this post was submitted on 22 Jan 2026
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Imagine a game like “the sims” where you can adjust how autonomous the sims you control are. I could see Ai being used to control that.

Or having an elder scroll game were you just respond however you want and the npc adapts to it.

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[–] calcopiritus@lemmy.world 4 points 6 hours ago* (last edited 6 hours ago)

First of all, I'm going to replace AI with LLM, since that's probably what you meant.

There are 2 distinct questions asked in this post:

  1. Why not use LLMs to provide different levels of automation? (Like, manual, medium, auto)

Answer: you don't need LLMs for that. You can just code it in like any other feature. It's not particularly hard, game developers know how to do it since they are used to programming automation for NPCs.

  1. Why not use LLMs to procedurally generate NPC dialogue?

Answer: games are primarily a form of art. NPC dialogues are written with a purpose. Different characters have different personalities. Some dialogues are meant to drive the plot. Other dialogues are meant to teach the player how to play. Others are meant to show the player things that they may have missed, or things that are interesting.

Procedural dialogues removes all the control from artists. They would all be generic npc n#473, with the "personality" of the LLM, maybe slightly varied if the developer writes a different prompt for each character.

Procedural dialogues would have the same issues as procedural world generation or photorealistic graphics, it would just not be interesting.

There is a practically infinite amount of Minecraft worlds, yet they all feel the same way. The thing that differentiates a Minecraft world from another is that which the player has built. The only part of the world that wasn't procedurally generated.

There is a great amount of photorealistic games. And they all look very similar. You may only distinguish one from another by looking at their handcrafted worlds or their handcrafted characters. But not by staring at a wall. You can stare at a wall in non-photoreslistic games and know what game it is.

So if you put procedurally generated dialogues, no one will read them, since you'll be bored by the time you read the same thing being said by 5 different NPCs from 5 different games.

[–] communism@lemmy.ml 14 points 13 hours ago (1 children)

Have you ever tried to run an LLM locally? It makes CPU usage go way up, uses a lot of RAM, etc. It would tank game performance and/or require beefier PCs.

Games already have had AI for a long time, but the kind of AI you're talking about would be far more computationally expensive than what they currently use.

[–] ameancow@lemmy.world 1 points 9 hours ago* (last edited 9 hours ago)

There are asbolutely "lite" local systems that could do things like make particular NPC behavior in certain environments far more interesting and unpredictable, without harming performance, which is what everyone I've ever played games with would want over the same scripted paths and triggered behaviors.

I don't think OP is asking for AI implementation that gives you an alternate path into the enemy base by romancing one of the guards and having a life together before you steal their keys off the dresser one morning and then then break into the facility as they send you child-support notices. We're talking about maybe enemies have more options than crouching behind a red barrel or resuming their patrol when the shooting stops.

[–] Jeffool@lemmy.world 3 points 9 hours ago

AI in games (using code for entities to make non-player decisions) is about being good enough, cheap enough. It's just like how games determine their physics. The existence of large scale "black box" AI like OpenAI does not reflect what's good or cheap. It can't play chess. You think it's going to understand The Sims and make reasonable choices in that system?

They've already created well tuned system to give your Sims in obtaining their needs. It leads to you having to manage the chaos, and that's what the fun is. To better hone that is to have the AI play the game for you. And even that, if efficiency of play is the goal, is better done by TASbot and machine learning.

That generic black box style of AI like popular LLMS is like creating a hammer. Now everyone is treating every problem like nails. AI decisions making in games is like washing windows; don't use a hammer.

The problem is that "AI" is a poorly defined, very vague, and widely used term. Most people here have assumed you meant LLMs because everyone pitches those as ways to solve everything. "Oh, irer up an agent, give it instructions, and let it make requests that are context dependent". Then, like everyone says here, that usually turns into people testing boundaries and breaking your game. So that makes it both "not good enough" and "not cheap enough".

Now, look at AI with the term "machine learning" in mind and it's different. Games like ARC Raiders use machine learning to teach NPCs movement behavior, and to train AI voices like Siri so they can't add things without further paying people. They think that up-front investment is worthwhile. But those are both far cries from "uploading it to Claude or ChatGPT and see what happens". Especially when you would have to teach that black box AI your system anyway, for it to use it. And you're already doing that with current "good enough, cheap enough" bespoke methods, for much cheaper, and they're good enough.

[–] yesman@lemmy.world 41 points 1 day ago (3 children)

You would have to design the game around an LLM, not just drop one into existing games.

