NPC's with Generative AI

I don't understand where you all get the "interactivity" from. I see potential of more variety in dialogue. In turn needing an always online service to pull from databases, even if it's only a SP game. If that variety is interactiviy then OK, if not - where does the interactive part come from?

One option: I insult an NPC or treat him poorly, he becomes my enemy and attempts to sabotage me later in the game. I treat an NPC well and he shares information or resources. Things like that already exist in many games, but are "hard coded". A character that is supposed to betray you at point X in the storyline, WILL betray you at point X in the storyline. the result: players will meta game and avoid recruiting that character to their party (thinking of BG2 here). With this AI stuff, there's some very cool options on the table how this could turn out and develop.
 
OK, that's dynamically behaving characters. But that needs coding first, so content can be streamed for the characters to deliver. No "AI" is gonna create dynamic characters, because that is gonna need a framework in the game. What they say in some dynamic cases, yea, maybe an AI can fill that out. But it's not gonna happen unless someone creates code and systems for that in the game.
 
Hm, if it doesn't need to create new assets and uses only what is already there. Game would need a way to import these - some API or so. Or have it load like a mod. Gotta teach the AI the proper syntax.
It's not a problem at all - current GPT models can do that easily. Or just reassemble existing assets - quite like how's current open world RPG are manually made. Creating new assets dynamically would be another step IMHO.
 
OK, that's dynamically behaving characters. But that needs coding first, so content can be streamed for the characters to deliver. No "AI" is gonna create dynamic characters, because that is gonna need a framework in the game. What they say in some dynamic cases, yea, maybe an AI can fill that out. But it's not gonna happen unless someone creates code and systems for that in the game.

Even if AI isn't creating games of whole cloth, and even if there are well delineated limits on the extent of the game, there is still a lot of room for for AI to take a character and play it dynamically, within whatever bounds are set. It doesn't need a script, and need not be limited to a plot with only a few branches. Rather than amounting to a pick-a-path adventure novella, like most titles, the AI could take setting and character descriptions, then play those characters dynamically, in a manner that wouldn't be all that different from a GM running a table top game.

Of course it would help if the game were built from the ground up to account for the additional possibilities, but fairly mild modifications to existing games could allow for much more interactivity than simple dialog.

One option: I insult an NPC or treat him poorly, he becomes my enemy and attempts to sabotage me later in the game. I treat an NPC well and he shares information or resources. Things like that already exist in many games, but are "hard coded". A character that is supposed to betray you at point X in the storyline, WILL betray you at point X in the storyline. the result: players will meta game and avoid recruiting that character to their party (thinking of BG2 here). With this AI stuff, there's some very cool options on the table how this could turn out and develop.

Baldur's Gate is a good example that I'll use because I'm personally familiar with modding it.

Everything that happens in these older Infinity Engine titles (which were made way before any dynamic AI capable of unscripted behavior was practical) is dictated by Lua scripts of boolean functions and conditional triggers. It should be a fairly simple matter to have every script call some function that asks the AI what should happen, based on some initial state and detailed logs of interactions it's been keeping. The AI then injects a script it made on the fly to account for all those conditions the original game never tracked, allowing for possibilities, ultimately a story, the authors never envisioned.

Even major plot points could change this way. If the party discovers and finds a way to dispel, or satisfy the conditions of, the geas spell Irenicus has placed on Yoshimo, the entire reason for the latter's betrayal of the party could become moot. Likewise, basic intra-party interactions, done mostly though dialog, could keep Yoshimo loyal, despite the gruesome effects of violating the curse's conditions. Instead of begging for forgiveness after leading CHARNAME into a trap, he could sacrifice himself to avert the trap entirely and turn the tables on Irenicus in chapter four...which would, of course, derail the entire second half of the game, but quite possibly in a good way. The same game assets could be used to depict very different scenarios from the original.

Gotta teach the AI the proper syntax.

That is something current models are entirely capable of learning on their own. It would be more important to dictate firm limits in how they interact with the game, to prevent them from breaking character, or metagaming in a way that would compromise the player experience. Putting conditions on it to preserve a kind of plot inertia, despite player actions, could also allow the illusion of significantly more control, while preserving the overarching storyline.
 
And it would work better with something like ED which is open world and interactions are general rather than a Bioware game which is very story specific.
 
Be careful what you wish for they may charge a higher price for a game with longevity as you may get some entertainment from the responses you get ;)
 
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