AI Roguelite

AI Roguelite

Character Autonomy 2.0 (Self-driven NPC Behaviour and Dialogue)
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.
Nathan Pascal  [author] 14 Apr @ 7:15pm 
And another, another update after testing. NPCs now notice you a little more even when silent, nobody dragged Elara or Elias into the scene, although it might still happen, I guess. Cannot get the Elara out of the AI. For best no_input experience I still recommend de-activating the quest tracker in calm scenes, unless you want NPCs to engage with your quest (which will make sense in some scenarios, of course.)

Balancing all the different AI tendencies is surprisingly difficult, but this is it now, I hope. Already was scratching the token limit, trying to persuade internal weighting. Output varies between scenes quite a lot, so evaluating averages is always hard, let me know if you encounter some persistent, obsessive behaviour from the AI (that is not the usual ones, I mean. If I see one more crack in the walls opening with black ooze I will burn that house down.)
Nathan Pascal  [author] 14 Apr @ 6:06am 
And another small update, clearing up a bit, dancing around the token limit carefully and fearfully.

One thing I still dislike, the AI does not completely stop to assign names to characters in no_input, which must be stopped, or Elias and Elara will take over all possible worlds by themselves eventually.
Nathan Pascal  [author] 14 Apr @ 2:27am 
Another small update, without input the NPCs got a little too excited about your current quest task when active, wanting to solve it themselves, which is a bit too much agency. This behaviour - while not eliminated - should now be reduced.
Nathan Pascal  [author] 13 Apr @ 5:01am 
I have an update for you. For one; I had put the story_preamble in the wrong folder so it did nothing until now. Well... on another note, I spend another dozen hours to optimize the prompts and, honestly, I am breath-taken what you can get out of the free-tier system with enough coaching.

I believe this is all I can do - all that can be done, in this specific scope. The without_input option is heavily geared towards creating meaningful engagement in low-tension situations, so there might be some strange behaviour when done in high-stakes situations. I will try to observe and adjust if that is the case, but otherwise I am incredible happy with the results.

I hope you will be, too.