There needs to be a way of absolutely limiting it, from what I've seen the prompt can't do that with 100% success. A blacklist would be useful in some applications (people tolerate their search engine screwing up once in a while), but not in games. Still, maybe we can accept limited performance by limiting to the gameworld + some manual texts. It's not NPC dialog is literature-level anyway...
So the model can be transformed to output part-of-speech words, dependency grammar trees or named entities in input even if training data is sparse. Similarily, you could fine tune it to produce game lore and then see how it works for that. The model easily switches to different modes of operation and achieves state-of-the-art or close to state-of-the-art performance.
It's quite funny how NLP folks tried to solve low level tasks (POS tagging, NER, Named entity relationship extraction, dependency parsing, sentiment classification etc.) to get to higher level tasks (good summarization, machine translation, text generation, question & answering) and now a single model captures all the low level stuff for free and does high level stuff so good that finetuning it to do low level stuff is unnecessary.
1. Set up a pseudo-adversary NN trained to recognize context-correct speech based on a small corpus. 2. Craft a GPT-3 prompt to get N 9s of accuracy 3.Retry if the answer fails the test from the other NN 4. Set a cap on retries based on how many 9s your prompt got 5. If cap exceeded, return a context-free or limited context response
1. Set up a pseudo-adversary NN trained to recognize context-correct speech based on a small corpus.
2. Craft a GPT-3 prompt to get N 9s of accuracy
3.Retry if the answer fails the test from the other NN
4. Set a cap on retries based on how many 9s your prompt got
5. If cap exceeded, return a context-free or limited context response
Usually, it's fine-tuning (training a model starting from an earlier model). They can use a small amount of text to fine-tune GPT-3 to their liking.
Someone else in the thread suggested using a verifier based on game data and maybe that would be fine. The key IMHO must be some kind of NN trained only on game data, either GPT-3 itself or a verifier of some sort.
If a player got something extremely disagreeable from an NPC, was this a fluke or did a dev intentionally add it in training as to make it more likely? There's no way to prove innocence. Add in trigger-happy social media + governments, the potential cost to devs & publishers could get all the way to bans/boycotts/legal threats. Most companies do not wish to risk this, so mitigations must be in place.
I think this might be the way to go forward regarding language models in games: Offer them through cloud computing for GaaS.
It feels like what I imagined playing in a Star Trek Holodeck would be (well the dialog anyway).
Where I could see it working better would be for e.g. newspaper headlines in a grand-strategy or SimCity-like game. When you do something crazy like have Lichtenstein conquer Western Europe, it could be funny to have some auto-generated commentary on said crazy state of affairs.
Indeed, some pretty impressive demos have been sprouting up on Twitter. Things like generating properly running code from english descriptions of the desired functionality are potentially game changing.
I hate to be that guy, but when I saw the article the other day that ended with "plot twist, this article was autogenerated with GPT-3!", I was not impressed, mainly because it looked like content farm's content to me, conveying no information. It basically looked like an incredibly costly spam tool.
But then I thought of possible applications. Give humans a new tool, and they will amaze you, I'm sure we'll see cool applications of this tech in the future (and probably horrible ones too). One thing that I could think of where it would totally rock : games. If games were able to use such tech, their game world could be filled with casual discussions rather than the developers needing to fill everything. This means that NPCs in a game could have ever changing discussions, and even answer to the player about the subject they're discussing. Their discussion could even change based on what is happening in the world or what the players are doing, even to things with the smallest impact, or what is happening directly around them at the moment, without devs needing to script it all. That would be awesome.
But yeah, this won't happen easily unless the model can be embedded and shipped on local computers.