AI Roguelite cover
AI Roguelite screenshot
Genre: Adventure, Indie

AI Roguelite

v1.5

New features:

  • Crafting stations: Replaced regular crafting with this new mechanism. Each location has a 25% chance of having a crafting station. The crafting station name influences what kind of item you’ll get.
  • Resource nodes: Each location has a 25% of having a resource node which can be harvested 3 times. The resulting item is determined by the resource node name and the harvesting item’s name. You also get to keep the item being used to harvest it (it won’t be used up).
  • Crafting is more useful than before because the item rarity (quality) can increase with crafting. To guarantee an item of the next rarity above, use 3 items of the same rarity (e.g. 3 uncommon will yield 1 rare). If you use 2 items of the same rarity it will be pro-rated by RNG (e.g. 2 uncommon has 33% chance of yielding an uncommon and 66% chance of yielding a rare)


Bug fixes:

  • Fixed a bug where GTX 1660 and probably other 16xx series GPU’s couldn’t generate images correctly. Much thanks to "Skin padrão feia do Roblox" and "STARSLAYER" for helping to debug.
  • Fixed a bug where the first characters would sometimes get cut off
  • Slightly improved generation of item names

5/5/2022

All characters now get a starting ability which is influenced partly by your character background.

The player now always has an active quest as part of an infinite "quest chain". When the game begins, you'll get your first quest; after you complete each quest the AI will give you a new quest that's partly influenced by the previous quest.

Fixed a few bugs related to accuracy of detection and generation

04/24/2022


  • Added support for multiple resolutions and windowed mode
  • Added support for specifying a custom model which will be downloaded from the huggingface.co website. The calibration tool will then be automatically run for the newly downloaded model.


Highest-priority known issues to fix in a future update:

  • Issue where some sometimes entity names being generated are bogus
  • Quests need to be more interesting. Perhaps the main quest will be always active, but events can trigger side quests. Entity/story generation could be dependent on tracked quest.


Feel free to comment if you have any ideas/suggestions.

04/16/2022


  • Hopefully fixed issue where a small subset of players couldn't do anything except go to a new area (it seems to have been related to a foreign language settings where decimal points are assumed to be commas instead of periods)
  • Turned off "new location" event for now because it's too jarring/buggy
  • Turned off "[character] sees that you are wearing the" text event for now because it wasn't working as well as expected

4/9/2022


  • Multiple save slots so new game won't overwrite your save anymore
  • Slightly faster image generation and we now have 3 options (fast, balanced, quality)
  • Allows other NPC's (other than the targeted NPC) to be affected by in-game events
  • Allows NPC's (not just targeted enemy) to be affected by combat events
  • Overhauled the debug screen. Hopefully it will be easier to resolve issues. Just click "copy to clipboard" at the bottom and paste in some sort of pastebin link, and link me to it for me to try to resolve your issue.
  • Your follower now has a chance of interrupting the enemy during combat.
  • Changed quest detection to be a little more lenient. Just ask "what's our next quest" or something like that.


Known issues: It seems a small subset of players can't do anything except visit a new location. I'm having trouble debugging this issue. If you run into this issue PLEASE make a post with a link to the debug info from clicking "copy to clipboard". Also, I am interested if the people running into this issue can't "forage" either (the forage button is the torch icon). Thanks!

v1.2: Followers and quests


  • A new orchestral main theme for the main menu
  • Added “auto-generate” option when starting a new game. You can let the AI auto-generate your starting character/world background info.
  • Added AI detection for the following: Quest detection, gaining a follower.
  • Follower system: If the AI decides you gain a follower, this character now follows you to every area and is included in the prompt, hence has a chance to intervene during NPC interactions or combat with the enemy.
  • Quest system: A simplistic quest system at the moment, but the AI checks whether the quest can be reasonably completed in the area. Then, it checks whether the quest was successful given the story events. If you have trouble triggering a quest, just keep pestering NPC's for "quest", "mission", "what can I help you with" etc.
  • A cute doggo pic for npc placeholder texture (our little doggo).
  • Reduced loading time


Known issues with fixes coming soon: Accuracy of event detection needs work. Grid becomes cluttered in the UI when more than 3 elements exist.

