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ChatGPT and AI in Sims 5? New Article 4/11/23

simmeroriginsimmerorigin Posts: 694 Member
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Researchers at Google and Stanford used ChatGPT to generate human-like characters who live and interact in a contained, video game-like world called Smallville. Smallville features 25 characters with preloaded personas who wake up, go to sleep, make breakfast, interact with each other, and attend each other’s parties in an attempt to mimic human behavior as closely as possible. One popular AI observer likened the experiment to an early version of Westworld, though it's more like a video game demo where the characters' actions and dialogue are autogenerated by AI.

Here's the link:
https://www.vice.com/en/article/z3mvj3/google-tells-ai-agents-to-behave-like-believable-humans-to-create-artificial-society
He/him | Simmer since Sims 1 | Wants-based rotational player | My gameplay rules via PleasantSims | Bring back challenge and depth to the Sims: https://forums.thesims.com/en_US/discussion/comment/17959464/#Comment_17959464

Comments

  • CK213CK213 Posts: 20,321 Member
    I have been anticipating game developers starting using Large Language Model AI to bring NPCs to life. I wouldn't be surprise if many are already considering it. It would be interesting if Maxis continued using Simlish, but used thought bubbles in human language, or some kind of text box, that serves as a translation for the player. That way they could avoid synthetic AI voice actors or repetitive real language actor voice files.

    It would be fascinating to just sit back and observe them interact.
    Life By You could also do that. Rod Humble said they enjoyed watching their sim-people interact, but I don't know if any ChatGPT type AI is behind their conversation system, but maybe they can probably expand on that down the line.
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  • KestrelDCKestrelDC Posts: 65 Member
    I'm sorry, but all I can think about is the fact that it's called Smallville.... especially since my parents and I have been watching Superman the Animated Series lately, so it's pretty front-of-mind. :D
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  • crocobauracrocobaura Posts: 6,309 Member
    I don't think we need sims to hold very meaningful conversations with one another. I mean they should be able to display those conversation icons in a way that makes sense, based on their interests, hobbies, likes, or wherever is going on in their lives, but I don't think it needs to go deeper that that. It would be nice though if they managed to make sims behave in a meaningful way, like if they dislike dancing then they shouldn't start dancing on their own because there is music on the lot.
  • CK213CK213 Posts: 20,321 Member
    https://youtu.be/EjEzYIv0RSU
    Oh yeah, this will be next generation stuff that will be key for emergent behavior and game play.
    It's something TS4 really needs because nothing really interesting happens in this game unless you make it happen, especially between sims that you don't control.
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  • simmeroriginsimmerorigin Posts: 694 Member
    edited April 12
    crocobaura wrote: »
    I don't think we need sims to hold very meaningful conversations with one another. I mean they should be able to display those conversation icons in a way that makes sense, based on their interests, hobbies, likes, or wherever is going on in their lives, but I don't think it needs to go deeper that that. It would be nice though if they managed to make sims behave in a meaningful way, like if they dislike dancing then they shouldn't start dancing on their own because there is music on the lot.

    The application here is in open-world environments and less about text-based conversation. It means that NPC, non-active agents have their action queues and movements around the town dictated contextually by AI rather than pre-programmed or probabilistic methods.
    He/him | Simmer since Sims 1 | Wants-based rotational player | My gameplay rules via PleasantSims | Bring back challenge and depth to the Sims: https://forums.thesims.com/en_US/discussion/comment/17959464/#Comment_17959464
  • simmeroriginsimmerorigin Posts: 694 Member
    He/him | Simmer since Sims 1 | Wants-based rotational player | My gameplay rules via PleasantSims | Bring back challenge and depth to the Sims: https://forums.thesims.com/en_US/discussion/comment/17959464/#Comment_17959464
  • crocobauracrocobaura Posts: 6,309 Member
    crocobaura wrote: »
    I don't think we need sims to hold very meaningful conversations with one another. I mean they should be able to display those conversation icons in a way that makes sense, based on their interests, hobbies, likes, or wherever is going on in their lives, but I don't think it needs to go deeper that that. It would be nice though if they managed to make sims behave in a meaningful way, like if they dislike dancing then they shouldn't start dancing on their own because there is music on the lot.

    The application here is in open-world environments and less about text-based conversation. It means that NPC, non-active agents have their action queues and movements around the town dictated contextually by AI rather than pre-programmed or probabilistic methods.

    AI is also a program and it behaves in the parameters written into it. TS3 was meant to have intelligent sims who went to work and the community lots based on their interests, but it ended up being a big failure because every sim did just that. You went to the park in the morning and there was no one there because all sims were working, then in the evening they all went straight home and if you went to a bar everyone but the bartender was stuck in an elevator. They really need to add individual behaviour to sims and domino effects like if they don't fix their clocks then they might be late for work or school in the morning. Or if they get a promotion at work they might go out after work to celebrate instead of going straight home. All behaviour should be dictated by their traits, interests, likes and needs.
  • simmeroriginsimmerorigin Posts: 694 Member
    TS3 was meant to have intelligent sims who went to work and the community lots based on their interests, but it ended up being a big failure because every sim did just that.

