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AI Roguelite News

Some fixes (more coming soon)

Fixed NovelAI image gen
Full prompt string now also includes current location
Slightly reduced survival bar drain

ChatGPT:
Fixed broken TTS
Fixed broken equipment check
Fixed parent place bug
Fixed consumables giving abilities bug
Tweaked prompts to slightly reduce overtriggering of side quests, status effect, key plot point

ChatGPT Integration Released

[Update 4/29/2023: If you're looking for a free ChatGPT-like option, the closest thing is the recently added "Open Assistant" option. This gives a similar experience to ChatGPT but with slightly lower accuracy and much less reliable service. Original post below.]

ChatGPT has been a real game changer for AI Roguelite, and I’m very excited to continue improving it. To activate it, you'll need to subscribe to the Sapphire tier in the in-game link and select "Cloud generation (Sapphire)". It’s a work in progress and I’m working out some kinks, but I am already pretty mind-blown by how well it can generate a consistent story from the player’s actions.

Everything regarding prompting, text generation, and event checks has been completely overhauled to fit the new model. Here are, in my opinion, the most exciting improvements:

[h2]Story text quality[/h2]

Instead of generating first the “action string” and then the rest of the story, the whole process is now consolidated end-to-end as the game can simply instruct ChatGPT to produce the desired story in natural language. This results in a much higher quality of story text overall.

Example: [Generate the next 3-4 sentences of the story, in which you expertly use your baseball bat on the white sofa.]

You cautiously take a seat in the chair he's offered, careful not to jostle any of his weeds, rocks or small animal parts. As you begin to chat, you notice a white sofa in the back corner that looks oddly out of place in this shamanic abode. In a moment of pure reflex, you reach for your baseball bat and take a majestic swing, smashing the sofa to bits. Jonas looks on in disbelief, but then chuckles and nods thoughtfully. "I was wondering how long it would take for someone to take care of that eye sore," he says with a shrug.

[h2]Story-based quest completion[/h2]

A question such as “did the player complete the task to X”, while too complicated for previous models, is handled with decent accuracy by ChatGPT and is now a more viable way to complete quests than before. Previous solution was using a token prediction algorithm using a lot of math.

[h2]Organic follower intervention[/h2]

The game no longer hand-holds the AI into deciding when the follower should intervene. It simply states in the prompt that you have a follower who may help you out in certain situations. The AI can at any point in the story “decide” to make the follower intervene. Without any extra prompt manipulation, ChatGPT generates dramatic stories/combat which often involve your follower saving your life.

[h2]Event checks[/h2]

ChatGPT is sophisticated enough to answer every event check question in a single request with a giant list of yes/no questions, instead of using the logprobs logic that smaller models required. The event check accuracy is not perfect and is a work in progress. However, it’s already better than other existing options for most checks.

[h2]Caveats[/h2]

Using ChatGPT for AI Roguelite currently requires the Sapphire tier subscription at $20 per month (with this subscription, you still have access to the older paid cloud models). In the future as the tech gets cheaper, similar functionality might be implemented for local or cheaper models.

For now, calibration and biases won’t work with ChatGPT because of lack of log probs in the output. The only way to adjust the false positives/negatives is by adjusting the wordings of the questions. Hopefully in the near future, ChatGPT event checks should be accurate enough that biasing won’t be needed anymore.

If you made a mod and want it to work with ChatGPT style prompting, you may need to fill out the new chatgpt-specific fields in the survival bar config files, as well as taking a look at event-checks-chatgpt and prompts-chatgpt.

There are rare cases where you may encounter a text completion refusal due to OpenAI censoring "unsafe" generations and responding beginning with "I'm sorry". I tested the limits of this and found that the chances of it happening are low, and are influenced by how much you deviate from the story. The vast majority of offensive NSFW and violent prompts should still pass as long as they're related to the existing story. Do note that if you encounter actual story text depicting a failure to do something, and you rolled a critical failure, that is working as intended.

