AI Roguelite

AI Roguelite

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Improved Advanced Plausibility
   
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19 Jul @ 7:44pm
26 Oct @ 6:53pm
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Improved Advanced Plausibility

Description
Currently, the AI in Enhanced Plausibility acts more like a zealous fiction editor, not a game master. Let's try and change that.

Having trouble picking up your sword from the ground because you lack item: Sword?
Does the AI forbid you from opening your window, because you could get cold?

Changing the related prompts, the AI should get into your way far less, not judging, not assuming, only evaluating physical plausibility of your attempts.

But also I wanted to re-inforce some true limitations, to protect the story AI from its compliance compulsion, so you will still be blocked when implying unrealistic outcomes in your phrasing, "Search for Dragon Eggs" will likely auto-fail outside of a dragon's lair, spell casting is more restricted, being a mage does not simply allow to cast any spells, giving more weight to your innate and learned abilities.

This is still more like a prototype, but I need more input than I can gather from my own testing, and as always, guiding an AI is like herding cats, results are never guaranteed and strangeness may always occur. Still, I hope it might alleviate some of the frustrations I saw in the community regarding the current workings of the Enhanced Plausibility setting.
12 Comments
Nathan Pascal  [author] 12 hours ago 
Updated. Removed "too vague" as an option for the AI, and corrected a misleading wording that could lead actions to auto-fail that should require a roll check. (Funnily enough, base free never had a problem with that, but now testing Silver, it immediately and consistently caused that error.)
Furoggu 24 Oct @ 10:34pm 
I had it with the new plaus25 prompt sometimes and still have it sometimes with yours. It's rare, but annoying when it happens. Just thinking is fine though, it's when thinking about something specific, like what to do next. And true, maybe it's not really necessary.
Nathan Pascal  [author] 24 Oct @ 6:46pm 
Huh, is that a vanilla problem? I never in all my time had the "too vague" option triggered, so I kinda disregared it as one of those fallback options that might not do anything. Just recently I was "thinking about my life" and the AI went through with it.

But if that is a problem with some models, I will see to address it. Honestly, might just take that option out? I have lived well without it, and it seems only like an invitation for the AI to be stubborn about something rather than leading to anything substantial.
Furoggu 24 Oct @ 6:27pm 
Your mod still has the problem vanilla often has with the "too vague" option, in that it often blocks trying to think or come up with ideas.
"I try to think of a game to play" -> Action blocked: What kind of game do you have in mind?
"I try to think of a plan" -> Action blocked: What is your plan?
"I try to come up with a way to cheer them up" -> Action blocked: Specify how you try to cheer them up.
Dumb stuff like that. I feel like it's not unreasonable to try to think and have the AI come up with ideas or plans, since it'd be dependant on your roll or what the AI decides anyway. And it gives more use to thinking skills/abilities if you can actually do these actions. Might be a model thing, let me know if you encounter the same
Furoggu 23 Oct @ 10:58am 
I only used your new one briefly, but it felt like it was a bit more appropriate than before when determining roll vs trivial. Previously trivial was a little too common for my tastes. Good idea adding currency, I always forget about that until I need to buy something and it doesn't let me
Nathan Pascal  [author] 23 Oct @ 7:11am 
Oh, sorry, you are right, I somehow cut that part when implementing the new plausibility format, thank you for pointing it out! (Updated.)

The target picking problem I know well from base game, true, I once was "exploring the ruin" and somehow that made the "dust wraith" the target of my action, very strange.

By the way, how do people like the current mix of trival/roll check? I feel, the AI for me is very reasonable to say, when a conversation is just small-talk, or when there is an uncertain reaction to be gauged. I very slightly increased the chance for rolling, I think, but this might vary from model to model.

Oh, and I now included "money, currency" into the list of things which are "not required items", which was previously missing, I think. It should deal well enough with common currencies ("Gold", "Credits", etc.) but if you use, say, seahshells, I assume the AI might struggle sometimes to see it as money.
Furoggu 22 Oct @ 10:37pm 
The lack of guidance on the length of messages to the player in the plaus25 prompt leads to my model writing crazy long message sometimes. Whenever it decides something is implausible it yaps for multiple sentences, going into unnecessary detail about potential consequences and all sorts of other things, sometimes the length of a full story turn. I'm assuming this is not intended
Furoggu 22 Oct @ 9:35pm 
I haven't played with vanilla for a while to say for sure, but I appreciate some of the changes like adding more emphasis on "no target" in the target picking prompt (I had to add even more emphasis recently because it *still* needlessly picks targets), and the vanilla item check always annoyed me with saying I needed an object to pick up said object off the floor.

Actually, I wonder if you have ever encountered the target picking problem I was having. Basically, the problem is the AI picking a totally random target if none are available that fit. It doesn't use the "Other" option. For example, I said I wanted to swat a fly that was buzzing around me, there was no fly NPC generated. The AI picked "Lieutenant" as the target of the action(???). Or I'm vague and it'll pick some random named NPC, presumably in the hopes of it being the right one. Tbh I wish we could include the most recent story turn for target picking
The Totes Adorbs 22 Oct @ 6:11pm 
I still find it very necessar, Sir Pascal :3
Nathan Pascal  [author] 22 Oct @ 6:09pm 
Updated for new game version, some prompts were renamed and no longer active,

I am a bit unsure, is the mod still necessary? I believe, the developer has tweaked some of the problems already in the base version.