It might be cute for the guards in Skyrim to have unique dialogue, until one of them denies the Holocaust or says feminism is cancer.

[–] criss_cross@lemmy.world 2 points 8 hours ago

I tried this as a side project and it’s such a pain in the ass to get the bots to actually behave like they’re in a world and not be overly eager losers.

You have to do so much prompting to get them to behave and, as others who have to work with these full time know, prompting can only go so far.

They’re not as autonomous and general usage as companies want to make you think they are.

[–] CannonFodder@lemmy.world 1 points 9 hours ago

Ah, but then you get to stab the Nazi in the head.

[–] Jakeroxs@sh.itjust.works 14 points 1 day ago

There actually is a semi-working system for Skyrim/Fallout https://art-from-the-machine.github.io/Mantella/

Also not all LLMs are Nazi machines, I almost exclusively use abilerated models and I've never once had it go on a nazi tirade.

Though I mostly use it for Linux/code or random home assistant projects, not as a conversation.

[–] RIotingPacifist@lemmy.world 28 points 1 day ago (1 children)

What value would it add to the game?

  • LLMs are computationally expensive
  • Replacing voice actors with AI means making dialogue worse
  • Replacing writers with AI means making the story worse

At the end of the day AI is mostly a marketing term for LLMs and LLMs just aren't that useful in most games, they just average out a dataset to autocomplete a response, that autocompletion is worse than what a human would have written.

We saw with procedurally generated worlds that it takes a lot of effort to prune what is generated to make the game interesting.

There are particular subgenres of games and applications where LLMs might be useful though.

[–] kkj@lemmy.dbzer0.com 1 points 19 hours ago

I am a fan of using LLMs specifically to imitate the VAs on demand to pronounce character names. They're generally good enough that a single word can blend in, and you have a couple minutes during the opening cutscene to run the computation. Just having all of the characters never say the custom player name and instead address them in the second person or with a title is a bit jarring

[–] FinjaminPoach@lemmy.world 2 points 14 hours ago (2 children)

I have heard of some people experimenting with it, e.g in a stardew valley mod to allow you to have actual conversations with the characters.

[–] FatVegan@leminal.space 7 points 12 hours ago (1 children)

While that sounds like fun. It also sounds like something that is fun for 10 minutes.

[–] FinjaminPoach@lemmy.world 1 points 10 hours ago

Agreed, I don't think the NPCs are the best thing about the game. What I like best about SDV is that it's essentially an industrial collectathon game.

If we could get complex conversations in games (e.g an adventure game where you're not limited to 3 conversation options) I think it would be awesome. Might mean we waste more time playing the game, though.

[–] reksas@sopuli.xyz 1 points 8 hours ago

i have watched some videos where its used on skyrim npc, it seems to work surprisingly well.

[–] Routhinator@startrek.website -1 points 10 hours ago (1 children)

Because fuck AI, that's why.

[–] ameancow@lemmy.world 1 points 9 hours ago

Yah but OP is talking about AI in gaming, not generative AI that makes propaganda out of stolen art or turns your family photos into porn, there's a big difference. You've been playing with AI in gaming for years, and probably have complained about it because it always sucks. Enemies walk predictable patterns, they see you kill twenty of their friends and then resume their patrol and say "it must have been the wind."

Lets not mindlessly rage at terms without understanding the context, then you're just becoming MAGA.

[–] TheAlbatross@lemmy.blahaj.zone 35 points 1 day ago (1 children)

I think the Where Winds Meet tried this, right? The NPCs ended up saying anachronistic things and making travel itineraries for Beijing or something.

[–] GriffinClaw@lemmy.zip 5 points 1 day ago (2 children)

Do they? I've talked to several NPCs, never happened to me. At most, they get completely confused on what you are saying. Eg, one kid thought he was rich enough to buy a house. Trying to tell him he's not and he thinks I took his money (and started crying, but also became friends?). In another a guqin player wondered if anyone could tell how sad she was from her playing. Instead, we're keeping secrets? (No idea how that came about).

And before anyone points out, I dropped the game due to quests requiring MC drinking alcohol (can't stand games like that. Just a me issue). Sad because I loved the everything else too :(

[–] LeapSecond@lemmy.zip 5 points 1 day ago

one kid thought he was rich enough to buy a house. Trying to tell him he's not and he thinks I took his money (and started crying, but also became friends?).

