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Hmmm... Curious. Just looking at this from the outside without looking at the details, i'd have some questions.
- would this be a hybrid system? Example you'd have basic functions and commands like attack_nearest_enemy() and move_to_xy(int x, int y), for example. in which case if a complex task beyond a prebuilt command (guard the parameter of this base) it would build a short function to run at full speed instead of all being LLM?
Course doing a hybrid system similar to say having the LLM build a set of gambit commands from FF12 seems very promising and not too computationally expensive to rearrange commands based on importance as well as adding new ones to change full behavior.
Is it all LLM? I of course assume some tokens would have direct game meanings and thus requires only 1 token to say 'move' and then specifying a quadrant or the like.
Is it only certain characters have full LLM? Like companions, or shop keepers specifically those that do crafting? Or some for on the fly quests that are not the main quest?
- For now, it's only simple commands. The LLM has already proven it can do several tool calls in a single query. I remember now that those minecraft agents did create scripts themselves? It's definitely something I can explore, too.
- No special training or tokenization at the moment. It's just a raw LLM. I think a finetuned LLM would improve quality, massively.
- Yes, only certain characters. I'd hate for the "dragon slayer quest" giver to figure out they could kill the dragon themselves and go get killed. The agent has tools to interact with "fixed dialogue" npcs, though, like shops and quest givers. I've yet to see them do it efficiently, though.
That looks cool keep up the good work!