AI Dungeon Features
Add an option or setting to prevent the AI from dictating the player's ("you") actions. Any time the AI would include what the player's character would do, it will instead stop and wait for the player's response. An empty command could still begin with a dictated action though if possible with the AI a more passive one.
Would love to do this, but it's not clear technically how to. It's probably a longer term thing we'd have to work on.
Moderator A quick fix would be similar to the NSFW filter: make the likelyhood of starting a sentence with "you" zero. Using play style speech (You: "bla.") would take care of speech.Of course, the holy grail would be an AI that doesn't make decisions for the player, but still describes things the player has no control over (You feel... You get hit by... You die...) or told it to do (>Enter the room... -> You enter the room and find...).
I have noticed that the AI picking action for player usually works that when player issues some command, AI describes it´s result. And then it instantly describes the next event which happens after the result of the command. And during that next event it likes picking up actions for player. So maybe it could work by making AI not to go to the next event instantly unless player would press Enter or issue another command. Or limit the next event only to what happens around player.
Oof, yeah, or at least turn it down a bit.It's no good if I'm running around as Gregnaro the Barbarian, slaying hundreds of thousands of monsters, then out of the blue the game makes some half-page response about Gregnaro suddenly having regrets for killing those monsters, quitting his job and settling down in a village somewhere so he can work at a law firm and meet the love of his life and have a daughter named ___q___ddsas__, who he teaches to be a pacifist.
Yeah it's bad enough when the ai makes decisions for me, but even worse when it picks dialogue for me without me prompting dialogue. My character will be like "oh... I'm sorry you feel that way, Xethor: Conquerer of the Unimaginable Planes." And I'm sitting there like "tf? Jimmy the Hotdog Vendor from Chicago would never talk with a non-customer."
I would love this.
Talking about this post being a duplicate, I see where op was trying to go. The slider idea of the other post is about how much the Ai will try to control the story flow, while this is to make the Ai stop forcing you're character to act certain ways. Even if the Ai doesn't force the story with the slider, it can still screw up what you were trying to do by forcing you to crush a persons skull, when you only went to give them a small pet or pat.
You do know you can alter the AI’s response and change what it said you did right? I get it would be easier to have it eliminated altogether but for now you have that option.
Here's how I think I'd be possible somewhat:If there is a "You XXX" text after the first sentence (For example, the picture OP uses.), it just stops. (The "you nod slowly" is still included, but the "you follow..." is removed.)Of course, this might lead to very short texts (>walk towards the house = You walk towards the house. [You see that...]), but the AI usually avoids the overuse of actions. Else, the temperature could be changed. (Note: Could potentially not work, it's an hypothesis)
I agree. I’ve been trying to play the zombie mode (scientist), and it would automatically choose everything for me. I have a few examples: When my assistant is having a mental breakdown in the room, if I try to comfort them (like a decent person), the AI will force me to have a make out session with them. If I try to grab weapons (“grab a weapon for assistant and myself”), it will have me shoot them instead
"Dictate Player Action option" (suggested by ShichiNoBushi on 2020-01-17), including upvotes (31) and comments (4), was merged into this suggestion.
The workaround for now is to delete the end of the output if the AI does this, but that only works when Alter is available.
Yeah, this is kind of annoying, especially when suddently you take a sword AND cut your throat.The AI should only be able to define other character's actions and words.
I like it the way it is.
I believe the "story" action mode fulfills this suggestion, no?
No, the suggestion is about preventing the AI from forcing you to do things you don't want to do. Story mode allows you to force the story to do things.
I mean, the Alter command already kind of achieves this... But this would definitely be a lot more convenient. The AI may not generate as much output though.
I think it would be nice to be able to toggle this on/off easily whenever I want to decide exactly what will happen (to for example set up a specific interesting scenario) without risk of the AI messing it up. Using alter is easy enough, but it kind of ruins the flow when I keep having to go back and 'fix' things. That said, it would be boring if the AI never messed up my plans and that's why I'd want to easily be able to toggle it between actions.
Evil disguised as good is the most pure type of evil, seems fine to me.I actually let the AI speak for my character most of the time, so if implemented it should be an toggle.
"I had a clearly evil character who started talking as if it were someone good..." (suggested by Kuro-san on 2020-07-18), including upvotes (1) and comments (1), was merged into this suggestion.
This, basically the AI is acting like a bad DM and telling me what my character does, thinks and feels instead of me dictating those things. It's not straightforward how this could be fixed though...
Yes, it would be helpful if there was a way to disable AI generated actions for player. That way the AI won't randomly have you say or do something you never would have done. Example: You are questioning a character about the safety of an entire city (this circumstance has actually happened to me).>You say "Where is the bomb!""What bomb?" Says the thug "I don't know what you talking about.""Then where is the store?""I don't know."
