialogue is never connected to the actual actions of the npcs.

Its easy to have an npc say something, but tying it to gameplay mechanics isn’t. So we end up with people asking for this in new games, but all you get is conversations disconnected from the gameplay. I’m sure there is someway to make it feel more “right”, but we’re a farcry away from making true open world games like this.

rikudou@lemmings.world on 13 Sep 21:32 next collapse

That sounds like no one really tried. Like, sure, you’ll get bullshit occasionally, but in the code you know exactly what the NPC is doing, so crafting a prompt based on that is not really that hard and will work most of the time, especially for the simple NPCs.

jacksilver@lemmy.world on 13 Sep 22:46 collapse

It’s not that the dialogue doesn’t sound right, it’s that the dialogue is disconnected from the game.

A great example was someone did this with Skyrim a while back. In the dialogue they convinced the NPC to join their party. But there isn’t any code logic to allow that, so the NPC is talking like they joined the person’s party, but the gameplay itself doesn’t support it.

Now for animal crossing you could make it work a bit easier cause the character can’t directly interact with the NPCs, but then again it also makes the endless dialogue less impactful.

Stovetop@lemmy.world on 14 Sep 15:08 collapse

A great example was someone did this with Skyrim a while back. In the dialogue they convinced the NPC to join their party. But there isn’t any code logic to allow that, so the NPC is talking like they joined the person’s party, but the gameplay itself doesn’t support it.

That’s the exact type of scenario I was thinking as well. I had seen another video for Skyrim with AI dialog where they used it to haggle with a merchant who agreed to drop the price of an item in the shop. But an item’s gold value is baked into the game itself. An NPC can say they’ll lower the price, but it will still cost the exact same (barring the normal modifiers based on skills/quest completion/disposition/etc.)

jacksilver@lemmy.world on 14 Sep 16:38 collapse

That’s another great example.

The concept is really cool, and I hope to see some more interesting attempts to incorporate more of that adaptive kind of dialogue and gameplay, but its not going to be easy to figure out how to make it work.

Sunsofold@lemmings.world on 16 Sep 04:38 collapse

That’s essentially the thing that makes LLMs as unreliable as they are in everything else; they run on probabilities that have no anchor in reality. The game is just another contained reality to which the model has no direct connection.