by Archelaos on 10/6/2025, 7:43:54 PM
by 7373737373 on 10/6/2025, 5:47:23 PM
Is this related to https://qualiacomputing.com/2020/12/17/the-symmetry-theory-o...?
by mvieira38 on 10/6/2025, 4:46:18 PM
Excited for stuff like this as a CRPG player. A possible future for designing a crpg NPC might be to write a bunch of memories, descriptions, likes and dislikes, etc. in text instead of trying to convey those through branching dialogue.
by bbminner on 10/6/2025, 7:09:04 PM
Could you provide an example conversation that showcases the quality? For example either inferring states of npcs and re-ranking response options?
Kind of reminds me of the social interaction puzzle in oblivion :)
by nathan_douglas on 10/6/2025, 7:48:26 PM
This is really cool - the sort of thing I love seeing on HN. I'm very deeply interested in developing/interacting with realistic characters within a game world and watching them interact with another, e.g. intertribal/interpersonal squabbles in a kobold tribe, that kind of thing. I think the potential for this sort of experience in gaming is really untapped and is going to be incredible.
by Arch485 on 10/6/2025, 7:22:13 PM
Is there any specific reason to use this over e.g. manually setting an "emotional score" for specific dialogue? Maybe I'm misunderstanding how this works, but from a game design perspective I'd be a bit worried about the model inferring the emotion incorrectly, or more generally having a lack of control over the specific values being used.
by oneandonley1 on 10/5/2025, 5:44:32 PM
>call the matrix functions directly in C++
Sweet so it can be used in unreal engine it would be awsome to see this used for a local llm game that can generate it's own unique NPCs
by Charon77 on 10/7/2025, 8:49:38 AM
Looks really cool but I'm wondering if the whole Docker setup was necessary just to get onnx?
Isn't the whole system somewhat too limited? An interaction can be unpleasant and pleasant at the same time, like getting food offered I dislike when I am very hungry. Instead, shouldn't it be preferable to model the inner state of NPCs with a high dimensional vector space plus fading memory? Folk psychology emotions could than be interpreted as reductions of this high dimensional vector space. We also could use a part of the vector space for a dynamic feedback system, such as adjusting the fading of a particular memory depending on particular values (intens events remain longer in memory, ...) an overall condition (repeated recent events remain longer in memory; certain recent events in close proximity in the vector space improve their memorization, ...), other memories, etc.