Version 1.1 released

Changes:

  • Overhauled the main gameplay loop. Before, each action was based on its own prompt which had no relation to the story. Now the game is driven by recent story events, world background, and current characters in the scene.
  • Switched to the "adventure" versions of gpt-neo, which leads to much more interesting stories and combat similar to early versions of AI Dungeon. Thanks to mrseeker for helping create these fine-tuned gpt models.
  • Improved event detection (somewhat fixes glitchy combat and other issues): Instead of using laundry-list-of-examples prompt engineering which only works for large OpenAI models, we now list the highest probability words after any event. When the words we’re looking for cross a certain threshold, e.g. “the enemy has been [injured]”, it is considered to have happened.
  • Added the possible events to each story iteration: Player death, player injury, enemy death, enemy injury, npc death, being attacked by a new enemy, appearance of new NPC, change of location, and (in some cases) player being healed, player receiving a new item. Multiple things can happen in a turn; for example, if a big explosion happens during combat, there's a pretty good chance both you and the enemy are injured or killed.
  • You can now one-shot enemies in combat due to the detection of sudden death in the story. This means the name of your item matters more than before. This goes both ways, so your enemy can instantly kill you as well. Fortunately, the player now has plot armor to protect you from sudden death from the story, which can be regenerated by healing.
  • Overhauled NPC interactions which can actually affect the world now. For example, you can ask for or threaten someone for an item. If the story says they gave you an item, the AI could detect that you got a new item.
  • Fixed an issue where bundling the default models didn’t work correctly. Now you shouldn’t have to download extra things if using the 125M, 1.3B, or 2.7B versions.


Known issues:

  • The story prompt can sometimes end up in a bad state because of repeating words, causing the AI to produce low-quality text. We are currently looking into a fix.
  • Accuracy of event detection got a lot better but still needs improvement
  • 6B model isn't "calibrated" for detection so it's running on 2.7B's calibration which could be unpredictable

3/5/2022

Updated to later pytorch version which might fix a bug where the game wouldn't run on newer graphics cards

3/5/02


  • Slightly reduced RAM usage of the game
  • Changed download folder of models to be same as steam folder so it can be deleted if uninstalling the game
  • Bundled in default models with game download so there shouldn’t be an additional download step for default models
  • Performance: Reduced AI generation time by about 30-50% overall without sacrificing much in text quality
  • Added an easier way in the options to prioritize performance over image quality
  • Item equip slots are now calculated beforehand

AI Roguelite released for early access

Recently implemented features:


  • Boss: Each area level 3 or above has a 10% chance of spawning a boss. Defeating the boss allows you to make a portal to another universe of your choosing
  • Mini-quests: Each place has a chance of spawning a task. You can try to complete the quest via an item or ability.
  • Blocked places: Each place (beyond the first adjacent places) requires submitting an item or ability to try to unlock it.
  • Abilities: Each item above uncommon rarity can grant abilities when equipped. Abilities are generated by the AI based on the item name and can be very open-ended such as "cold fusion" or "puppies! puppies everywhere!" (a real example). Abilities start in a depleted state and need to be recharged by consuming an item which heals you. Abilities can be used in combat, mini-quests or unlocking a new area
  • Item quality: Each item has a rarity (common, uncommon, rare, epic, legendary) and can include bonus attributes such as % chance to not be consumed during usage as well as % chance to bias the text AI. Biasing the text AI means, for example, instead of saying "you attack with the [weapon]", it would prompt the story generator with "you expertly attack with the [weapon]", increasing the chances the generated story depicts a successful attack.


Highest-priority bug fixes


  • Improve accuracy of checking event results (whether it was successful, led to injury, etc)
  • Improve text generation of NPC's, enemies and places.
  • Test accuracy across more model sizes than just the 1.3B (at least also the 2.7B)


Upcoming features


  • Better interaction with NPC's, such as an opinion system, and ability to recruit them to be your follower
  • Better questing system, possible quest detection from interactions
  • More interesting combat with varying degrees of injury and potentially "status effects" such as checking whether you were stunned
  • Possibly open-ended "status effects" by including part of the last event as part of the current turn's text (e.g. theoretically if the model is smart enough, when something's covered in oil then the resulting events from a fireball should be more devastating)
  • New main theme for the main menu soundtrack.


Longterm plan


  • Monitor the state of GPT-like technology and see whether it's ever feasible to either use a bigger model on the GPU or use a paid online API. If OpenAI's "instruct GPT" becomes open-sourced, it could give this game a huge boost to realism.
  • Monitor the state of vqgan-clip-like technology to see whether there's anything that can generate better images or do it faster, without incurring extra costs. e.g. NVIDIA technologies, OpenAI dall-e, OpenAI glide.


The priorities may move up or down. Please feel free to give feedback on which tasks you feel should be prioritized.