inworld KI-Ziele

Alles rund um die Interaktion mit inworld AI Charakteren.

Hiermit werden Ziele für die KI definiert. Vorneweg das Beispiel von inworld.ai selbst. Die Kommentare eventuell noch übersetzen, bitte.


# intents can be created to help orchestrate character behavior based on when a user says
# something similar to what is defined 

intents:
  # intent name is the resource value that can be used as an activation condition for a goal
  - name: "quest_request"
    # training phrases should include examples of what an user could say to trigger the intent
    training_phrases:
      - "Do you have any quests for me?"
      - "What quest should I take on next?"
      - "What quests can I take on here?"
      - "Are there any quests I can take to help me level up?"
      - "Give me a quest"

  - name: "ask_for_weapon"
    training_phrases:
      - "How can I increase my attack damage?"
      - "What equipment should I have for the next quest?"
      - "Where can I get a weapon around here?"
      - "What items do you have to increase strength?"
      - "What's the best weapon I can get?"

# goals get activated by an activation event and initiate a specific action.
goals:
  - name: "greeting"
    # activations composed of trigger (client-invoked), intent, or motivation
    activation:
      trigger: "greeting"
    # actions include instruction, say_verbatim, emotion_change, and send_trigger
    actions:
      - say_verbatim: "Welcome to the Shop of Curiosities and Wonders! Are you new around these parts?"
 
  - name: "pitch_weapon"
    activation:
      intent: "ask_for_weapon"
    actions:
      - instruction: "tell {player} to visit Queen Bee to get a javelin made with a honeybee's stinger"
        emotion_change: "JOY"
        send_trigger: "ask_for_weapon_detected"

  - name: "give_quest"
    repeatable: True
    activation:
      intent: "quest_request"
      trigger: "give_quest"
    actions:
      - random:
        - probability: 0.2
          instruction: "give a quest to retrieve the ancient candy recipes that were stolen by Lord Toffee!"
        - probability: 0.5
          instruction: "give a quest to rescue the princess from the clutches of the dragon"
        - probability: 0.3
          instruction: "give a quest to uncover who destroyed Candycane Tower"

Diese hier werden subtil ausgelöst, ohne das die KI direkt in das Geschehen vorher eingreift.
Will heissen, der Spieler wird nicht zuerst angefragt, wenn der KI-Charakter etwas bemerkt hat.
Oder, wenn wie hier eine Aktion vom Spieler ausgelöst wird, muss nicht zuerst das Gespräch mit der KI gesucht werden, um die Instruktion von ihr auszulösen.

goals:
  - name: "acknowledge_and_instruct"
    activation:
      intent: "player_action"
    actions:
      - send_trigger: "player_action_detected"
      - instruction: "tell {player} to meet the elder at the village center for further guidance."

Was this helpful?

0 / 0

Schreibe einen Kommentar 0

Your email address will not be published. Required fields are marked *


WeltenSchmid Knowledge Base Skip to content