AI Roguelite

AI Roguelite

Not enough ratings
Character Autonomy 2.0 (Self-driven NPC Behaviour and Dialogue)
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
218.272 KB
12 Apr @ 1:17am
23 Aug @ 7:16pm
7 Change Notes ( view )

Subscribe to download
Character Autonomy 2.0 (Self-driven NPC Behaviour and Dialogue)

Description
Here we encourage NPCs to act as thinking agents with their own intent and momentum, just as we tell them. The AI is encouraged to think more socially and plot-driven, to focus less on vague ambient cues or introspection.

2.0 is finally here. What began as my desire to make NPCs more authentic and active has now evolved with the capabilities of recent model updates (speaking for the free base model, primarily). The project now aims for a more comprehensive adjustment of the whole narration, since - honestly - NPCs have already become more lively in the base game compared to many months ago. Below are some bullet points - all my prompts summarized by AI - which hopefully can tell you what to expect for the general narration:

Respect for player agency — no assumed thoughts, motives, background, or unprompted actions.

Grounded storytelling — details are concrete and specific, avoiding vague mood, symbolism, or filler.

No cheap tricks — no jump scares, surprise twists, or forced subversions.

Clarity and resolution — interactions drive the scene forward with meaningful outcomes, never stalled or muddled.

No static background presence — every described detail has impact or consequence (no endless bystander commentary anymore!)

Natural dialogue — NPCs speak plainly, with personality and intent, never cryptic or allegorical.

Balanced tone — tension and calm coexist; threats are tangible and justified, peace is allowed to breathe.

The world is neutral in morality — outcomes are handled realistically, without poetic justice or moral bias.

This should address some of the common complaints about the AI narration I have gathered in the past, together with the general instructions that encourage NPC autonomy, which I still hold dear. Oh, also, combat is more dynamic now.

As always, instructing an AI is like herding cats; results are never guaranteed, and strangeness may always occur. While the narration is more weighted toward these bullet points, the end effect might sometimes not live up to expectation (especially cryptic NPCs will likely still talk cryptic stuff - I only hope my Butler now stops talking about “flowers which are keys and prisons” all the time.)
14 Comments
Nathan Pascal  [author] 30 Aug @ 1:45pm 
Glad to hear.
I was a little concerned, I might have overdone the pacing. I pushed pretty hard towards momentum and resolution, since in my old games (before 2.0) NPCs were always stuck in choice paralysis and could rarely make up their mind to take any action at all.

So I am a little surprised, it has the opposite effect for you, slowing down the pacing, but I suppose, all taken together the instructions balance out nicely like that.

Mysteries of the AI, I am sure, the next model update will bring new challenges.
But for now, thanks for the feedback!
LeakyCranium 30 Aug @ 1:02pm 
Just wanted to say your mod is fantastic. I was having issues with npcs randomly appearing in scenes they werent warranted in and rushed pacing, but youve nailed a much more even handed pacing that still allows for very fluid conversations. I slap this on top of reactive realms, and letting this override seems to result in the game working as a generally flawless simulator. Thanks for this one (also love the epic quests mod)
Nathan Pascal  [author] 23 Aug @ 8:04pm 
2.0 is here.
Happy days.
I hope, the new changes are welcome (and nothing strange is broken now, the AI always finds a way to be weird, I feel.)
Nathan Pascal  [author] 25 Jul @ 8:09pm 
Well, for some reason this mod is trending again, and I am still using it regularly without any problems, so I have overcome my Plausibility 2.0 consternation and reworked the entire prompt again.

Purging all hesitation and vagueness from the NPCs as much as possible is my new goal. While realistic, I eventually found it a little tiring, so now I test a new version where everyone is more decisive and pro-active. Wish me luck. (Not yet updated, just teasing.)
Nathan Pascal  [author] 9 Jul @ 2:39am 
The two mods overlap at some points, so probably not very compatible, I fear.
Kamiyama 9 Jul @ 2:33am 
Is this compatible with reactive realms or would the two interfere with each other?
Nathan Pascal  [author] 21 Jun @ 10:08pm 
Experience, certainly.
I sat with my character in a teahouse over dozens of incarnations, with different levels of NPC behaviour, I had an ensemble of monks dancing around me, waving silk robes into my face while musing about the transcience of time; I watched an old monk clean the teahouse for 70 turns, while nothing ever happened; I sat in silence while NPCs begged me to speak until I sang.

Still working on some other mods, the quest system haunting me, mostly. Never quite right.

And if nothing else, I still have my changes for my own games, even if a little troublesome with the new implementation, it mostly works fine for me.
Recipient Lumber 21 Jun @ 4:10pm 
Im sure you probably maybe gained something from this. Experience? Reputation?
aughtfour 2 May @ 2:17pm 
I too had taken pains to make the NPCs think for themselves, but nowhere near your efforts. And other improvements I've made over the past year have eventually become superseded by updates superior to or more sweeping than mine. I hope you'll continue to make thoughtful ed/additions to the game, especially now that you're even smarter.
Nathan Pascal  [author] 25 Apr @ 11:04am 
So, the Plausibility 2.0 update makes this kinda awkward. We lost the individual talk-to-NPC prompts, now every action goes through the same set of fail/success prompts. Placing the new dialogue instructions there works, but is not optimal for compatibility and token efficiency.

On the other hand, the updated models (especially free, which I am using) seem to handle NPC dialogue much better without additional guidance, making the difference between base and my mod barely noticeable for me, so I am unsure how to support this project in the future.

Continue_without_input still works as normal, to fill the scene with NPC momentum, which is the main feature for now, it seems. Mm.