"Ai shouldn't do actions for you" (suggested by Brandon C Lovell on 2020-07-29), including upvotes (2) and comments (1), was merged into this suggestion.
"Let Me Speak option." (suggested by Teirdalin on 2020-08-05), including upvotes (1) and comments (0), was merged into this suggestion.
I just suggested this myself, unaware that it was already suggested. My option was more of a toggle, though, where you could choose to play the old way as well. The real difficulty here is that I still want the AI to tell me if I've been hurt or flung around, and if I'm mind controlled in some way I'd want it to force those actions. But I want to be in control of my own dialogue and actions outside of those situations. I'm afraid it'd be too hard to code, but I'm no expert.
"Toggle for AI to not control your character" (suggested by Brass_Buckles on 2020-08-16), including upvotes (2) and comments (0), was merged into this suggestion.
I'd like it as a toggle option. I rather enjoy reading what the AI has me do so I like it the way it is now, but a toggle option would certainly be nice. I hope it is not removed completely.
I didn't read all the coments on this, but I agree with this suggestion except make it a toggle that you can turn on or turn off. Sometimes I like to just let the ai tell me the whole story (my actions and other characters) no matter how crazy it gets.
Yes, this is a must. Most of the time when the AI decides what to do FOR you, it chooses something totally idiotic, and almost invariably completely ruins the story.
This would likely be very difficult to implement. The AI is just a text predictor. It doesn't even 'know' who's talking until it gets to the end of the sentence and tacks on 'says <character>', etc.
This. It's kinda annoying when I type "I want to say something" and then the AI would type my question. Even using the third person scenario-writing, it's still the same.
"Setting to stop AI from saying or doing things for you." (suggested by Hallaven on 2020-09-10), including upvotes (4) and comments (2), was merged into this suggestion.
... If implemented, it should be optional. 1/ sometime it's fun to see what the AI makes you do x)2/ I fear another bias: the AI never saying "you smell"/"you see"/"you feel" etc.3/ It may slow down the story to a crawl. "you see a large statue in the center of the room. You examine it and notice " is good to make the story moves forward - even though the AI decided your action of "examine the statue". The same with dialogs, the suggestion may slow them down.
"Don't Automatically Do Actions Or Say Things For You" (suggested by Lonestar on 2020-09-18), including upvotes (1) and comments (0), was merged into this suggestion.
"Make an option to not generate player's responses automatically" (suggested by Alexander on 2020-09-23), including upvotes (3) and comments (0), was merged into this suggestion.
If this is implemented, please please please make it optional! I rely on the AI a lot to inspire my own actions when I’m stumped, and it’s very helpful to know where to go sometimes if it starts me off initially. Personally it would take out a lot of enjoyment for me if I had to generate every single action that I do. It’s not a bad idea at all, but please give us the option to toggle it if you decide to put it in (:
"Prevent character action after first action." (suggested by Bear-Key2 on 2020-10-01), including upvotes (1) and comments (0), was merged into this suggestion.
"One action at a time only with outcome" (suggested by Bear-Key2 on 2020-10-06), including upvotes (1) and comments (0), was merged into this suggestion.
I would like this, but only if it separates actions from consequences of what is happening. Imagine having a NSFW scene where you have to type every of your character actions and everything your character feels, that would be downright broken. It would be better just to keep at check that your character actions never goes out of the scope if what your have already written, but still can do things as longs as it stays in the scope of what you wrote.
So I came up with a way to handle this that (In theory) shouldn't be impossible. This is based on a current run I'm on (https://play.aidungeon.io/main/adventureView?publicId=4bd0e78e-68b5-4736-93b9-10d72712dbf6). The idea is that when the player posts an action it is formatted as such:User: <Whatever the user writes>GM:Anything returned back by the AI crops out any text that comes after a new line. This would stop the AI from acting as the player and force it into a GM roll.
This might work better as a special mode, just to not interrupt people that prefer other ways of playing though.
"The ability to prevent the AI from conducting dialogue with the character on behalf of the player." (suggested by ShEpic on 2020-10-14), including upvotes (1) and comments (0), was merged into this suggestion.
As someone who GMs real games, I will say that this is only goes so far. Many times, the GM taking the reins is kosher, and even expected, at important moments (such as when setting up a scene or transitioning to a new scene). It's also important that the GM is able to elaborate on and narrate the effect.Personally, something that I think would be best (but also perhaps technically challenging) is giving a semi-edit option, where the ai can attempt to distinguish between when the consequence..
...ends and the next action begins. For example, if it goes:> You climb the stairs.Upon getting to the top of the stairs, you see an Ogre!You raise your sword to attack the Ogre.Then the last line would be editable, but not the rest. The AI providing next-step direction is fine, if we can edit it.A nice stop-gap would be a mode with edit but also death, but that's probably grounds for another suggestion.
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