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[-] ninjan@lemmy.mildgrim.com 33 points 11 months ago

You can't blame the children dieing on anyone but the people responsible for actually dropping the bombs and shooting the bullets.

Violence is almost never the answer, and indiscriminate violence actually never ever is.

No one but the children are without fault in this conflict, but still far too many (more than 0) children pay the ultimate price. You can wage war without killing children, it just costs more. But if you can't pay that price then the war can't ever be considered just.

[-] ninjan@lemmy.mildgrim.com 12 points 11 months ago

Where in the world is Iran located?

[-] ninjan@lemmy.mildgrim.com 5 points 11 months ago

They don't. But if you get big and along the way in a throwaway comment on Patreon mentioned you use the Adobe Suite and other tools they'll look into that and if you don't pay they'll send a very stern letter demanding payment.

Generally for Joe Schmo if they're found out it stops at a letter demanding payment, and if you don't pay it likely won't escalate, especially if you deny the accusation. But for someone making a profit they'll get their money and it's a major headache and just not worth it considering you are making money far exceeding the rather small cost.

[-] ninjan@lemmy.mildgrim.com 74 points 11 months ago

Obscenely true

[-] ninjan@lemmy.mildgrim.com 10 points 11 months ago* (last edited 11 months ago)

Yeah but if there is supposed to be overlap between all movies/books it's going to be generic like "Shit's fucked up"

[-] ninjan@lemmy.mildgrim.com 21 points 11 months ago

Of course, since the writers lived "here", were all human and shaped by many of the same events. The question is what does that middle circle contain? I could be banal like "has human characters"...

[-] ninjan@lemmy.mildgrim.com 11 points 11 months ago

Pretty common in software these days. TechSverige being the biggest one. Gamedev tends to fall under "up to shady shit" though, a most lucrative industry that offers shit pay is a load of BS.

[-] ninjan@lemmy.mildgrim.com 2 points 11 months ago

They can't handle a long conversation, that's the problem. But no RPG I've ever played has very long conversations, especially not on one topic. The flow is generally opener -> pick a topic -> follow up questions (a few different that all land you back on the same "step") -> conversation ender / go back to pick topic. Total sentences about one topic is generally no more than 10. And from the LLM standpoint it'd suffice if we kept the topic as one, joined, conversation and every distinct topic as their own instances. Thus we wouldn't have time to dig to deep before the conversation ends and functionally resets.

But that, AI generated dynamic responses, wasn't really what I meant. I more meant using player input in a dynamic fashion instead of selecting pre-baked sentences that your PC "says" without their own voice. So the flow would be that you typed or said "Hello there, can you tell me about the night the dragon attacked?" The AI would then interpret that text and match it to which Voice Actor recorded statement that best fit. So you'd get something like "Oh it was terrifying, the dragon burned down the church!" You'd get the same statement if you ask "whatever happened to that church over there?"

You'd also need recorded statements for rude remarks, aggression, that they don't know (possibly with pointers towards NPC with more information) etc.

So you're only replacing the dialog selector, not Voice Actors and you're not voicing the protagonist.

[-] ninjan@lemmy.mildgrim.com 1 points 11 months ago

Yes and no, what they did is they used keywords and synonym lists but they were extremely basic and you needed to build a mental model of how dialogue "works" that fit the developers. Hardly ideal. But with LLMs and NLP and some clever programming making NPCs that react convincingly to your typed in questions / interactions isn't far off.

[-] ninjan@lemmy.mildgrim.com 1 points 11 months ago* (last edited 11 months ago)

No I mean you're the voice for the protagonist, the game reacts to what you say (or type if you prefer). And we're all different in what we prefer!

[-] ninjan@lemmy.mildgrim.com 1 points 11 months ago

Sure, but none of those still lets you say whatever you want, you're still locked to a few alternatives that effectively shoehorn you into a character. In the future, with the aid of AI you could match what you personally say or type to an intent and then map that to pre-baked responses. With attacking you or running away as a response to aggression and a "haha very funny but back to the matter at hand" when you're being silly. And it's only when we're there that I'd, personally, say a "silent" protagonist is as immersive as a voiced one.

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ninjan

joined 1 year ago