    Exactly. The AI models should have seed parameters and simulate chain reaction domino effects like you describe. This is different from pre-programming rules or agent behaviors.
    He/him | Simmer since Sims 1 | Wants-based rotational player | My gameplay rules via PleasantSims | Bring back challenge and depth to the Sims: https://forums.thesims.com/en_US/discussion/comment/17959464/#Comment_17959464
  • Seera1024Seera1024 Posts: 3,626 Member
    crocobaura wrote: »
    crocobaura wrote: »
    I don't think we need sims to hold very meaningful conversations with one another. I mean they should be able to display those conversation icons in a way that makes sense, based on their interests, hobbies, likes, or wherever is going on in their lives, but I don't think it needs to go deeper that that. It would be nice though if they managed to make sims behave in a meaningful way, like if they dislike dancing then they shouldn't start dancing on their own because there is music on the lot.

    The application here is in open-world environments and less about text-based conversation. It means that NPC, non-active agents have their action queues and movements around the town dictated contextually by AI rather than pre-programmed or probabilistic methods.

    AI is also a program and it behaves in the parameters written into it. TS3 was meant to have intelligent sims who went to work and the community lots based on their interests, but it ended up being a big failure because every sim did just that. You went to the park in the morning and there was no one there because all sims were working, then in the evening they all went straight home and if you went to a bar everyone but the bartender was stuck in an elevator. They really need to add individual behaviour to sims and domino effects like if they don't fix their clocks then they might be late for work or school in the morning. Or if they get a promotion at work they might go out after work to celebrate instead of going straight home. All behaviour should be dictated by their traits, interests, likes and needs.

    I had Sims going to various lots that I went to in Sims 3.

    And just like in real life if you went somewhere during hours most Sims were at work, well, there were fewer Sims there.

    The quantity that go to each lot is dependent on your computer so if your computer barely handles the game, you may not have many Sims out and about because that's the game trying to keep your game running smooth.

    Until AI gets advanced enough and peoples' computers get powerful enough, I doubt Sims would be able to have each Sim run via AI based on current things happening and what not. I'd imagine that would be a lot of computing power to do that.
  • crocobauracrocobaura Posts: 6,309 Member
    Seera1024 wrote: »
    crocobaura wrote: »
    crocobaura wrote: »
    I don't think we need sims to hold very meaningful conversations with one another. I mean they should be able to display those conversation icons in a way that makes sense, based on their interests, hobbies, likes, or wherever is going on in their lives, but I don't think it needs to go deeper that that. It would be nice though if they managed to make sims behave in a meaningful way, like if they dislike dancing then they shouldn't start dancing on their own because there is music on the lot.

    The application here is in open-world environments and less about text-based conversation. It means that NPC, non-active agents have their action queues and movements around the town dictated contextually by AI rather than pre-programmed or probabilistic methods.

    AI is also a program and it behaves in the parameters written into it. TS3 was meant to have intelligent sims who went to work and the community lots based on their interests, but it ended up being a big failure because every sim did just that. You went to the park in the morning and there was no one there because all sims were working, then in the evening they all went straight home and if you went to a bar everyone but the bartender was stuck in an elevator. They really need to add individual behaviour to sims and domino effects like if they don't fix their clocks then they might be late for work or school in the morning. Or if they get a promotion at work they might go out after work to celebrate instead of going straight home. All behaviour should be dictated by their traits, interests, likes and needs.

    I had Sims going to various lots that I went to in Sims 3.

    And just like in real life if you went somewhere during hours most Sims were at work, well, there were fewer Sims there.

    The quantity that go to each lot is dependent on your computer so if your computer barely handles the game, you may not have many Sims out and about because that's the game trying to keep your game running smooth.

    Until AI gets advanced enough and peoples' computers get powerful enough, I doubt Sims would be able to have each Sim run via AI based on current things happening and what not. I'd imagine that would be a lot of computing power to do that.


    There were literally none most of the time and if anyone showed up they didn't stay long enough to start a conversation. My computer at the time wasn't a potato either. I don't care to know that there are sims doing stuff in parts of the world I am not currently visiting and computer issues doesn't explain why community lots don't have any other visitors. They need to do something about population density, I don't expect to see many sims while running about on the hills, but community lots need to have a minimum number of visitors to feel lively, like if you visit a restaurant it should attract at least a minimum number of hungry sims within that area.
  • CK213CK213 Posts: 20,321 Member
    edited April 14
    Imagine a feature in a Life Sim that allows you to insert yourself in the game as a therapist or just as a friend, and you can communicate with your sims with a microphone headset. You can discuss their recent memories and incidents and have some influence on their wants, aspirations, and opinions of other sims.

    You can meet them at a coffee shop and have a discussion while snacking on scones and coffee.
    Imagine the surprises you might find about sims that had experiences that you missed while playing other sims.

    Life Sims might actually resemble West World in 5-10 years. :)
    https://youtu.be/LkbIza269G8
    Post edited by CK213 on
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  • SmellincoffeeSmellincoffee Posts: 780 Member
    This is a really cool concept. I noticed they were using the word 'agent' -- that came around with SimCity 2013 and Cities Skylines, as they started using cars and people not merely as a visual mode of what the underlying stats said was present on a given street, but as actual units with destinations and tasks. If TS5 is going to be in development for the next few years, it's plausible that something like this could be incorporated!
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