Can’t say I’ve seen any post discussing game dev with LLM + grammar, so here I go.
Grammar makes the LLM response parsable by code. You can easily construct a json template that all responses from the LLM must abide to.
On a per character basis during RP, the following grammar properties are useful:
- emotion (I had a list of available emotion in my grammar file)
- affectionChange (describe immediate character reaction to user’s word and actions. Useful for visual novel immersion and progressionmanipulation)
- location (LLM is good at tracking whereabout and movement.)
- isDoingXXX (LLM is capable of detecting start and end of activities)
- typeOfXXX (LLM also know what the activity is, for example if the character is cooking, then a property called “whatIsCooking” will show eggs and hams)
I’m building a Renpy game using the above, and the prototype is successful, LLM can indeed meaningfully interact with the game world, and acts as more of a director than some text gen engine. I would assume that a D&D game can be built with a grammar file with some properties such as “EnemyList”, “Stats”, etc.
For my usage, 7b Mistral or 13b are already giving sensible/accurate results. Oobabooga allows grammar usage with exllamaHF (and AWQ but haven’t tried).
How is everyone using grammar to integrate LLM as a functional component of your software? Any tips and tricks?
We used a similar system in our project here,we had the llm also identify which location on the map the actions should be done at. https://youtu.be/e2UGwXpu_zc?si=hrV0Vnq7C-9BZ42i