I don't know about confused, have you ever talked to a toddler?

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[–] Nemo@slrpnk.net 16 points 1 day ago (1 children)

We do use AI in videogames, and have for multiple decades (with varying levels of sophistication).

[–] GeneralDingus@lemmy.cafe 9 points 21 hours ago

Indeed! Seems like people have forgotten that AI is not just LLMs.

[–] Klear@quokk.au 27 points 1 day ago (1 children)

Have you ever talked with an AI? It sucks.

[–] Aeao@lemmy.world 4 points 1 day ago (1 children)

I’ve talked to them often. So I don’t bore my family with my wild ideas lol

[–] sem@lemmy.blahaj.zone 3 points 20 hours ago

Those wild ideas would be good for someone

[–] Object@sh.itjust.works 22 points 1 day ago* (last edited 1 day ago) (2 children)
[–] missingno@fedia.io 12 points 1 day ago

I'd love to see it being used by enemies so they're challenging without cheating, though.

This is a different sort of problem that's outside the scope of generative AI. Making a computer opponent that can kick a human player's ass is technology we've had since Deep Blue beat Garry Kasparov in 1997.

The problem isn't actually making a computer that's challenging, that's been solved. The problem is that it won't be any fun for the human if the computer is actually allowed to go all out, if Kasparov couldn't win in 97 then you sure as hell aren't winning today. But it also won't be any fun if you nerf it too badly, low level chess bots are weird. The sweet spot isn't just a matter of difficulty either, the nearly unsolveable part is getting it to play in a way that feels like a realistic human opponent.

And that's just from a turn-based game, kinda the closest thing to a level playing field humans were ever gonna get. For any game played in real time, the computer is able to treat it like it's being played at 60 turns per second. Is it "cheating" for the computer to have perfect reflexes, but otherwise still be following the rules of the game perfectly? How would you even try to take this away from the computer to make it see games the way humans do?

Generative AI doesn't have any kind of solution for any of this. ChatGPT famously can't play chess, at all. It's a different type of AI that really can't have any useful application here.

[–] SGforce@lemmy.ca 4 points 1 day ago (2 children)

Like those teddy bears taken off the shelves. Ai is not nearly as good as the marketing hype says. Eventually, but that isn't happening soon.

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[–] wonderingwanderer@sopuli.xyz 8 points 23 hours ago

It would need to be cloud-based, or otherwise require a lot of RAM

[–] polotype@lemmy.ml 10 points 1 day ago (3 children)

Because the kind of Genrative AIs which would be worth puting in a game (smaller ones) have two drawbacks for the hype train :

-you can't promise an AGI which would justify the govt putting mbillions in your company in order to stay "competitive"

You can't create a feedback loop of finance with nvidia and the like because your company wouldn't need such computational power then.

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[–] imvii@lemmy.ca 4 points 23 hours ago

There is a game called Whispers from the Star which uses an LLM to run the script. It's pretty much a fancy choose your own adventure book. It's pretty shit.

https://youtu.be/zDa4l18z9z8?t=626

[–] DudeImMacGyver@kbin.earth 4 points 1 day ago

It would suck.

[–] rowinxavier@lemmy.world 3 points 22 hours ago (1 children)

People have tried this a bit and it doesn't work well. Remember that most games have some sort of plot which needs to move forward without deviating too far and this is not easy to manage with AI. AI systems are predictive text tuned up, so they tend to wander in the conversation and this can be disastrous for something like a video game.

The world is there to support the illusion but also to direct the player to game material. An AI agent going off on a tengent about some random thing that kind of fits the world could lead to users running around wasting their time and being frustrated.

Add to that the risk of the AI system stepping into awful places like reproducing Nazi ideology and it is a nightmare for developeds. Imagine getting your game rated when it can randomly start telling your character not to worry about saving those people over there because their skin tone is darker and that makes them less than human.

Now as a tool for building scripts quickly? Maybe, but it does produce slop now and if that will change I cannot predict when. Maybe it could be used as part of the process but I think it is so toxic now I would not bet on it. I also think it should be labeled as the use of AI comes with moral issues around the environmental impact and theft of content from other people. If a game has AI generated content I won't be playing it, and I am not alone. Just the push back from audiences could be enough to discourage the use of AI systems.

Now on the other hand using a neural network design for making character behaviours more believable, for example using a series of needs and having the algorithm decide what to do next and so on, that could be cool, but we have that already and it isn't considered AI.

