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Additional Chatter Lines to ai_playerbot_texts.sql #864

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AzoraNova
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I've updated ai_playerbot_texts.sql and added over 900+ new lines for the bots to use in-game, including a mix of humorous and standard lines, along with a nod to the classic Barrens chat. This update is designed to make the game feel more immersive by providing the Playerbots Module with more dialogue options as you play.

I've updated ai_playerbot_texts.sql and added over 900+ new lines for the bots to use in-game, including a mix of humorous and standard lines, along with a nod to the classic Barrens chat. This update is designed to make the game feel more immersive by providing the Playerbots Module with more dialogue options as you play.
@hermensbas
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Did you double check the performance, not sure those lines are cached or not. But adding db records can have a performance impact

@hermensbas
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hermensbas commented Jan 12, 2025

Just had a quick peek at the lines added, honostly i have them all disabled in general but with all respect the lines seem very well behaved bot like lines. Dont you want them more to reflect how actual adult(ish) ppl talk?

Is this chatgpt generated by any chance? 🤔

@hermensbas hermensbas marked this pull request as draft January 12, 2025 17:13
@hermensbas hermensbas marked this pull request as ready for review January 12, 2025 21:16
@hermensbas
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Performance seems be to ok. The content itself, well thats matter of opinion so i leave that to others to decide.

@AzoraNova
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In terms of performance, there appears to be no noticeable impact with 800 bots active and two players online.

I conducted a full syntax check through a debug process and performed a cleanup. A few outdated lines were flagged for potential issues and have been updated.

With 2000 bots and a single user online, I observed that the bots tend to favor the first few lines more than exhibiting fully random behavior. This may be an issue within the text manager portion of the code, possibly not accounting for all available lines.

Regarding making the interactions sound more "adult-like," my intention was to maintain the playful tone commonly seen in live environments. Unfortunately, the reliance on a database does introduce some limitations. However, I remain hopeful that AI chat will become more stable and capable in the future for the Playerbots Module.

@noisiver
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I don't use the chat so I can't say much about this PR. I'm working on other things right now too so I don't have time to set up a test environment to test it at the moment.

@AzoraNova
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In response to the question, "Is this generated by ChatGPT, by any chance?" most of the phrasing used comes from a PHP script I developed at work, which interfaces with the Gemini AI. I primarily use it to generate test databases for server stress testing. However, I did review the wording and noticed a few errors that were naturally introduced by the AI system.

@AzoraNova
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I don't use the chat so I can't say much about this PR. I'm working on other things right now too so I don't have time to set up a test environment to test it at the moment.

To be honest, having bot chat active at all times can be problematic in live environments with multiple players. I would primarily use bot-generated chatter for solo or two player scenario. No rush on the testing it :)

@hermensbas
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The bot chatting mechanics needs some love and testing in general. One of the reasons i dont use the functionality.

@serverwar
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Active chat freezes the server, so be careful when using it, I'm almost certain that the item linking system in the game tries to link something in the chat and can't or it's wrong and freezes.

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4 participants