#Automatic / Language Model - Chat Integration
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Not to mention the licensing nightmare we'll have with whoever's API you're using.
This isn't feedback. AI-generated content in this vein is not welcome in BAR. Take that as a developer statement, and a warning.
I've been trying to ascertain the reasons behind this stance in some developer discussions. Here's what I learned:
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Language models that are made by someone else could land BAR in legal trouble due to licensing fees. You might have permission to use it, but not to share it.
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Generative AI responses can lead to bad communication. Communication is highly prized in this game, so any kind of solution has to have a 1:1 relationship between the player reading and the player responding exactly as they want to. Nothing automated.
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Widgets that can cause miscommunications aren't wanted.
You seem passionate and fired up to improve various aspects of communication in the game. An improved ping wheel or functionally equivalent thing that allows for communication without a keyboard would be super sweet.
But only if it can avoid the aforementioned pitfalls.
There was a particular feature you mentioned a few times that I thought sounded cool. "Automated buying and selling".
It doesn't sound too terrible to me to have a widget that automatically will buy or sell things for you so long as it was set up to do so by a human.
Hiding the communication though might be a step too far.
Any other contributers or devs are welcome to comment and correct me on this.
Oh, another thing that was discussed is the concept of widgets being localized to the player running them. Summarized in a sentence:
"Widgets should only affect the player using them"
Communication widgets will inherently affect more than just you. So you have to tread very carefully and try to give the users the tools they need to communicate as effectively as though they weren't using the widget.
It's a tall order. I wish you the best of luck with this endeavour.
which widgets are those?
almost every available widget is basically either a UI to show game data in a nice way, or effectively a keyboard/mouse macro. any effect they have is a deterministic result of the player's actions. widgets that do negatively affect other players are generally removed, usually by their authors, and any players using them tend to end up disliked by other players. "Widgets should only affect the player using them" is a heuristic intended to guide authors into making widgets people want, and if you can't pass it, the idea is that you should be very careful not to negatively impact other players' experience.
which contributors?
pings are local-only, and should probably be reported if not. sending chat messages generally falls into the "macro" category.
Good to know, I'll make macros instead I guess for that part of the functionality.
this isn't about the mechanism, it's about the spirit. "macro" here is an abstract category, not an algorithm. if your widget only sends pre-determined messages when the player wants to send them, fine. if it's handling chat for the player (especially as poorly as even the best LLMs would), that's making everyone else's experience unfun.
I don't see most people agreeing with that. In any case, you clearly missed the discussion with the other contributors, its intended to have a confirm and toggle hotkey. As it stands, its a simple proof of concepty, and is of course optional for people to try and use.
I read the discussion in #⭐|main , if that's what you're referring to
NGL, you come across as very agressive, negative and gatekeeping. I'm making these contributions as OPTIONAL proof of concepts, for use as desired (or not). People can use them, or not, or their concepts into greater works. This is an open source project, not your game, so please, stop gate keeping and try to keep things a bit more positive and stop ragging on other people trying to come up with new creative ideas or I will need to block/mute you.
can you give examples of what kind of stuff this would type? would it be more about hilarious nonsense, or do you imagine it actually making messages that could be reasonable for the game state?
Currently its simply a proof of concept that shows it can easily integrate. Later I would like two potential main use cases, for BARB AI to have some limited ability to respond to players, similar to Age of Empires and some other games (very limited player taunts or maybe other requests if they are on your team). The other use case would be an integration to enhance the ping-wheel widget (which according to those above you, is a rule breaking widget since it affects other players so maybe this isn't even possible) to provide ping wheel options relevant to the current chat, that are also not fixed in nature based on your own preferences/prompt for responding, and even a step further maybe in some distant future, to also generation options for respones that are based not only on a ping wheel tree but also current in game situations such as income/reserves/units on the field and so forth.
But again, just a basic proof of concept here, the possibilities are endless, and other people can go in other directions with other widgets or whatever ofc.