[HN Gopher] Show HN: Smallville - Create generative agents for s...
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       Show HN: Smallville - Create generative agents for simulations and
       games
        
       Smallville can be used to create NPCs with the same level of
       realism as human players without having to pre-program
       interactions. The agents store and retrieve past memories which
       they use to create plans so they can decide where to move, what to
       say, and how to react to observations. Agents are also capable of
       interacting with the world around them to change the state of
       objects on their own.  This project was intended to make it easy
       for anyone to create custom simulations and my attempt to recreate
       Generative Agents: Interactive Simulacra of Human Behavior. I've
       been working on Smallville for the past few weeks and hope other
       people also find it useful. Would love to hear any thoughts about
       the project and where I should take it from here.
        
       Author : nm980
       Score  : 21 points
       Date   : 2023-05-17 19:41 UTC (3 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | YesBox wrote:
       | Pretty neat. I'm creating an isometric, pixel art city builder
       | game, though I imagine this wont scale to 10K or 100K units?
        
       | green_man_lives wrote:
       | This is so cool! I have been wanting to see something like this
       | for a few years now. I tried making a demo of something similar
       | (but much more primitive) in Unity back in 2021, but small
       | transformers weren't good enough at the time.
       | 
       | Is there any way to protect against prompt injection here?
       | Looking at the architecture I am thinking it would be possible
       | for users to tell an agent what to do directly by tricking them.
       | 
       | This isn't really a criticism, I think it's actually a cool
       | feature. It might be a fun premise of a game where you know you
       | are in a simulation and can manipulate the NPCs around you.
        
       | philipov wrote:
       | Uh... is there some way to use this without connecting to a
       | server? Like, for a game that can be played offline?
       | 
       | Finding a way to make the machine learning piece a completely
       | self-contained library that can be shipped at scale to run on
       | individual computers is the big hurdle to making AI like this
       | practical for games. If I have to rely on your service staying up
       | for my game to work, that's an unacceptable supply chain risk.
        
         | AgentK20 wrote:
         | From a quick peek at the source, this depends on the ChatGPT
         | API for the underlying LLM. It could probably be modified to
         | use a local copy of an LLM, but most models I've seen are
         | 300GB+ and require significant computational resources to
         | operate (think several $15k NVIDIA A100 compute nodes). There's
         | a lot of effort being put in by the open source community to
         | minimize these models and run them on commodity hardware, but
         | as of yet the quality of the responses from the model are
         | correlated with how large (and therefore how much compute) the
         | model has. Give it a year or two and it'll probably be more
         | reasonable to integrate a local LLM for gaming purposes.
        
       | [deleted]
        
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       (page generated 2023-05-17 23:00 UTC)