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Get ready for Strange Aeons – a neural-net-AI, speech-to-text and text-to-speech powered experience, now out on GOG with a -30% launch discount until May 9th, 10 PM UTC!

You are stuck in gnostic cyber-hell. The followers of your cult are summoning you. Chat with an AI through the microphone to escape hell and return to the land of the living.

Check it out!
Saturn
Ironic premise?

¯\_(ツ)_/¯
high rated
oh, gog.

sometimes, you do such WEIRD curation.

this isn't for me.

i just want to say publicly, so you can see it and read it that this doesn't feel like a good sort of game to be encouraging. ai - [generative or otherwise - like in this case - responsive ai] isn't at a point, yet, where this sort of game will likely work well enough to be worth it.

developers: if you're reading this - i 100% understand that you took time to make this game, and i get that you feel like i'm likely a luddite for writing this response, but you can do better than just turning on an ai and hoping for the best.

---

one further note: gog: as a polite request - please MARK games like this that have ai-qualities to them [in the same way you presently mark early access titles.]

thank you.
high rated
"Hell is other chatbots."
Jean-Bot Sartre, 2038.


Thanks, but no thanks. Though I have to admit that "Chat with an AI through the microphone" does sound like the most accurate recreation of hell ever in a video game, so kudos for that, I guess.
I do wish to be a shoe throwing Luddite; I will take my sabots and throw them.

This looks like a 90s adventure game, but with everything good about them removed, and now we've paired it with the flavor of Malört, which was made for a chronic chain smoker whose tastebuds had been burned off by smoking cigars.
Shall you open your forum settings https://www.gog.com/forum/mysettings
and change to Forum color scheme (skin): Experimental,
This forum will show itself as strange as the mentioned game.
Decades of wishing to have such AI systems in a videogame, and now we shun them. Nice paradox.

I wouldn't mind giving this one a try, but it looks too experimental to be an actually enjoyable experience, and screenshots don't appeal me much.
Strange Aeons? 'twas a nice Matathon Infinity level.
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Lone_Scout: Decades of wishing to have such AI systems in a videogame, and now we shun them. Nice paradox.

I wouldn't mind giving this one a try, but it looks too experimental to be an actually enjoyable experience, and screenshots don't appeal me much.
We wished for this?
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Lone_Scout: Decades of wishing to have such AI systems in a videogame, and now we shun them. Nice paradox.

I wouldn't mind giving this one a try, but it looks too experimental to be an actually enjoyable experience, and screenshots don't appeal me much.
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dnovraD: We wished for this?
We always wished for games to have better AIs, like neural networks. However, how is this AI implemented is more important than the AI system itself. Maybe this game doesn't deliver the best experience (although I don't really know) but machine learning could lead to great improvements in game AI, when properly implemented. Simply dropping a trained NLP system (i.e. a GPT model) into a game and see what happens is probably a waste, but a Machine Learning AI system specifically designed and trained for a game could be a significant advance.
high rated
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Lone_Scout: We always wished for games to have better AIs, like neural networks. However, how is this AI implemented is more important than the AI system itself. Maybe this game doesn't deliver the best experience (although I don't really know) but machine learning could lead to great improvements in game AI, when properly implemented. Simply dropping a trained NLP system (i.e. a GPT model) into a game and see what happens is probably a waste, but a Machine Learning AI system specifically designed and trained for a game could be a significant advance.
No, no, no; we had been wishing for more cunning, tactical, and tricksy AI, harkening back to the days of the Unreal bot matches and the surprise tactics of the Half Life grunts, instead of the stoogery and glorified shooting galleries of later days.

Or a racing opponent who uses skill instead of a gilded rubber band to keep up with you. A fighting opponent who doesn't have to rely on reading inputs or scripted inputs and can surprise players with new tactics. For that matter, a tactical advisor in simulation games who secretly doesn't undermine you due to shortfallings with the scripting.

A glorified parrot which took an understudy in reading dictionaries is none of those.
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Lone_Scout: We always wished for games to have better AIs, like neural networks. However, how is this AI implemented is more important than the AI system itself. Maybe this game doesn't deliver the best experience (although I don't really know) but machine learning could lead to great improvements in game AI, when properly implemented. Simply dropping a trained NLP system (i.e. a GPT model) into a game and see what happens is probably a waste, but a Machine Learning AI system specifically designed and trained for a game could be a significant advance.
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dnovraD: No, no, no; we had been wishing for more cunning, tactical, and tricksy AI, harkening back to the days of the Unreal bot matches and the surprise tactics of the Half Life grunts, instead of the stoogery and glorified shooting galleries of later days.
[...]
what is fun about that, especially for the HECU AI in Half-Life, is that it actually not very good. it is all trickery to make it seems like it coordianted and tactical. Mostly it is just scripted actions with some randomisation,but the speech makes the player belive that it is an AI behind the mobs. So the game has the soldiers do some random scripted action, then it checks where all the other soldiers are, what actions are taken and the players location and action,and plays a sound clip that fits that situation. To the plauer, it sounds like the soldiers are talking to each other and reacting to the situations that happen, but it is just an illusion.

In those older games, there wwere not much AI at all, but they where very good at making the player belive there was.

(also, it was very easy to make the mobs too good. The problem is that if you want life-like opponents, then you need to have them make mistakes and bad decitions as well. I remember a infamous quote - "Artifical intelligence, that's easy. Artificqal stupidity, on the other hand")
Post edited May 03, 2024 by amok
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amok: what is fun about that, especially for the HECU AI in Half-Life, is that it actually not very good. it is all trickery to make it seems like it coordianted and tactical. Mostly it is just scripted actions with some randomisation,but the speech makes the player belive that it is an AI behind the mobs. So the game has the soldiers do some random scripted action, then it checks where all the other soldiers are, what actions are taken and the players location and action,and plays a sound clip that fits that situation. To the plauer, it sounds like the soldiers are talking to each other and reacting to the situations that happen, but it is just an illusion.
If this discussion wasn't about Half-Life, I would have sworn you were talking about FEAR. ;)
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dnovraD: We wished for this?
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Lone_Scout: We always wished for games to have better AIs, like neural networks. However, how is this AI implemented is more important than the AI system itself. Maybe this game doesn't deliver the best experience (although I don't really know) but machine learning could lead to great improvements in game AI, when properly implemented. Simply dropping a trained NLP system (i.e. a GPT model) into a game and see what happens is probably a waste, but a Machine Learning AI system specifically designed and trained for a game could be a significant advance.
I still remember the Creatures series using basic neural networks to drive the titular creatures' learning and decision making processes. What a strange series of simulation games those were, but incredibly advanced and complicated for the era.