I have one quick question: how do the stats thresholds work? For example, if I have Satiation and it is currently at a value of 40 with the thresholds 30 for pretty hungry and 50 for a little hungry, which will the AI choose?
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I have been trying to look it up but I just can’t figure out how to word it correctly on google. But what I wanted to know is say you have a 131k character memory. When it reaches that limit does it completely forget those 131k characters? Or does it just forget the oldest interactions for new ones? I am just not sure how much 131k can really remember so I don’t know if I should keep reminding it of things so it does not forget.
So two suggestions, the first would be a token counter or token percentage usage so the player can see how many tokens have been used by his current roleplay. Like it the player has an AI model that provides 10K tokens, if the player uses a hundred tokens, then he's used 1% of the available tokens.
I am quite ignorant of AI and how the system works so please ignore if this is impossible but when the AI reaches a certain point, it could create a kind of save file or data packet with the relevant data done so far. As an example, the player has a make shift spear, is weak to hypnotism, has stats A, B and C etc in a formalised file. If the data has already been generated, would the token use be lowered to check the created data packet for items etc, physical characteristics, statistics etc rather than using tickets to regenerate more tokens? Or would it be the same? A dynamic inventory/state file might be more efficient means of token usage? Being cheeky, I asked the AI first. Here's the question and response, hopefully it might help:
The following is in the context of running a game generated entirely by ai.
Is it possible for when the AI reaches a certain point, it could create a kind of save file or data packet with the relevant data done so far. As an example, the player has a make shift spear, is weak to hypnotism, has stats A, B and C etc in a formalised file. The aim of this is to minimise the use of tokens and generate files that can be created to add themes, statistics etc to the game so a horror game doesn't find itself with comedy elements, a pornographic game maintains details so the player character doesn't start sucking cock in a glory hole only to get a follow up scene that they're in a bed in a model
Assistant
mistral-nemo-instruct-2407Yes, it's possible for an AI like me to create save files or data packets containing relevant information about the game state, character attributes, and other pertinent data. This approach can help manage token usage more efficiently and maintain consistency in the generated content.
Here are some ways we could implement this:
player_weapon, hypnotism_resistance, stat_strength, stat_intelligence, stat_endurance), and values store the corresponding data.
Here's an example of what a save file might look like using JSON:
{ "player": { "name": "John Doe", "weapon": "make-shift spear", "resistances": { "hypnotism": 0.3 }, "stats": { "strength": 5, "intelligence": 7, "endurance": 6 } }, "game_settings": { "genre": "horror" } }
With this approach, you could ensure that the generated game maintains consistent themes and attributes by loading appropriate save files at the start of new sessions. This can help minimize token usage and prevent unwanted or inconsistent elements from appearing in the generated content.
To facilitate this process, you can provide clear prompts and guidelines for the AI when creating save files, such as specifying which attributes to include, update, or prioritize.
Have you gotten this to work or are you still figuring it out? If you have figured it out id love to see a guide as I have certainly noticed a few instances where checkpoints or a scene/attribute save would help tremendously. I was trying to talk to the LM Studio discord about figuring out how to do this actually as I am still very new to AI.
Working on world storage and browsing, currently due to the large size of worlds, they cannot be directly stored and loaded in your browser localStorage (hence you can only clone the default worlds, or download and upload your custom world file that will not persist if you refresh the game page). I will have to use a database system (IndexDB) which is more complex to implement.
Hi, I’m enjoying the game so far. I’ve got two questions/suggestions.
Would a Linux build be workable to allow switching the AI endpoint etc without needing to deal with Wine?
Would integrating a scripting language (Lua, Javascript, or whatever), to force sending a prompt, manipulating stats in a certain way, or triggering a gameover screen under certain conditions, as part of world construction be possible? More complex concepts exceed the bounds of local AI pretty easily and the AI isn’t always reliable for clear cut rules. Offloading hard rules in world creation should provide some possibilities, for example, your stomach and satiety hit zero triggers a gameover by starving, your stamina hits zero triggering your character collapsing from exhaustion, a specific character is present when you enter a particular room for the first time, etc.
After some experimenting I have found that editing the first line in the "Game Text Prompt" in the System Prompts section of the settings has provided me with a more enjoyable experience. I replace the section saying "direct the player" with a phrase that contains "provide the player with a narrative decision point" and then something about giving the player the ability to move the story forward or give the player options to continue the narrative. The second half of the phrase has been the variable part of my experiments. For me it has curbed the habit of the AI producing an entire short story with a conclusion (with the one paragraph limit turned OFF). I have encountered some instances of the AI putting lists of possible actions to take in the event text instead of in the choice boxes, but it stops if I start a new game. It's not perfect but something I have been trying.
Would you ever consider adding fields to control the parameters ( like temp, top_p, etc ) for the model for hosted versions like OpenRouter and DeepInfra as well as local hosted solutions? Looking through the docs, this appears to be part of the base OpenAI API specs.
{
"model":"shuyuej/Mistral-Nemo-Instruct-2407-GPTQ",
"temperature": "some temp",
"top_p": "etc",
"min_p": "etc",
"messages":[ ... ],
"max_tokens":1024,"stream":true,"stop":["\n"] }
https://platform.openai.com/docs/api-reference/completions/create
https://openrouter.ai/docs/api-reference/overview
https://lmstudio.ai/docs/app/api/endpoints/openai
( Deep Infra API docs require going to deployment to view otherwise I would list them here too)
I was able to replicate the POST requests your game makes with some added fields and it didn't immediately fail though the output was interesting.
I'm not sure what effects this would have on Oobabooga but I would hope it wouldn't break anything if its following the API specs
Asking since DeepInfra and OpenRouter AI only seem to support setting these through the API and some models might benefit from fine tuning these parameters.