Known issues for ChatGPT (fixes coming soon):
- New characters appearing need to be deduplicated better
- Text is sometimes produced in past tense
- Text is produced in larger quantities which causes scrolling UI usability issues
- Key plot point, new side quest, new item, and new ability are overtriggering
- Mood and energy change are too correlated

Known issue that won’t be fixed:
- Not fully compatible with survival bars of saves made before March 21, 2023. The game should still run but you may need to check the global “disable survival mechanics” option to avoid starving to death.

[h2]Misc[/h2]

Added topic name input when auto-generating a world preset for a new game, to make it more interesting.

Various fixes

  • Fixed infinite brain issue when player clicked an item that didn’t fit inside a single-item recipe
  • Fixed out-of-order text for “You take x damage due to starvation”
  • Fixed infinite brain issue when player took a turn while auto-calibration was running
  • Fixed issue where zero-mood effect would trigger even for enemy turn
  • Fixed bug where zero-mood or zero-survival-bar effects weren’t triggering
  • Added more informative tool tips about your survival bar drain rate and the drain rate after things bonus is applied
  • Fixed bug where abilities could still be cast even if lacking the required survival bar
  • Added a bit more mod validation logic and more informative error messages about uploading mods
  • Modding instructions are now available at https://steamcommunity.com/sharedfiles/filedetails/?id=2951818190


Previous update: Fixed quality issues with free cloud text gen by disallowing the Russian and Prompt Builder models. Also added a semi-hidden feature for customizing your Kobold Horde (free cloud text gen) models. Use ai-roguelite-config/config.txt and specify either KOBOLD_HORDE_DISALLOWED or KOBOLD_HORDE_ALLOWED (only one of these should be specified). The game will disallow/allow the models that contain those strings.

Mods Update

There are now four categories of moddable things: World presets, survival bars, prompts, and event checks. With this also comes the "open sourcing" of almost all prompts and event checks.

World presets: You can add new game world presets to the defaults, and share them as mods. This is the simplest kind of mod.

Survival bars: You can make your own survival bars with a limited API of how they function in the world, e.g. whether they drain over time. You can also specify your own event checks to use to increase or decrease said survival bar (more on that below), as well as the event checks for whether a consumable heals that survival bar. The original 3 survival bars have been migrated to this new system so you can use them as examples (located in the "Default" directory) for how the survival bar mod config works.

Prompts: All prompts are now visible in the "prompts" directory and can be modified based on how you see fit. Some prompts may be outdated because they were engineered to play nice with the 125M, which is becoming less used for general text generation. There may be some low-hanging fruit, and if there are mods that improve them, I may incorporate them into the base game. For example, to avoid the "small," issue, maybe we can start separating entities by semi-colon, period, newline, or numbered list, instead of commas.

Event checks: Using gpt_testing.exe and my_gpt_calibration.exe, you can create your own event checks. Each event check must go through a "calibration" process, invented by yours truly, to make sure it plays nice with each AI model. This is where you provide positive and negative examples to try to make it hone in on a desirable threshold value. You should run calibration for at least the top 3 most used models as recommended by the instructions. For less-used models, the game will try to automatically run calibration for the user before running the model. It is not always easy to find event check prompts that work well, because what seems to work in calibration might not be great in the actual game. However, as with prompts, if people discover an absolute improvement, I will likely incorporate it into the base game.

Instructions on how to mod are inside the ai-roguelite-config/my-mods directory. It is not that intuitive at the moment. Better instructions and validation are forthcoming. Please note it's not recommended to modify the "Default" directory because it's the base game which will be updated; it's preferable to make a mod instead. Overall, making mods is intended for enthusiasts, and people who just want to play the game with mods can subscribe to them on the AI Roguelite steam workshop page, which will hopefully be more populated as time goes on.

Option to disable survival mechanics

Under game options there's now a checkbox "disable survival mechanics" to disable the energy, mood, and hunger mechanics.

There will be more options/customization in the future; this is just a quick and temporary fix for those whose experience was negatively impacted by mandatory survival

Also fixed an unrelated issue causing the game to take a long time to load at startup