Non-Edgy Gamer
Grand Dragon
- Joined
- Nov 6, 2020
- Messages
- 17,656
Well, if you mean stats, then yes. It always will because the AI has no actual understanding of stats or math, it's just making guesses. Especially with smaller models like NovelAI that don't really understand the difference between STR 5 and STR 100 or that it's more likely for a strong monster to have the latter and not the former.Right now GPT just really sucks for actually gameplay.
You may be able to hack around this with scripts to keep track of stats like in AID, but if you want it to be really "game-like" instead of the do-anything-you want sim, you really need to create a separate program that merely calls the AI via an API for things like dialog and descriptions.
This is theoretically possible with NovelAI and Kobold AI, from what I understand, but I'm not aware of anyone who has done it or plans to.
https://api.novelai.net/docs/static/index.html
For example, in a rogue-like, you could generate characters with backgrounds, personality profiles etc. via an API and store the data locally. Then whenever you want to do a significant interaction with the character outside of combat, dialog for example, you call the AI again, feed it the locally stored data and then output the conversation text.
For example:
This being fed to the AI would likely output a decent and very descriptive conversation with a quest giver.[<Character data>]
[Scene: Receive a quest to <kill goblins> at <location5> from <character name>. Current location: <current location>]
[Writing style: descriptive, purple prose;.]
This could also work for other things that need to be generated. Even if it's as simple as prose monster or character descriptions generated from randomly generated character data. It doesn't need to be the centerpiece of the game, rather, it can merely be something that gives more life to it.
Or just set it to 2nd person in the AN's writing style. It works fine.It might change in the future, but for now you're best at using 1st or 3rd for it.