[–] Aeao@lemmy.world 6 points 21 hours ago

Thank you that explains alot.

Unfortunately now all I can’t think of is “great sir knight the queen has been captured, and much like hitler she has done nothing wrong!”

Player “I will save the queen and… wait hang on what was that about hitler?”

Npc: I’m just saying if you look at the geo-political climate of the 1930s-

Player: I’m just going to find the dragon thank you.

[–] blarghly@lemmy.world 5 points 1 day ago

Despite being free/cheap to use right now, AI is expensive to run in terms of things like water and electricity. The companies that own the datacenters that perform the AI operations are running at a loss because they want to capture public trust and market share. Hence, no one wants to power a game with AI, when the people playing the game would just see it as a seamless advancement in game mechanics.

Also, no one wants to appeal to gamers directly, because they aren't a good demographic to have singing the praises of your product. Steve the fortune 500 CEO, and Maria the director of the state DMV, will not be enthralled by Caleb the racist 14 year old's product endorsement.

Finally, we've found that it us really hard to put effective guardrails on LLMs. So any company that did this would be risking Caleb posting a video online where their game is used to display or discuss lewd sexual acts, leading to bad PR.

[–] etchinghillside@reddthat.com 6 points 1 day ago* (last edited 1 day ago) (2 children)

Are you willing to put in an API key and pay money for interactions with an LLM?

It’s not really a one time cost. And I don’t know if devs really want to take on that expense.

[–] lmmarsano@lemmynsfw.com 3 points 1 day ago (1 children)

Is an API key necessary? Pretty sure there are local LLMs.

[–] SGforce@lemmy.ca 7 points 1 day ago (5 children)

They would increase requirements significantly and be generally pretty bad and repetitive. It's going to take some time before that happens.

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[–] hesh@quokk.au 3 points 1 day ago* (last edited 1 day ago) (1 children)

I'd figure that small models could be run locally and even incorporated into the local game code without needing to use a big company's API, if they wanted to.

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[–] i_stole_ur_taco@lemmy.ca 4 points 1 day ago

I heard about a Chinese rpg that did something similar. The conversations were wide open, and instead of clicking through limited dialog choices, you had to type your responses. You get some guidance on what the purpose of the conversation is, but that’s it. Like: “cheer this person up!”

I think it’s a cute idea but ultimately too unpredictable using the current generation of LLMs.

IMO AI is better used as a game design tool than something running live in game. I remember running around so many open world games where it was obvious you had left the area you were meant to be in. Suddenly there’s few monsters, no quests or NPCs, and the least thought given to foliage and landscape decisions. BORING. I feel like that’s a great use of AI - create a non-critical landscape players can continue to explore, even if they won’t make any progress on the main quest/story lines.

A game studio isn’t going to pay designers to create rich experiences in unnecessary parts of the world, but they should be willing to pay designer to review a region like that and get it into the game.

[–] Strider@lemmy.world 3 points 1 day ago* (last edited 1 day ago)

You can not cage llm. They will break out at some point, it's proven again and again.

(it can have its uses, but this idea will run rampant with time - except of course that is the point, it could be awesome)

[–] Feyd@programming.dev 4 points 1 day ago (1 children)
[–] Aeao@lemmy.world 5 points 1 day ago (2 children)

Why anything? Sorry but I don’t accept that as an any. “Why do that “ why get out of bed? That’s above my pay grade.

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[–] treadful@lemmy.zip 3 points 1 day ago

I saw someone play this game, Ai2U on a livestream recently.

You wake up in a cute girl's home who's eager to keep you by her side! Engage with thematic stories, puzzles, and unique AI NPCs who'll go to any lengths to protect you—even when it means contradicting themselves. Bask in meet-cutes or brace for chaos if you try to escape.

Basically, you have to vocally speak with this AI anime girl that is obsessed with you. She has you basically trapped and you some how have to convince or trick her into letting you leave.

The whole game is unhinged but it's a pretty fun example of an LLM being used in a game.

[–] EtnaAtsume@lemmy.world 3 points 1 day ago

Imagine a game like “the sims” where you can adjust how autonomous the sims you control are. I could see Ai being used to control that.

So, Inzoi?

[–] Vince@lemmy.world 3 points 1 day ago

I saw someone mod Skyrim to have Lydia do that, looked pretty promising. There's also a series where AI Lara Croft is playing old tomb raider games with commentary in her voice and everything, though I heard it's not 100% AI

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