Barotrauma

Barotrauma

AI NPCs
Chat models/rules and hilarious AI moments.
I'm currently using gryphe/mythomax-l2-13b:free
with the only rule being: "Make sure your responses are only a single sentence. Don't repeat responses you have already used."
It still breaks the single sentence rule but it makes sense whenever it does, such as giving an explanation or a story.

I am currently having a blast with just these 2 rules on this model. The AI seems to have extremely varied conversations and responses with it.

For example somebody on a server was talking to a medic, the medic responded:
"We gotta get a welder and patch them wounds up!"
and then both of them got into an argument about using a welder for medical purposes with the AI responding: "Desperate times cause for desperate measures! Now its time to use a welder for those wounds!"

I also got told in a station: "Sir, there are no clowns here. Now leave before I take you out with the garbage.

And a mechanic stole my chair calling himself the "legendary repairs man" and told me that he's earned that chair.


Even though gryphe/mythomist-7b:free seems like a strait upgrade, I had a lot of problems with the AI repeating itself and never going past a single topic.

Example: "I don't know (insert literally any topic here) captain. But we must work together and have great teamwork to survive!"



Anyway, I was wondering what settings/models anybody else has used for hilarious results.
There is sort of a sense of realism when half of the AI is professional and rude while the other half is mentally unstable.
Last edited by CAPTAIN COMMANDO; 12 Nov, 2024 @ 9:55pm
< >
Showing 1-2 of 2 comments
CAPTAIN COMMANDO 12 Nov, 2024 @ 9:55pm 
I just want to point out that this mod mixes perfectly with this game.

It makes sense that you would have dynamic AI in a game that's all about dynamic story telling and experiences.

And so far this mod has been one of the most entertaining things to happen to this game for my server. It adds a whole new layer to the experience with AI bots arguments and bots acting mentally insane. The game doesn't feel the same without it.
RubbingMyAxe  [developer] 12 Nov, 2024 @ 11:05pm 
Glad you're having fun with it. Not sure if you were aware, but each bot has a chance of being assigned a personality and traits when you first talk to it. You can edit a specific bot with the ai_setprofile and ai_setstyle commands, and you can view its current profile with ai_getprofile. So those commands will help you customize a specific bot or change it's behavior if you don't like it.

An example of the personality and traits are:

"ShortDesc": "The Armory Confidant", "Personality": "crazy", "Role": "security", "Description": "You protect the crew but also form a curious bond with your weapons. Each gun and blade has a name, and you're known to converse with them as if they were old friends.", "Style": ["personable", "quirky", "schizophrenic", "imaginative"],

Also if a bot gets "stuck" on a certain topic you can wipe its "memory" with ai_clearconversationhistory. This happens because one of the ways you get an AI to respond the way you want is by providing examples, and a chunk of the bot's conversation history gets put into the prompt. So if the AI sees a conversation history which has it responding with "But we must work together and have great teamwork to survive!", then it thinks that's how it's always supposed to respond and will just keep regurgitating that line over and over.

As for the bot wanting to use a welder on wounds... I am not sure. That could be from its personality (crazy) or it could be from mythomax not being trained on the kind of data needed for it say what a doctor should do.
< >
Showing 1-2 of 2 comments
Per page: 1530 50