pl.aiwright.devAI tool

pl-aiwright-dev

pl.aiwright.dev
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Detailed overview
An AI-powered dialogue generation tool for interactive narratives. See our research paper for player perceptions of GPT-4 generated dialogue in Disco Elysium: The Final Cut.Live DemosLearn MoreDialogue GraphsCapable of analyzing and clustering large dialogue graphsWith a gamut of analysis tools you can easily find and cluster dialogues based on any attribute, even for very large graphs.View graph analysis featuresDialogue GenerationA mix of code and natural language for grounded dialogue generationPortions of the dialogue tree are transformed into a Lua script, enabling grounded dialogue generation via masked infilling.View dialogue generation featuresHOLD TO PLAY ANIMATION 1dialogueOptions = {} 2if CheckPassiveSkill("suggestion") then 3 return { 4 speaker = "suggestion", 5 speech = "C'mon. Just a little. You're buddies.", 6 whenSpoken = function() 7 -- absolutely. you can chat, oi 8 SetVariableValue("seafort.deserter_sugg_you_are_buddies", true) 9 end, 10 } 11end 12... 13if Variable["seafort.deserter_i_am_also_communist"] then 14 -- you keep saying it 15  table.insert(dialogueOptions, "You can tell a comrade. It won't be *that* usable." )16elseif Variable["seafort.deserter_sugg_you_are_buddies"] then 17 table.insert(dialogueOptions, "You can tell me, here. It won't be *that* usable.") 18end 19... 20return dialogueOptions 21 = "You know I'm a bit of a communist myself. You can trust me." PlaytestsPlay through interactive dialogues while gathering user feedbackA mobile-friendly web interface enables grounded conversations. It can also be used to compare user preferences of LLM-authored dialogue.View playtest featuresExperimental AnalysisA suite of tools for analyzing user preferencesAfter conducting a playtest you can compare and contrast models, along with the reasons players chose one dialogue option versus another.View analysis featuresWhy is the *l* so dark in the logo? And what gives with garish color scheme featuring a cursive font? Read more to find out. DocsShowcaseTry Now!DocsGetting StartedUse the AppDatasetSourceFeaturesFilteringClusteringPreprocessingGenerationPlaytestsAnalysisShowcaseDisco ElysiumGameplayVirtual GMAnalysis ToolResearchAboutPricingLicenseNaming --- About is a labor of love. I grew up enjoying roleplaying games like Fallout, Planescape: Torment, and Arcanum: Of Steamworks and Magick Obscura. These games provided players with numerous avenues to weave the narrative around their unique play style.Play StyleWanna play like a dumb brute who can barely form a cogent thought? Great! The inhabitants of the world will respond accordingly. Do you prefer playing as an intellectual who pontificates on philosophy to strangers? Well, you can, but you might get some weird responses in return.Games that conform to the player are expensive and time consuming to make! Trying to support dialogue options that only a tiny fraction of your game’s players will ever see is often seen as financial suicide by publishers. That’s where the idea of came about.My BackgroundI’ve been interested in this topic for a long time. I initially thought AI was the answer, and tried to explore the topic during undergrad, but at the time (2000-2004) the topic was not in vogue. I remember trying to take the one neural networks course offered at Purdue at the time. Rather than being taught by the CS department, it was actually offered by the EE department. Unfortunately, by the time I tried to take it in my senior year it was only open to graduate students as the professor was retiring and there were no seats available.Instead of going down the research route, I decided the game industry might allow me to tackle the problem in an applied manner. My thesis project when I graduated from the games-focused program at SMU Guildhall in 2007 was titled Proposal for Computer Assisted Storytelling in Video Games).PhD ResearchWhile I greatly enjoyed the people I worked with in the game industry, I came to realize that the only I was going to help advance interactive storytelling in games was through PhD research. That’s why in 2018 I started my PhD journey.PricingDetails about pricingLicenseAGPL license agreementNamingWhat’s with the funny naming? DocsShowcaseTry Now!DocsGetting StartedUse the AppDatasetSourceFeaturesFilteringClusteringPreprocessingGenerationPlaytestsAnalysisShowcaseDisco ElysiumGameplayVirtual GMAnalysis ToolResearchAboutPricingLicenseNaming --- DocumentationIf you’re unfamiliar with with , then check out the Getting Started first. Otherwise, look through the list of Features.Getting StartedTake your first steps with FeaturesDiscover the many features in DocsShowcaseTry Now!DocsGetting StartedUse the AppDatasetSourceFeaturesFilteringClusteringPreprocessingGenerationPlaytestsAnalysisShowcaseDisco ElysiumGameplayVirtual GMAnalysis ToolResearchAboutPricingLicenseNaming --- ShowcaseSee examples of in action.Disco Elysium DocsShowcaseTry Now!DocsGetting StartedUse the AppDatasetSourceFeaturesFilteringClusteringPreprocessingGenerationPlaytestsAnalysisShowcaseDisco ElysiumGameplayVirtual GMAnalysis ToolResearchAboutPricingLicenseNaming